Showing posts with label Shantae. Show all posts
Showing posts with label Shantae. Show all posts

Saturday, December 2, 2017

Game Review: Shantae: Half-Genie Hero


Shantae: 1/2-Genie Hero
  • Publisher: WayForward / Marvelous
  • Developer: WayForward / Inti Creates
  • Release Date: 20 December 2016
  • Systems: PC, PlayStation 4, PlayStation Vita, XBox One, Wii U, Switch
  • Genre: 2D Action (Platformer)
  • Players: 1
  • Cost: US$20
Previously on the SDP, I reviewed Mighty No. 9, a game that rode high atop a mega-bucks-earning KickStarter campaign, only to crash into a pile of manure upon release.  Another game that also went through the crowd-funding motions at the same time was the new sequel to Shantae, sub-titled 1/2-Genie Hero.  I, myself, contributed to that campaign, spending more on it than I did with Mighty No. 9, for the record.  Upon backing, I opted to receive the PlayStation 3 port, since I have seen no need for the newer wave of consoles.  But, that port got cancelled, along with the one for XBox 360.  I'll say one good thing about how Comcept handled Mighty No.9 -- at least they actually released the PS3 and XBox 360 ports!  But whatever, there's still the PC version, so that's what I fell back on.  #PCGamingMasterRace  So, was all that worry worth it?

The game starts with Tinkerbats invading Scuttle Town -- again.
The story starts with Risky Boots and her Tinkerbat pirates invading Scuttle Town.  Second verse, same as the first.  So it should come as no surprise that Shantae's Uncle Mimic has unveiled a new mechanical contraption, and sends Shantae to gather the parts for it so they won't be stolen by Risky Boots, only for the finished product to be stolen by Risky Boots in the end.  It's basically another one of those "Mad Libs" sequels, as I described Risky's Revenge before.  In your quest to find these machine parts, you will unlock a succession of five worlds, accessible through a map screen as opposed to one giant overworld.  In fact, there are no discrete dungeon areas this time around; instead, all the worlds are self-contained action stages.  This does make them seem shorter than in previous games, but there are still plenty of hidden areas strewn about for you to revisit after earning new abilities.  And, on the positive side, that means less faffing about with sidequests than there was in Pirate's Curse.

While the main story failed to engage me, personally, each world comes with their own sub-plots, which have a bit more going for them... okay, still not much.  For example, the bratty genie guardian who takes over Shantae's role as the defender of Scuttle Town is rather unceremoniously brushed off after clearing the desert world.  But they are tied in with some pretty novel settings, like a factory where young maidens are transformed into "counterfeit mermaids" by having big-mouthed fish latch onto their waists, or even a magic-carpet race, which is in essence just a forced-scrolling platforming segment.  It's nice to see that the quirky sense of humour the series has built up over the years is still in full effect.

Shantae's dance transformation ("Danceformation", then?  ...I'll see myself out.) powers make a return after an absence in Pirate's Curse, where... she had a little run-in with the plot.  How they work this time is you hold a button to bring up a menu, and press a direction for the form you want to take.  It's sort of a hybrid of the transformation systems in the first two games, and is one of the more elegant solutions I could think of, since it lets you page through many options at a fast enough rate, while not forcing you to memorise a button sequence like in the first game.  And there are over a dozen transformations for you to unlock, although a little more uniqueness and utility would be appreciated.  Some of them are useless apart from specific situations, especially the mouse, who can go through tiny, maze-like passages and do little else.  And why do we need two separate forms for moving about underwater?

The new method of selecting transformations is both quick and convenient.
The Shantae games seem to go back and forth as to whether its attack items are consumable or meter-limited, and this time around they are once again limited by a magic meter.  As in Risky's Revenge, I like this because it encourages their use, especially since magic pickups are so common.  Then again, you'll be able to deal more damage faster just by upgrading your hair's damage and attack speed.  But late in the game, after completing an arduous collection quest, you can unlock a tiara that gives you infinite magic power, and this combined with the other items, especially the invincibility shield, make 1/2-Genie Hero game-breakingly easy.  I suppose it contrasts with the slightly harder difficulty at the beginning of the game, where you start with fewer heart containers than before, and must rely more heavily on consumable healing items until you start to upgrade yourself.

Freed from the limitations of past 8 and 16-bit platforms, the character art has been completely redone with hand-drawn animations, and it looks gorgeous.  Their animation is extremely fluid, even on huge boss characters like the Giga Mermaid.  On the other hand, the backgrounds are done with 3D models, and they look extremely basic in comparison to the pristine 2D art, their relative lack of detail fits with the cartoonish art style.  This is the same setup that WayForward has used in games like DuckTales Remastered, so you'd think they'd have come up with some way to spice up the backgrounds somehow, but apparently not.  And why is it that when we return to certain worlds, especially the desert world, the backgrounds have so much detail removed from the first time around?  Maybe it's just a bug in the version I played, I don't know.  #PCGamingMasterRace  The soundtrack, once again composed by Jake Kaufman, brings back many melodies from his songs from previous games, but with slight variations. I think its quasi-chiptune sound has a bit of a Sonic influence to it this time around, and coming from me, that is high praise.

Sprite animation is fluid and expressive, especially on bosses like the Giga Mermaid.
1/2-Genie Hero is not the longest game on the market, but none of the other Shantae games are either.  Expect something in the neighbourhood of 6 hours for a 100% clear playthrough, or 3 hours for a speed run, which is shorter than Pirate's Curse was, but less padded.  Alternate modes have been added since the game's initial release, such as the Hero Mode where all your transformations are unlocked from the start, and Hard Core Mode for extra difficulty.  And if you missed the gameplay revolutions brought on by Pirate's Curse, they have been brought back for the alternate campaign, where we play as Risky Boots and unlock her pirate gear for alternate movement techniques.  However, it is sold as separate DLC (US$10), although people who backed the game when it was on KickStarter got it for free.  While I am lucky to count myself as one of those people, this "sectioning off the best parts of the game as DLC" is a troubling habit for WayForward to start picking up, and especially for my beloved Shantae series.

Come to think of it, as a whole, 1/2-Genie Hero puts the Shantae series at a crossroads of concern.  WayForward's approach to sequels is starting to become formulaic.  If WayForward will ever make a sequel to this, they're going to need some cracking good ideas to elevate it above the status quo they've built up, as they did with Pirate's Curse.  That goes doubly if they choose to crowd-fund it, since it's our money on the line.  But don't be too afraid about it just yet, since 1/2-Genie Hero is still quite good.  It's a short, snacky kind of game, but it's incredibly sweet while it lasts.  If nothing else, playing 1/2-Genie Hero, and knowing that there was at least one good game to come out of crowd-funding, allowed me to end 2016 on a much-needed high note.

Positives:
+ Streamlines many of the series' more time-wasting mechanics.
+ Astounding character animations.
+ The Risky Boots campaign.

Negatives:
- Some combinations of upgrades break the game's balance.
- The backgrounds seem a little basic in comparison to the character sprites.
- The Risky Boots campaign as separate DLC.

Control: 5 counterfeit mermaids out of 5
Design: 4 counterfeit mermaids out of 5
Graphics: 4 counterfeit mermaids out of 5
Sound: 5 counterfeit mermaids out of 5
Value: 3 counterfeit mermaids out of 5
The Call: 85% (B+)

You might also like: Shantae and the Pirate's Curse, DuckTales: RemasteredShovel Knight

Thursday, September 3, 2015

Game Review: Shantae and the Pirate's Curse


Shantae and the Pirate's Curse
  • Publisher: WayForward 
  • Developer: WayForward / Inti Creates 
  • Release: 
    • Nintendo 3DS: 23 October 2014 
    • Wii U: 25 December 2014 
    • PC: 23 April 2015 
  • Genre: 2D Action 
  • Players: 1 
Previously on the SDP, I reviewed the first two Shantae games. So naturally, me writing a review of the latest sequel was inevitable. If you'll recall my review of Risky's Revenge, the second game in the series, my greatest complaint was its short length. However, I did try to give it the benefit of the doubt, assuming that WayForward had so much trouble trying to find a publisher after the commercial failure of the first game. Well, at the risk of spoiling this review, I'm pleased to report this is no longer the case for the newest entry, Shantae and the Pirate's Curse. Maybe they've gotten used to this whole digital-distribution thing now, so that they don't have to work their budgets around what a publisher will or won't give them. Or maybe it's because they collaborated on this game with Inti Creates, a Japanese development team famous for, among other things, the Mega Man Zero series, Azure Striker Gunvolt, and the upcoming Mighty No.9 (with Comcept). They even made a port of Pirate's Curse for the Wii U, thus beating the crowdfunded 1/2-Genie Hero to become the series' first console game, and later followed by a PC port, just like Risky's Revenge. So does this new influx of resources, man-hours, and/or willpower translate to a better game?

When a brand-new evil entity known as the Pirate Master threatens the safety of Sequin Land, our heroine, the half-genie Shantae, and her nemesis, the lady pirate Risky Boots, must form an uneasy alliance to take him down. Shantae's trademarked dance-powered animal transformations are unavailable this time around, due to a run-in with the plot last time around. So in lieu of those, progress is controlled by the acquiring of various pirate paraphernelia. There's a pistol to shoot switches and deal light damage, a scimitar to break blocks underfoot, a giant hat to glide with while jumping, and so on. And unlike the aforementioned transformations, which require you to stop and enter some form of dance mode to activate, each of these new moves has their own button input or inputs. It's like the developers said, "We've got six buttons to work with on this 3DS thing, and by gum, we're going to use them!"
New equipments like the Pirate Hat elevate the gameplay experience, pardon the pun. (3DS version.)
Control ergonomics aside, this decision was a good one in the interest of making the gameplay feel fresh again. They don't offer the same abilities as the animal transformations from the first two games, but nonetheless offer new possibilities for exploring the game worlds. But it's not all different: the series' traditional attack items such as Fire Balls, Pike Balls, and Storm Puffs are back again. Whereas attack items in Risky's Revenge were fueled by a magic meter, Pirate's Curse switches them back to being consumables. However, they can be dropped by defeated enemies as well as purchased from the shop, so things even out on that front. Once again, Heart Squids may be collected to extend Shantae's maximum health, although instead of instantly taking effect as you would expect to see in most video games, you have to bring them to the "squidsmith" in Scuttle Town, who will smash them four at a time to form new heart containers. Sadistic, yes, but it also clues you in to the level of comedy you'll be dealing with in Pirate's Curse.

Instead of the singular overworld map employed in the first two Shantaes, and indeed most every Metroidvania-type game, the world of Pirate's Curse is laid out across six or so islands, one of them being the main town and the others each containing one of the games dungeon levels, and connected by a hub menu. This was also a great decision, as it cuts down on travel time quite a bit. Besides, Dust: An Elysian Tail also did this sort of thing, and that was one of the few video games I gave a perfect score to! There were still a few fetch quests which had me lost the first time around, and some of the pre-dungeon events drug on just long enough to be not fun. For example, a mid-game episode on Tan Line Island forces you into a stealth section. Still, my first play-through clocked in at about 8 hours, and if I may say so, it was 8 hours well-spent. Beating the game once unlocks the Pirate Mode, where you get all the pirate acccessories from the start of the game. If nothing else, it lets us laypeople experiment with speed-running through the game.
The character portraits look neat in stereoscopic 3D. ...Take my word for it. (Wii U version.)
The pseudo-16-bit art style of Risky's Revenge has gone largely unchanged for Pirate's Curse, although I suppose it's neat to see more enemies from the first game returning with a visual upgrade. For a game whose graphics engine relies mainly on 2D sprites, the few times that stereoscopic 3D effects in (the 3DS version of) Pirate's Curse are used are all the more notable, especially on the character portraits during dialogue scenes. Obviously this doesn't apply to the Wii U and PC ports, where said portraits were re-drawn to take advantage of the higher screen resolutions, but the other art assets were not. WayForward has done HD graphics before, even on games ported from smaller-screened platforms, so this was a curious oversight. I don't know, maybe they're saving all that work for Half-Genie Hero. The soundtrack, once again composed by Jake Kaufman, is also partly recycled from the last game, but it was cool then and is still cool now. Once again it takes melodies from the first game, along with new ones, and jacking them up with Middle-Eastern and other influences. Pirate's Curse is also the first Shantae game to introduce voice acting, tastefully limited to a few sound bites in gameplay and cutscenes. In case you're interested, the leading lady is played by Christina "Vee" Valenzuela, also known for playing Cerebella in Skullgirls, and Sailor Mars from the new Sailor Moon dub.

Still, I must stress that gameplay, not graphics, is nine-tenths of the law. Apart from the new abilities and streamlined world layout, I like how the little damage point numbers that pop up like from a classic RPG, or the halfway-decent map screen, including maps for dungeons, a glaring omission in the last game. It's the little details like those which take the experience over the top, although there are other details I wish had been cleaned up. I wish that I could leave notes on the maps when I find a place to come back to later (maybe I've been spoiled by The Legend of Zelda: A Link Between Worlds). It would certainly help me keep track of the numerous, and often unintuitive, trading-game fetch quests needed to progress through the game, as it's easy to ignore places you'll need to put things later on. Then there's the smaller stuff, like how the sub-menu automatically switches pages when I find a key item or something. But smaller stuff aside, Pirate's Curse ranks up there with sequels such as The Legend of Zelda: Majora's Mask, Mega Man Legends 2, or Just Cause 2, which don't reinvent too much, but fine-tune the experiences of their predecessor whilst offering far more of it. Pirate's Curse is clearly the best game in the Shantae series thus far, offering a challenging hurdle for 1/2-Genie Hero to clear. But whether or not it does, the SDP and I will be all over that like black on a Tinkerbat.  (...Don't look at me like that. Risky Boots's minions aren't African, they're literally black-skinned monster thingies.)

Positives:
+ More content than the first two games (combined).
+ The pirate tools offer up new abilities for exploration.
+ Tasteful introduction of voice acting.
+ Retains the series' sense of humour.

Negatives:
- Some of the fetch quests can leave you wandering aimlessly to solve them.
- A few sections of the game appear to drag on, if only for being less fun than the rest of the game.
- The lack of upscaled graphics in the Wii U and PC ports seem like a missed opportunity.

Controls: 5 pirate tools out of 5
Design: 4 pirate tools out of 5
Graphics: 5 pirate tools out of 5
Sound: 5 pirate tools out of 5
Value: 4 pirate tools out of 5
The Call: 90% (A-)

Tuesday, July 29, 2014

Game Review: Shantae: Risky's Revenge


Shantae: Risky's Revenge
  • Publisher: WayForward 
  • Developer: WayForward 
  • Release: 
    • Nintendo DS: 4 October 2010 
    • iOS: 27 Oct 2011 
    • PC: 15 July 2014 
  • Genre: 2D Action 
  • Players: 1 
  • Save: 3 files 
  • Rarity/Cost: DLC, US$10 
Previously on the SDP, I reviewed Shantae, a woefully under-promoted action-platformer for the Game Boy Color. As part of my review of such, I speculated on the possible reasons its franchise didn't take off sooner. But whichever was the case, it seemed ages before a sequel would be produced. There were false starts here and there, such as a Game Boy Advance title which for all intents and purposes was naught more than an internal tech demo. And developer WayForward has kept themselves busy ever since, making such cult-classics as Sigma Star Saga and Contra 4 (future review fodder...?). But in this harsh, unforgiving industry, it's the publishers who hold all the power, and no one seemed to be chomping at the bit to give such an underperformer as Shantae a second chance.

But then as the seventh console generation bloomed into maturity, an alternate avenue appeared: self-publishing games via digital distribution became viable for home consoles and handhelds. And it was through these channels that in 2010, our half-genie hero finally was bestowed upon her a sequel: Shantae: Risky's Revenge on the Nintendo DSi shop. It was soon followed up by a port for iOS devices, and after further delays, a "director's cut" edition for PC, via the Steam store, no less.

The story of Risky's Revenge takes what I like to call the "Mad-Libs" approach to writing a sequel: use the same general concepts as its predecessor, switching about characters and/or objects as needed. This time around, Shantae, the half-genie guardian of Scuttle Town, visits her uncle Mimic to witness a treasure he found on his off-screen exploits. Such MacGuffin item, in the form of a magic lamp, is promptly stolen by lady pirate Risky Boots (hence the title). She can't use it without three magic seals, so Shantae and Mimic come up with the bright idea of finding all the seals before Risky. Good luck with that... I may have been a bit cynical in describing the plot, but there are some genuinely moving moments here and there, such as when the mayor of Scuttle Town sells the town deed, and at numerous points when Shantae's half-blood heritage instill in her doubts vis-a-vis her ability to properly protect her home town. There's some choice humour to be had as well; you owe it to yourself to speak with the NPCs about Scuttle Town every now and then.
The Squid Baron, one of a small handful of bosses to be fought.
As before, Shantae can learn belly-dance moves which will transform her in to different animals: a monkey (for climbing up walls), an elephant (for breaking rocks), and new for this game, a mermaid (for swimming underwater). However, the dance mechanics have been simplified: instead of performing button sequences, all you do is hold the button and let go when Shantae switches to the desired pose. While I should be thankful for not having to worry about invalidating my inputs by messing up the timing, I am somewhat disappointed at losing the creativity permitted by the old system. Oh, and there are only three dungeons to the five from the first game, and one of them doesn't even have a boss to call its own. The overall length is similar, still about 2-5 hours depending on whether or not you know what you're doing, but it still feels like they cheaped out for the sequel. I should forgive this fault given the game's troubled history, so I'm going to let you off with a warning, WayForward.

Besides, not all the changes made for Risky's Revenge led to disappointment. Attack items (Fireballs, Pike Balls, and Storm Puffs) are no longer consumables, but are instead limited by a magic meter. I must say, this decision led me to using these items a bit more often, especially the quasi-shielding Pike Balls. You can also buy a map early on in the game, which reveals the overworld areas for your reference. There aren't any maps available for the dungeon levels, but still, even just an overworld map would've come in handy in the original game. Oh, and the day-night cycle which plagued the original Shantae, and Castlevania II before that, has also been axed. No more having to deal double damage every other couple of minutes? Thank you very much!
The use of attack items is controlled by a magic meter.
One thing that WayForward didn't cheap out on, however, are the visuals. The graphics in Risky's Revenge are roughly analogous to what the Super Nintendo or even the PSone could put out, and as with the first game, the animations are superb. From the way Shantae's baggy trousers flutter in the wind while taking a long fall (with no falling damage), to the death animations of certain enemies, to the 2D jiggle physics, there are a lot of details to take in. And composer Jake Kaufman once again hits it out of the park with his soundtrack, combining Arabian-style melodies, modern beats, and retro-game aesthetics. Sure, most of the songs appear to be re-tooled tracks from the original game, but it still works.

Come to think of it, one could apply that argument to the game at large. A lot of this game's structure comes across as updated iterations of the first Shantae's components. From the design of certain overworld and underworld setpieces, to the plot itself, as I previously described, it wouldn't have taken much more work for WayForward to have just made an updated re-release of the original game. (Which was also my biggest problem with Sonic 4, if you recall. Still good though.) A little more originality would've helped the game, but make no mistake. What we've got here is well-tuned, clever, and engaging. Shantae: Risky's Revenge deserves to be bought, if only to shower a little extra attention on a deserving young franchise. And judging by the upcoming one-two punch of Shantae and the Pirate's Curse and Shantae: 1/2-Genie Hero, combined with the recent digital re-release of her hard-to-find debut title, she may just have a new lease on life.

Positives:
+ A few gameplay changes (i.e. the Magic Meter) work in this game's favour.
+ Some great story moments, both comedic and dramatic.
+ The animations are still gorgeous, but no longer limited by 8-bit hardware.
+ Ditto for the soundtrack.

Negatives:
- It's a little short compared to the first game.
- Some features from the first game have been downsized or cut out completely.

Control: 5 transformations out of 5
Design: 4 transformations out of 5
Graphics: 5 transformations out of 5
Sound: 5 transformations out of 5
Value: 3 transformations out of 5
The Call: 80% (B)

Thursday, June 21, 2012

Game Review: Shantae


Shantae
  • Publisher: Capcom 
  • Developer: WayForward 
  • Release: 
    • Game Boy Color, 2 June 2002 
    • Nintendo 3DS, 18 July 2013 
  • Genre: 2D Action 
  • Players: 1 
  • Save: Battery, 3 files 
  • Rarity/Cost: 
    • Game Boy Color: Rare, US$150-300 
    • 3DS: DLC, US$5



I cannot believe it, but this month marks ten years since the release of Shantae for the Game Boy Color. Its star character has become an unofficial mascot for its developer, WayForward Technologies, and the girl herself instantly became one of my teen-era sex symbols. So why didn't I pick up the game on day one? Welp, the best reason I can think of is a botched release: the game was first reviewed in the Februrary 2002 issue of Nintendo Power, but it didn't get released until June that same year, and by that time I had forgotten about the game (but not the girl ^_^). Failing to pick it up is one of my life's greatest failures, just behind not applying to the German Honors Society and not going to the Genesis reunion tour. I finally caught up with the game in early 2008, buying it cartridge-only for about US$40. And guess how much it's going for these days? A minimum of $150!! Yeah, I just broke you.

Not helping matters was the unusual amount of sex appeal for an otherwise kid-friendly title, which as you recall I fell victim to. While the level of violence was tame enough for an E rating in North America, picture this: all four named female characters (the hero Shantae, the villain Risky Boots, the falconer Skye, and the zombie Rottytops) wear outfits that bare their midriffs. To be fair, the Game Boy Color's screen doesn't show that much detail, and there's a balance between the characters' sexy-cute and adorable-cute appeals. Plus, I've read reports that the character was first conceived by a woman (Erin Bozon, future wife of the game's director, Matt Bozon). Besides, the most likely cause of Shantae's failure was because it was made for the Game Boy Color, a system which in 2002 was being phased out in favour of the Game Boy Advance. Heck, its final title would be released less than half a year later! (For the record, it was Harry Potter and the Chamber of Secrets, which I also happen to own.) So, I can understand Capcom for the lack of promotion. (And to think this was well before Capcom became public enemy No.1!)

Belly-dance moves trigger transformations.
I'm sorry, enough of my musings, let's get to the review. Our eponymous heroine is a half-genie, employed as the protector of Scuttle Town. In the first act, the town gets beseiged by the crew of lady pirate Risky Boots, who makes off with a steam engine. In order to make it work, she requires the spirits of Water, Earth, Metal, and Fire, so Shantae must acquire them from the four dungeons to keep them from her. Good luck with that... Shantae is at its core one of those Metroidvania-style platformers, where the game takes place in one large world but sections are blocked off until you acquire certain abilities. In the case of this game, these abilities include transformations such as a monkey (for climbing up walls), an elephant (for breaking rocks), and a harpy (for flying). Since our hero is a genie girl, these are triggered through belly-dances: press Select to toggle the dance mode, and perform moves with the Control Pad, A, or B. In practise, it works out like playing the Ocarina from some of the Legend of Zelda games, only demanding tighter timing.

Following the Metroidvania formula does lend itself to some problems, namely, backtracking. If you want to alleviate some of the frustration, you can collect baby Warp Squids and trade them to learn transport dances. Not helping matters is the zombie caravan town, which shows up in a different location in every day/night cycle. Speaking of which, enemies have double the defence during the nights, as if they weren't tough enough already during the day. You can even the odds by purchasing projectile items such as Fireballs, Pike Balls, Storm Puffs, or support items like like health potions or Double Mints, which temporarily let you deal double damage. Don't forget, you have to trigger them by pressing Up and B, like in the original Castlevania trilogy. So yeah, if this game wore a shirt, it'd show its classic-style difficulty on its sleeves. If that's too much for you to handle, I don't have anything to say to you. 
Enemies take double damage in the night.  Oh joy...
Which is a shame, because you'd be missing out on a wonderful universe. The animation is some of the best I've seen on any 8-bit platform; even Shantae's standing animation is quite bouncy (both in the chest and otherwise, nudge nudge). The environment designs utilise a vivid colour palette, and coming out only months after 9/11, it's a nice change of pace to see the brighter side of Arabian culture used as an inspiration. As such, it's easy to see from all this that Shantae was a labour of love, and it's a shame it didn't get the recognition it deserved. As such, it proved difficult for WayForward to generate a sequel. They've had several false starts through the rest of the decade, but come 2010 they finally managed to cut out the middleman and self-publish Shantae: Risky's Revenge as a DLC title for the Nintendo DSi, followed by an enhanced (and cheaper!) port for iOS devices the following year. (We've got a Shantae sequel, a Duke Nukem sequel, a Diablo sequel... you're running out of excuses, Capcom.) Even better, the original game has since been made available on the 3DS's Virtual Console shop for a paltry US$5. I am glad this has come to fruition, so that a new generation of gamers might be able to experience Shantae without breaking the bank, because it's worth playing -- it's just not worth spending three figures on.

Positives:
+ Lots of items and transformations to play around with.
+ Fun setting and characters.
+ Wondrous animation and soundtrack.

Negatives:
- Some enemies take a lot of hits, especially during the nights.
- Large areas make for painful backtracking.
- Physical copies of this game are prohibitively expensive.

Control: 4 transformations out of 5
Design: 4 transformations out of 5
Graphics: 5 transformations out of 5
Sound: 4 transformations out of 5
Value: 4 transformations out of 5
The Call: 90% (A-)