K i l l e r
Guardian Heroes - Sega
by Poom (email@example.com)
I am so glad SoA didn't mess with the samples in this game (or did they?) There's a bunch of fruity Japanese-sounding samples, and to have them replaced by lame-o teenage battle cries would be a sin. The game's music upholds the upbeat tempo of the game, and is fairly well composed. I haven't seen all the levels yet, but AFAIK, there's no voice acting to speak of in this game, except the samples if you count those. Decent stuff, although the hitting sounds are somewhat weak, IMO.
Here's where this game gets major points. During your first few plays, the game will seem overwhelming, to say the least. But once you get the hang of using the multi-planar system and the juggling system, you're on your way. Controls feel somewhat awkward at first, but later become second nature. The different storylines depending on which character(s) you are and which plot branches you choose is pretty cool too. But one thing that detracts from the overall game is SoA's less-than-acceptable translation of the game. I haven't played the Japanese game to make a comparison, but it seems SoA hasn't quite figured out how to use contractions consistently, or how to use the spell-checker on their word program. Maybe I'm over-reacting, so someone be sure to slap some sense into me if this is the way the original game was. Six-player battle royal kicks ass, BTW, even if I do only have two controllers (CPU can control all the characters you and your friends don't.) Thankfully, it will be a LONG while before I master this game. You can customize the six-player battle into "teams" of any possible combination. This adds a whole new dimension to the game, reminds me of a pro-wrestling battle royal.
Hoo boy, the box art for GH is pretty awful. The logo looks cool and all, but the lame-o typical SoA characters have got to go. Also, this game features a handy guide to all the characters and their moves as well as the rest of the game options ON THE DISC. Words cannot express how long I've wanted something like this instead of having to flip through a black and white manual to find some obscure move. The game takes up about 20 units of memory (don't know the exact number since I always go through my PAR to move and memory.)
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