Castle Warrior represents a concept I've rarely seen before: the into-the-screen sprite scaling beat em up (the only other example I can think of is Jinmu Densho on PC Engine). Well, it starts out as that, anyway, with your warrior walking down a corridor (in a castle, of course), being assailed by bats and wall-mounted monster arms, and the occasional enemy big enough to force him to stop and fight it for a bit. While the bats and the arms are dispatched with a direct swing of the sword, these larger opponents are battled in a silly little game of violent tennis, whereby they shoot perfectly spherical fireballs at you, and you try to bat them back with your sword. At the end of the corridor waits a big dragon, so big in fact that it doesn't even fit on the screen. This battle, and a later boss fight against a similarly massive snake monster, is fought by moving left and right to avoid attacks, and chucking spears when you get the chance.
The second stage has a similar into-the-screen premise, but this time you're kayaking down an underground river and avoiding stalacmites, angry fish, and other such things. All the stages and boss fights so far have a feel to them that's a kind of combination of a simple LCD game and one of those games they had on saturday morning TV shows in the 1990s, where kids could call in and control a character by shouting directions down the phone. It's all very simplistic, very slow, and very stiff.
After the boat ride, you fight the aforementioned snake monster, and after that, the game suddenly changes perspective, as the final battle is viewed from the side. This seems like a strange decision, having the final boss fight be less graphically impressive than the rest of the game. This fight is against a wizened old wizrd in a red cloak, sitting in a flying throne made from the lower jaw of a giant demon statue. It's also incredibly hard, as the wizard's attacks are both difficult to dodge and massively damaging. I've made a few attempts at beating him, but even with an infinite lives cheat, I could never land more than one or two hits.
There's one last thing to be said about Castle Warrior that I haven't already: it's incredibly short. Like, less than ten minutes. I assume that the huge difficulty spike represented by the final boss is just there so that people can't say they completed it on their first try with no problems at all. Though it's a pretty unique game, and even Jinmu Densho is pretty different to it, so there's not really any alternatives, I can't really recommend Castle Warrior. It's an incredibly short game, and still somehow feels like a bit of a slog.
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