Why do we play stressful games? I find this sort of question
is both easy to answer and still a bit puzzling. Of course stress can help to give
a sense of accomplishment to completing a game's challenges - giving the player
adrenaline enough to feel as if they've just
made it, just managed to get through and time everything perfectly. But it still
seems strange to me to fill one's
past-time with, not just adrenaline, but irritation, frustration, and sometimes
breathless moments of panic. One Piece
Mansion, a PS1 oddity I recently found in a 2nd hand games shop, seems to
courts this type of stress like it were the essence of life. One Piece Mansion (which strangely has
no affiliation with the Manga and anime series One Piece) is a puzzle/management game which, to all intents and
purposes, is driving me mad.
The game centres around the blindingly original concept of
managing a block of flats in which the tenants' happiness must be maintained in
order to gain more rent. In this respect the game reminds me quite a bit of the
Theme games - Theme Park, Hospital,
Aquarium - but with a much more rudimentary, puzzle based mechanic. When a
level starts the player character, Polpo - a kind of devilish looking child
landlord -, has several tenants already living there. When more tenants become
available the player has to build more rooms and gain more money by introducing
more tenants. There are however two issues to obstruct Polpo's success.
The first and most understandable one is also that which gives
the game it's most interesting dynamic, that is: not all tenants are good
cohabiters. Tenants can either radiate good energy - such as the character
Al-Chan whose "smile makes everyone happy" - which is represented by
green arrows, or they can radiate bad energy - such as Garchanko: "the
rumble of his gigantic body stresses out the people around him" - which is
represented by red arrows. Some of the tenants change depending on their stress
levels, as with Drimmi, a character whose stress level determines whether he
radiates good or bad energy. The role of the player is to make sure that the
tenants don't get too stressed out. This has to be achieved through management
of where each resident lives and constantly moving people around is key to
making sure that they don't get too stressed out and leave (or, in fact, blow
up).
The great thing about this idea is that, for a puzzle game,
it really communicates a sense of community spirit. While of course the player wants
all their tenants to be like Al-Chan, "the sweat-heart", the game forces
you to accommodate for all their different personalities; each one just as
important as the others. So when you find Garchanko getting pissed off at some
other noisy housemate you can't simply let them move out, you have to look out
for their interests too. Even if they might be unpopular within the block as a
whole. It's all actually rather beautiful....
The second obstruction to Polpo's financial and societal success are (as you've
probably guessed) an evil race of alien criminals known as Sector 5. They turn
up every now and then and it's up to Polpo to evict them. But how does one
evict an evil race of criminal aliens? Cleverly the game reverses the one thing
you're been trying to avoid all along: you must piss the aliens off so much
that they can take it no more and have to move out/blow up. It's a great idea -
that a game's central mechanic is used for both good and bad. This is also
where those annoying, loud, obnoxious flatmates really come in handy. Surround
the aliens with them - while keeping them happy - and you easily flush out the
smaller alien invaders.
However the game quickly piles on the tension and
multitasking becomes mandatory to stay on top of all your tenants' needs and
anxieties. The invading aliens also have the annoying habit of leaving their
rooms to pester/set fire to the other occupants' rooms. When this happens the player
has to switch to 'Security' mode and actually control Polpo around the block in
order to scare the aliens back to their rooms and put out any fires they may
have started. This therefore requires the player to keep an eye out for these dramatic
moments while also keeping eye on the macro level of the entire flat.
A couple of levels in and it becomes one of the most hectic
puzzles games I've ever played. Strangely however there are also moments of
quietness to the gameplay. If you've dealt with all the current aliens and
everyone's doing fine you can sit back and enjoy the cute - if somewhat low-res
(even for the PS1) - animations of each of the game's numerous characters. But
soon enough the aliens are back and Polpo's world becomes a stressful mixture
of shifting residents and running frantically to send the aliens back to their
rooms! It's all pretty comical really. But at the centre of the game is a
really intuitive look at communities through the mechanics of a puzzle game.
The idea is to keep everyone happy - even if they're wildly annoying. Because
of course, as it is in real communities, these are the guys you need when
aliens invade.
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