Sega Genesis Chakan the Forever Man Lord Kat Gaming Review


0

The other night I was digging through my Mega Drive collection, trying to find something that matched my mood—you know that restless feeling where modern games feel too hand-holdy and you want something that'll kick your teeth in without apology? My fingers stopped on Chakan: The Forever Man, and I actually laughed out loud. Here was a game that had haunted my teenage years like some kind of digital poltergeist.

I'd forgotten how absolutely mental the cover art was. This skeletal warrior with flowing hair, twin swords crossed behind his back, standing against what looks like the aftermath of heaven's worst day. Pure 90s gothic cheese, but the kind that makes you want to turn off the lights and crank the volume. The cart itself had that slightly yellowed plastic patina that screams "I've been loved and slightly neglected in equal measure."

Chakan was one of those games that felt like it came from a parallel universe where game designers had never heard the phrase "player retention." Based on some obscure DC comic I'd never read, it tells the story of an arrogant warrior who claims he's the greatest swordsman who ever lived. Death himself shows up and basically says "prove it, mate," before cursing Chakan to walk the earth as an undead warrior until he can defeat every evil being in existence. Classic monkey's paw stuff—be careful what you wish for and all that.

The opening sequence still gives me goosebumps. That haunting melody over static images of Chakan's transformation, the way his flesh melts away to reveal the skull beneath… it was genuinely unsettling in a way that most 16-bit games never bothered attempting. The Mega Drive's FM synthesis chip was perfect for this kind of atmospheric horror—all those metallic, slightly off-key tones that sounded like something mechanical dying slowly.

What made Chakan special wasn't just its dark atmosphere, though that was certainly a selling point in an era dominated by colorful mascot platformers. No, what made it memorable was how brutally unforgiving it was. This wasn't Nintendo-hard in the traditional sense—it was something else entirely. Every enemy encounter felt like a proper duel. You couldn't just run and gun your way through levels; you had to study patterns, master the timing of your sword swings, and learn when to dodge and when to counterattack.

im1979_sega_genesis_chakan_the_forever_man_lord_kat_16_bit_in_126c51b5-bf5a-40af-bfc0-2ff57c1e0801_0

The control scheme took some getting used to. Chakan moved with this deliberate weight that made him feel genuinely undead—not nimble like Sonic or bouncy like Mario, but methodical and powerful. His sword attacks had proper heft to them, and the sound effects sold every clash of metal. When you connected with an enemy, you felt it through the controller in a way that made each victory feel earned rather than given.

What really set Chakan apart was its hub world system. Instead of traditional level progression, you had this ethereal plane where Chakan could access different elemental realms through magical portals. Earth, Air, Fire, Water—each one with its own visual style and enemy types. The earth realm was all caverns and rocky passages, while the air realm had you fighting on floating platforms against winged demons. It felt genuinely otherworldly in a way that most games of the era couldn't manage with their limited hardware.

The difficulty curve was absolutely savage. I'm talking about a game that would kill you repeatedly on the very first screen if you didn't respect its rules. Enemies didn't follow predictable patterns—they adapted to your movements, forced you into defensive positions, and punished button mashing with swift, merciless death. There were no lives in the traditional sense; instead, you had an hourglass that slowly drained over time. Taking damage would speed up the process, and when it ran empty, you'd have to start the entire game over. No passwords, no battery save—just pure, old-school consequence.

I remember spending entire weekends trying to master single sections. There was this one part in the fire realm where you had to navigate a series of floating platforms while these demonic bird creatures dive-bombed you from above. The timing windows were pixel-perfect, and one mistake meant watching that hourglass drain just a little bit faster. It was the kind of challenge that would send modern gamers running for their comfort blankets, but back then it felt like the game was testing your worth as a player.

The weapon system added another layer of complexity. Chakan could find and wield different types of blades throughout his journey, each with unique properties and attack patterns. Some were faster but weaker, others slow but devastating. Learning which weapon worked best against specific enemy types became part of the strategic depth. You couldn't just spam attacks—you had to think, adapt, and sometimes retreat to reassess your approach.

Visually, Chakan was unlike anything else on the system. The color palette was deliberately muted—lots of grays, dark blues, and sickly yellows that created this oppressive atmosphere. The sprite work was detailed and fluid, especially Chakan's animation cycles. His cape flowed convincingly, his sword strikes had proper follow-through, and his idle animations conveyed that sense of eternal weariness that defined the character. It wasn't the most technically impressive game on the Mega Drive, but it had style in spades.

im1979_sega_genesis_chakan_the_forever_man_lord_kat_16_bit_in_126c51b5-bf5a-40af-bfc0-2ff57c1e0801_1

The sound design deserves special mention. Beyond that incredible opening theme, each realm had its own musical identity that perfectly complemented the visual design. The fire realm's soundtrack was all aggressive percussion and harsh synthesizer stabs, while the water realm featured these haunting, echo-heavy melodies that made you feel genuinely underwater. Sound effects were equally impressive—the clash of steel, the whoosh of Chakan's cape, the otherworldly cries of defeated enemies.

Looking back now, I can see why Chakan never achieved mainstream success. It was too dark, too difficult, and too uncompromising for most players. But that's exactly what made it special. In an era when most games were designed to appeal to the broadest possible audience, Chakan was unapologetically niche. It knew what it wanted to be and executed that vision with unwavering commitment.

Playing it again recently on my trusty Model 1 Mega Drive, I was struck by how well it holds up. Yes, the difficulty is still punishing, and yes, some design choices feel deliberately obtuse. But there's something pure about a game that respects your intelligence enough to not hold your hand. Chakan expects you to rise to its challenge, and when you finally do—when you master its rhythms and overcome its trials—the satisfaction is genuine and lasting.

It's the kind of game that reminds you why we fell in love with this medium in the first place.


Like it? Share with your friends!

0
Balding Gamer

0 Comments

Your email address will not be published. Required fields are marked *