Chakan: The Forever Man — Issue 51

A for­ev­er mediocre mess

Mix of RPG and mag­ic can’t save Chakan from ter­ri­ble fate

As Sega and Nin­ten­do fought for more ter­ri­to­ry in the final arc of the 16-bit era, Sega tried to stick with new orig­i­nal prop­er­ties in unre­al­ized gen­res. I recent­ly was rein­tro­duced to Chakan: The For­ev­er Man, a game with a cool orig­i­nal theme that did­n’t grow to the poten­tial that devel­op­er Extend­ed Play Pro­duc­tions envi­sioned. I would even dare say that with its dark theme, it could have been the Gen­e­sis’ answer to Castl­e­va­nia, which lat­er appeared on Gen­e­sis. How­ev­er, dark and spooky does­n’t equal great.

Based on Robert Kraus’ com­ic book series, Chakan is what hap­pens when the super­nat­ur­al meets a leg­endary swords­man. You take on the role of Chakan, a leg­endary swords­man with blade and spell skills who boasts he can defeat Death with­out any prob­lems. As a result, Death chal­lenges Chakan to a duel to the death stat­ing if Chakan wins, death will grant him eter­nal life. The bat­tle end­ed with Chakan vic­to­ri­ous and Death, keep­ing his promise with a sin­is­ter twist: While Chakan won eter­nal life, he is now tasked with elim­i­nat­ing all evils of the under­world. With the heavy bur­den of ever­last­ing life upon him, Chakan must embark on a right­eous requiem to earn eter­nal rest. 


The graph­ics in Chakan are the usu­al fan­fare for 16-bit sys­tems. The theme of super­nat­ur­al bat­tle would be a mean­ing­ful change for a Gen­e­sis game that could have been expand­ed on, but the graph­ics placed the game at an unfair dis­ad­van­tage because they are so bland and bor­ing. Despite the hand­i­cap placed on the graph­ics, the music sticks to the game’s theme of fight­ing demons and per­fect­ly pairs the music to each stage.

Con­trol­ling Chakan is easy but can be cus­tomized. Chakan has a spe­cial spin attack like Son­ic the Hedge­hog and can use fire and oth­er ele­men­tal attacks using alche­my potions. My prob­lem with the con­trols is obvi­ous­ly imme­di­ate­ly: the Gen­e­sis con­troller has too many func­tions. Every­thing from move­ment to weapons and alche­my is time-con­sum­ing and a test of my patience.

While it’s a neat con­cept game, Chakan isn’t great at all. The many prob­lems real­ly start with the lack of hind­sight to hire Kraus to con­sult on game devel­op­ment. This would have allowed more insight into the char­ac­ter. It’s also frus­trat­ing that Chakan’s time lim­it pre­vent­ed me from locat­ing his spe­cial weapons. Also, the var­i­ous sym­bols rep­re­sent­ing alche­my were con­fus­ing. Try­ing to deter­mine which sym­bol matched the ele­ment Chakan would need to fight mul­ti­ple ene­mies was a chore. 

Chakan: The For­ev­er Man is sad­ly a game with a great con­cept that was decades ahead of its time. While I give Extend­ed Play Pro­duc­tions cred­it for try­ing to intro­duce a dif­fer­ent con­cept, the pres­sure to help Sega defeat their com­peti­tor blind­ed Chakan’s poten­tial. More time should have been used toward the game’s devel­op­ment and intro­duc­tion of Chakan as an anti-hero. Kraus will con­tin­ue Chakan’s quest for a peace­ful death but, for now, he deserves a well-earned rest.