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Off the top of your head, most of us more 'hardcore gamers' could
easily name a hatful of the more well-known and successful games
developers. We are all aware of, and have avidly observed, the growth
of Rockstar, Activision and Vivendi, whilst noting the continuing
development of such household names as Sega, Konami and Electronic
Arts. But the games industry has also seen many new developers chance
their arm in this competitive market, only to have it torn off at
the shoulder by big, shark-like critics and reviewers alike (They
don't call me Rob 'Jaws' Byron for nothing). As with my reviewing
career, should I continue mentioning ridiculous and untrue nicknames
for myself? This has often caused a departure from the industry
that is as swift as my cunning wit.
In
2003, in a darkened back street of Tokyo (probably), a new challenger
began warming their toes to take their first dip into the video-game
market. With a little under two hundred employees working away for
two years, Game Republic make their interactive debut with Genji:
Dawn of the Samurai, an action-packed historic title following an
ancient epic tale of good versus evil.
With
the recent success of Kung-Fu Hustle, House of Flying
Daggers and Shaolin Soccer, our nation's love of Japanese
martial arts and their illustrious ancient culture has been reborn.
Genji doesn't do anything to damage this fondness at all. Set your
face to 'stunned' from the moment you put the disc in the drive,
not because there are naked chicks printed on the disc, but because
the introduction to the game is truly awesome. With a voiceover
performed in the style of Mr Myagi, a story unfolds that would be
more than worthy of the big screen.
It
begins, with grass cutting at breakneck speeds, through a heated
battlefield where legends of ancient Japan fall at the hands of
their adversaries. With the future of the island lying in the balance,
the Heishi (the baddies to our younger readers) unleash four warriors
who, harnessing the power of the Amahagne stones, swing the battle
in the Heishi's favour and cast Japan into darkness. Given out by
the Japanese God of weaponry, the Amahagne can make their bearers
become all-powerful. Confused by all the names? You will be, as
the game's story is both brilliant and mind-numbingly confusing.
As a reviewer, I am often asked about the games I am currently playing,
and while this would come highly recommended, in explaining its
story to people I came close to sectioning myself under the mental
health act. But as appealing as spending my remaining days rocking
back and forth in a padded room spouting endless nonsense about
Amahagne stones is, I had a game to delve into. Besides, a little
diversity in our cultural norms is healthy, so clear your mind and
prepare to be dazzled by some truly awe-inspiring elements that
this game has to offer.
The
graphics are simply stunning, the PS2 pushed to its absolute limits;
beautifully authentic backdrops coupled with graceful movement and
film-worthy storyline clips. Where previous titles have battled
with continuity between those parts of the game we play and those
where we sit back and watch, Genji blends them together by maintaining
a consistently high attention to detail that makes the transition
between the two seamless. These are trends that continue when shifting
from navigating around the game environment and doing battle with
your enemies, which adds a surprise element that heightens the gaming
experience and increases your bowel movement. The music is also
a major factor in inspiring this gameplay, not that the low pounding
beats cause a brown noise-like effect, but the match of culture
visually is maintained by the soundtrack. Think Last of the Mohicans
meets Jackie Chan, so Last of the Talentless Actors (burn!!).
However,
music and graphics alone don't make a success, but in the gameplay
department Genji doesn't let itself down. The response to a button
press is as you would expect, and if you've ever become frustrated
when being attacked from behind (careful), the ability to direct
your retaliations in any direction with the use of the analogue
stick easily compensates this. The weaponry is extensive, a little
confusing in places, but the basic idea of one sword causing more
damage than another can be enough to get you through the game. You
take control of Yoshitsune, the youngster prophesised to be responsible
for the fall of the Heishi, who is amply athletic and can quickly
bound around to avoid the advances of his foes. After a few missions,
the game opens up a new pathway that really took it over the excellence
border for me. Meeting on a bridge, Yoshitsune is faced by Benkei,
a seven-foot tall powerhouse who assures our character that he will
soon be using the totem pole that is his club to hit us for a convincing
six! Despite slicing up everything that has stood in our way with
little or no mercy, Yoshitsune takes pity on this lumbering but
loveable oaf and explains his plight. On hearing this, Benkei offers
his services and by the next save point you will find that you can
easily swap between the two characters.
The
missions or stages of the game take a typical format; kill several
groups of anonymous henchman and you'll be put up against a more
powerful creature or warrior. But this works well, and the boss-like
creatures are varied in both appearance and difficulty, along with
the sporadic nature in which they occur. The gameplay is addictive
and developing a technique for timing your attacks can create some
impressive displays of martial artistry. But one element of combat
is what really makes this game appealing. A press of the shoulder
button during battle slows time and beckons your opponents to attack.
At the perfect moment, a symbol of the square button appears below
your character; time it correctly and you will perform a devastating
finishing move that will send most of your opponents flying.
As
with most elements in this game, your mastery of the moves progresses
with time, aided by the many improvements that can be made by purchasing
items from the travelling tradesman. You can also visit the blacksmith,
who will take money for various weapons and armour that improves
the attacking and defensive elements of your characters' powers.
Find some interesting materials on your travels and he may well
be able to use them to forge a special order item. Unfortunately,
he offers no kind of credit system, so all items will need to be
paid for in full. With all chip & pin services banished by the iron
fist of the Heishi, you will need to spend your gold wisely, after
finding it in boxes, or on the bodies of recently decapitated soldiers.
Performing advanced fighting techniques or opening chests can uncover
Amahagne crystals, which can be utilised to boost life, attack or
defence.
These
are the skills that you will need if you want to advance through
this title. For, if there is one gripe I have with this game, it
is that some of the end of level areas, or stages in the game that
require completion before you can progress, are frustratingly difficult.
Your opponents often begin with a health bar that exceeds your own
by some distance. It's a little off-putting at first, but once you've
battled to knock it down, it rejuvenates all the way to how it was
when you started. For the first few big bosses, this happens once,
but before long you meet characters that can perform this several
times. So pad out the area around you for the impending controller-rage
and settle in for several hours of trying to defeat the same giant
golden eagle or long-hared girly like swordsman. That said, the
lifespan of this game would suffer if it was too easy, and as with
many combat based games, easily performed albeit impressive fighting
techniques will only get you so far.
If
you're prepared for a long-haul of surreal but exciting battles,
then Genji: Dawn of the Samurai is a worthwhile investment and a
fitting testament to show that new games developers can provide
as much of a leading title as their well-recognised counterparts,
which they do here with stunning looks, great sound and engaging
gameplay. All that reviewing of a martial arts game and only one
reference to The Karate Kid - better add "wax on wax off",
to make it two. That's better!
Reviewed by Rob Byron for AceGamez (All Rights Reserved).
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