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All About...
KISS: Psycho Circus: The Nightmare Child
Review

KISS goodness goodbye...
These screenshots are from the PC version. The Dreamcast version looks almost the same, only darker and not as much with the goodness.
Fiercely gripping my controller, I stared transfixed into my television at one of the most visually impressive games I had ever laid eyes on. So consuming was my rapture, so intense was my fun as I played KISS Psycho Circus: The Nightmare Child that, at first, I didn't even hear the phone ringing. Reluctantly I pulled my attention from the incredible game I was playing and turned my attention to the telephone, which turned out to be my alarm beckoning me forth for yet another day. "How ironic," I thought, "I had a good dream about playing The Nightmare Child." Little did I know how soon that mirth would turn sour in my memory, as I turned on my Dreamcast and proceeded to really play KISS Psycho Circus. As oft happens, my dreams and expectations were infinitely superior to reality. Alas, KISS Psycho Circus just plain sucks.





KISS: Psycho Circus: The Nightmare Child

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Not to say that it's the worst game ever, or even close, because Psycho Circus can be entertaining at times. The overall feel of the game isn't bad either. Set in a dark and menacing fantasyland where spawning spider-creatures and flame-spitting, dog-like monsters roam the streets, the world of The Nightmare Child is creepy and strange. Still, the graphics aren't all that impressive, and neither is the art. Though the creatures in the game are based on Todd McFarlane's comic series of the same name, the talents that brought these visions to the screen were obviously somewhat less gifted (or funded) than McFarlane. Some of the cutscenes are nice to look at, and the occasional building or castle stands out particularly well against the ominously dark sky, but otherwise the textures are muddy and blurred.

The best thing Psycho Circus has going for it are the villains. Oddly mutated circus freaks with violent dispositions, these bosses and sub-bosses are nearly worth the price of admission. The Arachniclown (half-clown and half-spider) paces back and forth nervously in a tower, waiting for players to make it past his minions so he can destroy them. The Fat Lady is a grotesque, decaying corpse with a serious case of water retention. Seeing these villains lurking about in cutscenes before actually reaching them heightens the suspense and adds a little to the eerie overtones of the game. But once they are engaged, the bad guys prove to be little more than prettily painted blobs, moving back and forth to avoid your attacks halfheartedly, and not really posing much of a threat to anyone. And their minions, the hordes of little crawly things with a tendency to spawn at the most inopportune times, well, they aren't very tough either. Unless pointing and shooting is something you have deep-seated problems with, you should be able to paint the floor with headless-spider guts and flame-throwing dog-demons with the greatest of ease.

Another good feature of the game is its arsenal. A small assortment of cool guns and melee weapons grace The Nightmare Child, with names like the Punisher, the Windblade and the Galaxion. Weapons are divided into three categories: melee, common and ultimate. Each of the four characters that players must control to beat the game start with their own melee weapon, and find one other weapon that is specialized to that character. The ultimate weapon is found somewhere near the end of the character's part of the quest, and will actually delete their energy when used too much. While we liked the design and effect of most of weapons, they surely aren't enough to carry the game.

So why the bad opening to the review? The gameplay. While the twitch-reaction style of shooter can be fun in some cases, the same qualities that make it fun can also become laughable when the developer decides to throw some half-baked story and redundant puzzles into the game. If shooting is going to be the one and only important factor in a game -- fine, give us lots of shooting, but don't have us wandering around for hours on end trying to find some insignificant piece of the puzzle so we can advance to the next level. Considering all of the amazing games we've seen for the Dreamcast over the past year, we're not going to be happy with puzzles that test our patience instead of our minds. Even if it takes hours, solving a puzzle that was well thought out can be rewarding and ultimately addictive because of that "oh, I should have thought about that" feeling we get when we do figure them out. When the answer to the riddle is "oh, I should have walked through this dark corner of this room 30 more times, or tried knocking down this wall instead of that one," the frustration at the amount of time wasted overshadows any pleasure one might derive from solving the puzzle in the first place.

We were excited about this game because we had heard from G.O.D. (Gathering of Developers) that Psycho Circus would allow the most AI enemies on one screen of any game in history. "Surely this will make the game interesting," we thought. But when the enemies spawn from seemingly randomly placed portals and merely rush into the barrel of your gun, they get annoying as well. The only way to stop these little buggers is to shoot their portal, but just to get to it usually requires at least one life.

Oh yeah, and there's no KISS. While we're certainly not the biggest KISS fans in the world, we expected to see at least a little more of the band's imagery and hear a little more of its music than the vague KISS references scattered throughout the game.

We could go on and on, ad infinitum, but why bother? Six months ago, Psycho Circus would have been a great game to buy for the Dreamcast, because there were no other shooters. Now that we have Quake III and Unreal, Half-Life and Soldier of Fortune (to name a few) on the way, what's the point in buying a shooter that doesn't even include multiplayer? That's right, no multiplayer. The most simple, and perhaps the most important aspect of any first-person shooter has been entirely left out of Nightmare Child for the Dreamcast. So how can we possibly review a shooter that has no deathmatch? Here's how: We simply say it sucks and go back to playing Quake III online.

Bottom Line: Not horrible, but bad, KISS Psycho Circus: The Nightmare Child would be a good buy for the die-hard FPS fan who owns a Dreamcast and has already bought or prepaid for every other shooter on the system.

- Garrett Kenyon

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Screens
PC
Water
Flames
Brown


"Oddly mutated circus freaks with violent dispositions, these bosses and sub-bosses are nearly worth the price of admission. "

Screens

This purple water can be hazardous to your health.

I like my bands in makeup and my demons FLAMING!

We repeat: do not eat the brown acid!

Stats
Developer Tremor Entertaiment
Publisher Gathering of Developers
Genre Shooter
Players 1
K.I.S.S. Party
We were excited when we got news that Paul Stanley and Gene Simmons were going to be at a G.O.D. party a couple of months ago to help promote Psycho Circus. We attended the party hoping to catch a glimpse of the rockers, and were sorely disappointed. Stanley and Simmons spent most of the night in a hotel room surrounded by bodyguards, letting people in one at a time for pics and autographs. When they finally did join the party, the management cleared out the entire bar they were in and only let people in one at a time to see them. For a bunch of rockers who are supposed to be some of the most rowdy men on earth, this seemed like a rather sissy-ish way to join a crowd of fans. Though the only bathroom in the joint was in the same room as Stanley and Simmons (and therefore inaccessible), there were plenty of drinks and a naked girl walking around to divert our attention from our bladders. Thanks G.O.D.!


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