Motrya
- Heart of the OHR
Edition
A
Review by Mike Wilis
Download Here

Complete with classical piano, the title screen here already
sets the tone for this game.
Motrya is a game with a wide variety of strengths and only a few
weaknesses. Although the demo lasts over 2 hours, it still
feels too short to decide if the weaknesses will hurt the game in the
longrun. However, it is without a doubt the most
professionally handled RPG for the OHR I am aware of, and I look
forward to a new release.
Actually, before even seeing the title screen I opened the manual and
was vaguely impressed by the organization of it, and especially by the
simple choices available for difficulty. This professionalism
carries over seamlessly into the title screen, and it's clear right
away that this game intends to take itself as seriously as any
commercial RPG.
The graphics in Motrya are very good for the most part, making the most
of a somewhat subdued style that nevertheless makes it very clear what
everything is. The scenery is wonderful and the graphics in
battle are no slouch either. Some of the enemies are better
than others, but the heroes look surprisingly realistic for the OHR's
resolution. Unfortunately, this is to be contrasted with the
inconsistency of the walkabouts. Most of the characters are
fine (even Dayang's big head is passable), but there are a few (Parthax
comes to mind) where it was honestly difficult for me to decide which
way the walkabout was facing without looking more closely.

Proof that characters don't have to be cartoon-y and bright
to look excellent in the OHR.
The music in Motrya is another very strong point, despite being
frustratingly incomplete. I was particularly impressed with
the stately tone of the music within the school. Sound
effects were also used well, and for whatever reason it seemed that the
relative volume problems that plague most OHR games at this point were
minimal in this game.
I want to discuss the storyline of Motrya next, and it's gonna take a
minute because this game offers us a lot to talk about. There
is real depth to the world and the plot of Motrya, both in planning and
execution. The pacing of the game has clearly bowed to the
intentions of the plot, where there really is not a lost
moment. We have the initial scenes at the school where we
learn about our characters and their surface relationships with each
other. The practical examination is a chance to show off the
gameplay we will discuss later, but is also used to further explore our
characters. With that understanding in place, the central
mystery and conflict (at least so far) is introduced, and the invasion
of the school forces the player to begin the hunt for the Forbidden
Forlae right away. I was astounded when the second Forbidden
Forlum was found so quickly. In a matter of 3 hours of
gameplay, JSH has introduced characters and conflicts, AND moved the
plot further along than most games (and some books) accomplish in over
twice that time.
Such fast pacing can threaten to reduce the world itself to a mere
backdrop, but luckily that is not the case here. Thanks to
the great attention to detail both graphically and textually (almost
everything in the school can be examined, Yormus Academy feels like a
real school, even including a men's and women's bathroom. The
concept of lytes and forlae is explained enough to feel like a part of
the world without being too confusing. The only aspect of the
world that feels sacrificed to the torrid pace of the plot is its
actual physical size, but I'm going to discuss that again in a gameplay
context, so here let me remind you why it's great to have details in
games.

Oops... yeah, that's the girls'
bathroom.
I can't move on without bringing up one complaint here. Some
of the more emotional scenes in Motrya just don't do it for
me. This is a weakness in all video games I've played: events
can be moving, but emotionally heavy character interaction just doesn't
work with pixellated characters. I understand the necessity
of the parents' death scene, and perhaps the Murlor-Icebird scene soon
afterwards at the creek. But at times like these, it is
facial expressions and body language that carry emotional weight, not
monologues or dialogues. Unfortunately, video games can't
really deliver either of the first two very easily, and we must rely on
the latter two. Oh, and Murlor can be a bit whiny sometimes,
but at least he admits it.

Apology accepted, commander.
The gameplay of Motrya is also strong, but in my opinion, not as strong
yet as some of the other aspects of the game. With HP and
lytes (MP) being restored after every battle, the clear focus is on
surviving singular battles one at a time. Even if these
battles are a bit long, they are well balanced. The idea to
allow scrolls to be equipped for a weaker version of their purpose was
an excellent one, and having three heroes right away made things
interesting right from the get go.
This works exceedingly well for the sequence of fights in the school,
AND for the battles against the invading statues and things, but the
battles along the way to the cathedral feel tedious and even a bit
silly. Random (but quicker) battles would give the feeling of
being in the unpredictable wild. Pre-sequenced battles out
here feel like the wild really isn't dangerous in and of itself, so to
make it dangerous a few trees were brought to life, and some zombies
were summoned. Why? If that's the power of the
Forbidden Forlum, why aren't they using it to make all the trees
attack? I think it would have been simpler, more consistent,
AND more fun to simply allow battles (whether random or otherwise) to
occur with less explanation, but with slightly more regularity and
shorter duration.

I was given a cutscene just to fight a couple trees with evil
faces painted on them? Will all battles be handled like
this?
Another problem with the walk to the Cathedral is that not only does it
feel rather scripted (in regards to the sequence of battles), it feels
incredibly short. And here we finally see the world of Motrya
hampered by the rapid pace of the story being told. When it
was revealed that there was a Forlum 'somewhere west' of the school, I
was looking forward to a chance to explore the continent to find this
mysterious artifact, when it turned out it was just next
door. This was disappointing to me for two reasons.
It makes the world I'm in feel incredibly small, but that could easily
be rectified by a larger northern continent in the second
chapter. But from a gameplay perspective, I'm disappointed
that Motrya seems to eschew one of my favorite aspects of RPGs -
exploration of a wide and dangerous fantasy world - in favor of direct
objectives and danger in measured doses. As I mentioned in
the introduction, it is still too early to decide how much of a factor
this will be in the overall enjoyment of the final product.
There are lots of other things I could mention about Motrya.
I loved Murlor learning a (useful) scanning attack first. I
very much appreciated the clear documentation of the attacks, something
I also try to accomplish in my games. I didn't like how doors
were handled in Yormus Academy. I didn't bother with the card
game, and I wouldn't have if this were a commercial game
either. I loved the choices of where to take dialogue with my
fellow students. There was more, and I think this actually
illustrates the main strength of this demo. This is one of
the most dense 3 hours of gameplay I've encountered on the OHR (and on
par with most NES and SNES RPGs), full of details both large and small,
and battles well cared for. There are aspects to it that I
wish were different, and it is by no means perfect, but I would have no
reservations recommending this demo to anyone who enjoys fantasy RPGs.