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I sometimes think that the AppStore is largely based on some of
my best dreams. For years I've wanted games with a Megadrive (or
Genesis) feel to them. I want 2D, side-scrolling, old school action
with sometimes intense difficulty; I want to decapitate an enemy
by simply jumping on its head; I want a sense of adventure in a
cute world with only two directions in which to walk; I want plenty
of platforms to keep the puzzle rife; and (I know, I don't want
much!) I want this kind of action visually overhauled. I don't want
16-bit, even though I made do with that in the past - I want lusciously
rendered characters, backgrounds and effects, a game where something
old and something new meet, something "borrowed" - well that's my
knock off iPhone - and something blue is Castle of Magic, which
is come somewhat out of the blue.
Castle
of Magic has answered some of my prayers. It has classic, side-scrolling
action that sees you assuming the role of a newly recruited wizard
to save some girl. The story matters not - the deal here is that
you'll feel right at home if you were into gaming a dozen or so
years ago. There are loads of levels and stages to plough through,
too - in full 3D you can walk into rooms (otherwise known as stages)
where there are four more doors, otherwise known as levels. You
walk through one of these doors to get started and then the action
begins.
You
really couldn't want much more when you get your first look at the
actual levels; backgrounds filled with blue skies and puffy clouds,
3D trees and road signs, flowers and bushes all beautifully rendered
to create a three-dimensional feel, even though this is a side scrolling
game. Bridges, pirate ships and castles in the foreground where
you run along, jump and attack also have that 3D feel in a game
with 2D rules. The overall experience is something in between; 2.5D
with colour and charm aplenty, as well as some great visual effects
when you zap an enemy with your magic wand, sound effects accompanying
every magical spell, bump and jump, as well as a cutesy looping
soundtrack that neither adds to nor detracts from the feel of the
game.
There
are quite a lot of power-ups for you to collect too, to keep things
interesting. Regular power-ups charge your magician up and he goes
from a regular blue wizard who can merely turn nearby enemies into
boxes into a flame-throwing red mage who can take longer shots with
big, meaty fireballs. Nice. Another one of my favourites is the
hunter pick-up, which transforms your magician into a hunter who
wields a bow and arrow. While he doesn't differ much from the red
mage in terms of range and power, the hunter can shoot at walls
and them climb the arrows to get to places you otherwise couldn't
- and that's quite a cool feature, if you ask me.
Aside
from power ups and the like, your cute loveable wizard can run,
jump, double jump, ass slam, and glide with the use of this cape
- all the elements you could expect from a side-scrolling title
like this one. The platform clichés keep coming as well; at the
end of each stage you are faced with a big, tough, fearsome boss
who has some kind of weak spot, though this isn't a bad thing -
I really enjoyed persevering to get to the boss and then using every
obscenity under the sun to express my anger at not being able to
take him down despite the fact that I knew how to do it.
Then
it suddenly dawns on you that there's something fundamentally wrong
with this game. The graphics are amazing and the gameplay has all
the elements necessary to make it one of the best platform games
I've ever played, all the way from back then right up to the current
date. However, the one big difference between classic platform titles
and Castle of Magic is that in bygone eras you had a joypad (remember
when that's what game controllers were called?), but here you have
a makeshift touch screen controller. At first this wasn't such a
bad thing, but then I realised just how important precision is in
a game like this. Getting close to the edge of a cliff and jumping
only to land on the other side by the silk of my wizard's cape;
floating down the level to land on a platform with a power-up on
it; shooting my fireballs consecutively to fend off enemies coming
from both sides - well, all of this requires a degree of accuracy,
and while you can scrape through the earlier levels with only a
few deaths, blaming it on the old-school boogieman, that it must
be purposely hard because older games were, later levels and hard
bosses may leave you believing that touch screens are the work of
the devil.
Castle
of Magic is an amazing game and for the price it's worth picking
up just to see the stunning visuals and the blast from the past
gameplay. If you can deal with the imprecise controls then it's
truly something magical and paves the way for future games in this
reinvigorated genre - but hopefully with a better control scheme.
Review
based on Version 1.0
Reviewed by Dexter Pearson for AceGamez (All Rights Reserved).
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