Aww! You’re so sweet, game!
After playing through it for the first time, I can report that The Guardian Legend is really, really damn good. The sheer scope of the game is amazing for the NES: 23 space shooting sections linked by hundreds of screens of overhead dungeon levels, ten different weapons which can be upgraded three times each and utilized in both gameplay modes, RPG-like character improvement, memorable music, and stylish graphics.
If you like fast-paced vertical shooters with tons of enemies to blow away and a huge selection of upgradable weapons that you can switch between on the fly, you’ll love this. It’s made by Compile, after all. If you love overhead action-adventure games in the Zelda mold, you’ll…like this.
Yeah, if the game has one flaw, it’s that the adventure segments aren’t as fully realized as they could be. The enemies don’t have much personality and don’t pose much of a threat. More importantly, there aren’t really any cool secret areas or items to be discovered. Everything’s pretty much right out in the open, as far as I can tell, since I was able to get all the weapons and upgrades without uncovering anything resembling a hidden area. Definitely some missed opportunities there. Still, these sections work fine as a change of pace after the frantic shooting sections. A breather, if you will. When your heart is pounding after just barely overcoming a tough boss, it feels good to get shuttled back to the labyrinth to chill out and hunt some upgrades at a relaxed pace for a bit. And for what it’s worth, these overhead section are definitely better than Blaster Master’s.
In terms of challenge, the game is about average. If you explore the labyrinth thoroughly for power-ups, that is. Since seeking these out is largely optional, you can also increase your difficulty level (to a potentially extreme degree) just by deliberately avoiding these pickups.
So, in conclusion: The world needs more Guardian cosplay and I need an adorable plush lander.
Down for the Count again!
Well, that was quite a marathon: Four classic Castlevania games (the NES original, Castlevania III: Dracula’s Curse, Super Castlevania IV, and Castlevania: Bloodlines) completed for the first time in ten days! I had played them all before in years past and gotten quite far in some cases, but the only 8 or 16-bit Castlevania games I’d ever beaten before this month were Simon’s Quest and Rondo of Blood. Castlevania III is easily the most difficult of the series that I’ve experience so far, although the original has its moments, too.
Overall, I’ve developed a powerful affinity for these games. They really are tense thrill rides that keep you on the edge of your seat the whole time. Your characters are not as quick or maneuverable as they are in other action games (except perhaps in the relatively forgiving Super Castlevania IV) and you have to master their limited movesets completely and exercise good judgement before committing to each jump or attack.
On the other hand, it has made me somewhat disenchanted with the Metroid style of adventure game that dominated the series from 1997s Symphony of the Night to 2009’s Order of Ecclesia. Playing these titles today, I’m really just pretty bored most of the time. They look great and sound amazing and appeal to the collector mindset that likes to grind easy enemies for hours on end for rare loot drops, but replacing the high stakes action platforming where one false move means death with wandering long, mostly empty hallways filled with paper tiger enemies that look scary but act as annoying speed bumps at worst just doesn’t work for me anymore. Especially when the only incentive is making your overpowered avatar even more needlessly godly. Some of these installments were better than others (Order of Ecclesia does have one of coolest Dracula fights in the series), but for the most part I’m glad this era is over and I’m hoping that some future non-terrible iteration of Konami can bring Castlevania back to its roots and deliver another game like Dracula’s Curse someday.
I can dream, right?