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If you are the owner of (arguably) the greatest vampire-related
video game series of all-time, Castlevania,
you would think it would be unnecessary to attempt at add another
to your portfolio. But what Hideo Kojima - the mastermind behind,
amongst many other things, Metal
Gear Solid - wants, he gets. That became Boktai. Making its
first appearance in 2003 on the Game Boy Advance in Boktai: The
Sun Is In Your Hands, the most unique feature was not in the game
but outside of it. Each game cart featured a photometric light sensor
that was used to read the sun's lights, which translated into power
for the vampire-slaying in-game weapon, the Solar Gun dubbed Gun
Del Sol. Despite being well-received by most of the press - the
majority of reviews on GameRankings.com have the game ranked at
80% or better - the game sold poorly outside of the U.S., which
Kojima attributed to the lack of consist sunlight in many areas
in the U.S. and Europe (trust me, I live in one of those areas and
I can see the lack of initial appeal!) They tried again with 2004's
Boktai 2: Solar Boy Django, but again failed at garnering gamers'
interest and so the next title, 2005's Boktai: Sabata's Counterattack,
never saw localization.
Not
discouraged, and knowing that the series was well worth the time
of gamers who were generally being turned off by a single feature,
Kojima Productions took the fourth title in the series in a slightly
different direction. Starting by adopting the features of Boktai
that were universally liked - the elegant 2D graphics and the refined
action-RPG-stealth hybrid gameplay - then ditching the one that
wasn't - the need for an external light source - a new game was
born. But it took the further additions of two new playable characters
- each with their own gameplay style - 3D stylus-controlled shooting
stages, anime cut scenes, voice acting and near CD-quality music
to bring the series out from the Boktai shadows and into the sunlight
now known as Lunar Knights.
Lunar
Knights tells the story of a world where vampires rule the indefinite
night with the help of a weather-controlling device known as the
paraSOL. Before this, the fight for power was on a level playing
field, as humans controlled the day and vampires controlled the
night - neither side could ever keep the other away for more than
a few hours. This device, which can block out the sun completely,
is of a technology far more advanced than anything else on the planet.
But the humans have little time to think this far, as simply staying
alive stands as their main prerogative.
Enter
Lucian - a battle hardened undead warrior bent on exacting his revenge
on a two-horned vampire for an unknown act of heinous proportions.
With the Dark Sword in hand, and his lone comrade, the dark terrennial
Nero, flying at his side, Lucian continues on his quest of blind
hatred, cutting through every vampire that crosses his path until
he can discover the whereabouts of his target. In a moment of coincidence,
he is dragged into a recovery job to rescue the leader of the Guild
- a vampire resistance group - and his second-in-command. Here he
is grouped with their youngest Solar gunslinger, Aaron, the descendent
of a famous Gunslinger killed in action and his solar terrennial,
Toasty. Unlike Lucian, who is intent on destroying anything and
everything that stands in the way of his goal, Aaron's reasoning
to fight is to protect a world full of people who only wish they
had access to his powers and Solar Gun.
There
is not much in the plot that stands out as original or a twist on
established story devices, but with the help of an energetic script
translation and sprinkling of voiceover work (usually only during
a character's first and last sentence during story sequences), there
are never any dull moments. Lucian and Aaron are decent lead characters,
but their player-controlled actions stand out far more than their
personalities. Story buffs who read the above outline and smelt
a rehash may want to wait for the air to clear before playing Lunar
Knights. Don't run the risk that you will drop this wonderful adventure
midway through because you need a story fix.
Sticking
to its guns (and swords), Lunar Knights doesn't deviate much from
the Boktai style of gameplay. Using an isometric view, players take
their characters through dungeons, solving puzzles, sneaking around
and laying waste to any creature that gets in their way. If you
have played any of the 2D Zelda
or Castlevania games, it's the same concept with a different camera
angle. From here though, Lunar Knights begins to establish its own
identity, starting with two playable characters - Lucian and Aaron
- who can be swapped in and out at the player's whim. Lucian is
the stronger of the two and his Dark Sword can be used without energy
cost, but he is reliant on face-to-face confrontations, where taking
damage is hard to avoid. Aaron, with his array of Solar Guns, can
stand back and blast enemies away, but all of his weapons deplete
energy at different rates. Both can make use of magic-granting creatures
known as terrennials, each based on a natural element, which imbue
elemental powers to the active character's weapons or, if the Trance
bar is full, can be used to access Trance and Burst special attacks.
Much
like ammo in a Resident
Evil game, energy is not always easy to come by and must be
used sparingly. You can use items and solar stations to recharge
your energy bar, but the majority of it comes from the light sources
- the Moon for Lucian and the Sun for Aaron. Unlike Boktai, which
required players to reflect real sunlight onto the game cart, Lunar
Knights has a changing weather system that uses the top screen for
display. Time moves as you play, meaning that full day cycles can
pass during gameplay, giving each character a time to enjoy a plentiful
source of energy. As well as this, enemies gain or lose strength
based on the light source they are exposed to, while certain weather
changes - such as rain, snow, rainbows and meteor showers - affect
item drops, experience gained and movement speed. The light sensor
may have been a clever idea that was never fully realized outside
of Japan, but that necessity has only made the weather-based gameplay
that much deeper and enjoyable.
The
final gameplay component of Lunar Knights is the 3D shooting stages.
Defeating a vampire in battle is only the first part ridding the
world of them; they must be sealed in special Casket Armor, launched
into space and then taken to the Interstellar Satellite Sunflower
for purification by the spaceship Laplace via a shooting mini-game.
These segments are the game's only step outside 2D, using a basic
but effective 3D graphics engine. The Laplace is controlled exclusively
with the stylus; to fire the ship's lasers you tap on the enemies
or area you want to attack. As you obtain terrennials, their powers
can be tapped to create different types of lasers, such as rapid
fire and explosive rounds. To move the Laplace around, you physically
move the spaceship, which can not only lead to difficulties when
moving and shooting at the same time, but can be a problem for anyone
with big hands. Much as the mini-game title explains, these shooting
stages are short spurts to break up the action-RPG meat of the game,
not to stand on their own as equal slices of gameplay. The difficulty
is pretty low; there's just one level that gets longer and enemies
don't change, they just get new paint jobs and better defense. There
are mini-boss and boss ships sprinkled through out each level, but
all are easily defeated with little need to even think of a strategy
outside of firing as much as possible. Like cotton candy, the experience
is sugar spread thin.
From
screenshots, Lunar Knights may appear to be just another underwhelming
2D adventure that pushes the envelope of mediocrity instead of the
horsepower of the DS system. Spend some time with the actual game
though and you will see what a mistake this first impression is.
Crisp, colorful environments are easy on the eyes but go much deeper
than that; extravagant pillars, cluttered counters, damaged tile
walkways - all of these subtle details, and more, give each environment
a unique feeling. Character models are simple in appearance, but
once they begin to move around and the above average amount of animation
kicks in with smooth conviction, there is no denying their charm
and effectiveness. As I stated above, the 3D engine used for the
shooter stages isn't going to surprise you, but it is more than
effective. The coup de grace is the liberal use of anime movie cut
scenes - well, liberal for a DS game - and you have one impressive
graphical package.
The
same high quality effort has made its way into the sound department.
If the music isn't CD quality then it's close to it, with a rambunctious
mix of upbeat battle hymns, moody organ-based tunes, happy-go-lucky
bar blues and what seems like everything else in between. The sound
effects are loud and distinct, drilling them into your memory. After
playing this game I believe I could pick out some of the more distinctive
sounds - such as those of an empty Solar Gun, the clank of a defeated
skeleton's sword dropping to the floor and the growl of a guard
dog - without a visual cue.
The
main quest may appear moderate in length, coming in at around fifteen
hours, but there are plenty of extras to keep you going for an additional
ten hours or more. A multitude of side quests are out there for
players to discover and conquer, earning rare items as well as opportunities
to gain additional experience from defeating extra monsters. Levels
pack environmental-based secrets that can only be accessed once
you take control of the paraSOL and for those level grinders, not
only do you have Aaron and Lucian's weapons to upgrade and level
up, but you have them to level up as well, two tasks that could
combine to push the game over the forty hour mark, especially if
you make use of the Game+ Mode and unlockable difficulties. Those
looking for a quick multiplayer fix will find single and multi-card
modes for up to four players that give players a chance to battle
against each other for points. It's not the deepest experience,
but proves to be a fun distraction and a great way to show off your
powered up equipment (multi-card multiplayer only).
With
Lunar Knights, Konami continues to prove their dedication to creating
excellent games and continues Nintendo's handheld dominance. What
it lacks in original material it more than makes up for in presentation
and near perfect execution. Though the Boktai series may have been
a commercial failure outside of Japan, only a fool would allow history
to repeat itself by keeping this game away from their DS. Don't
be that fool.
Reviewed by Tony Peters for AceGamez (All Rights Reserved).
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