After the game’s rather late-in-theday
360 announcement, it’ll come
as no surprise to hear that several
features betray its distinctly last-gen
origin. Most obviously, there’s a
distinct shortage of polygons floating
around the screen, even though its
bright anime stylings means there’s
only a great problem in close-up
shots and when you’re paying too
much attention to the washed-out
low budget Western influenced
backgrounds. In short, the whole thing
looks like (a top end) PlayStation 2
game upscaled into high definition
– not ideal, but eminently workable.
What’s a little more troubling are
several transparent and sometimes
pointless design features that again
are a little anachronistic. Throughout
each of the (for better or worse) linear
levels, slight inclines that wouldn’t
trouble a clown on a six-inch bike
block the path of your eventually allpowerful
warrior. Regardless of a large
part of the attraction being epic, realtime
battles, it seems old-fashioned
too, as the game builds a false
pretence of areas being inaccessible.
Every ‘locked’ door will either open
immediately upon the defeat of all
enemies in the room concerned, or a
key will appear out of thin air right in
front of said door when you’ve seen
everyone off. Still, better old-fashioned
than dated.
Some changes have been made
to the familiar formula though (that
is, apart from the increased focus
on the narrative). A synthesis shop
has sprung up among the throng
of retail outlets, offering players the
ability to combine objects either
bought or found inside destructible
scenery objects or enemies. Once
inserted into your willing automaton
alongside the relevant synthesis board
(effectively a recipe), you can create
your own weaponry, health bonuses
and so on, eliminating the need to
actually hand over cold, hard cash
to upgrade your potency. Help with
this, though, is relatively sparse and
jargon-filled – a shame when the rest
of the game is so accessible. Also fresh
from the production line is the ability
to change your class mid-adventure.
Rather than having to stick to an
initial choice between the physically
excellent Hunters, magically proficient
Forces or the somewhere in-between
Rangers, the three can be slipped on
or off to taste at a GUARDIANS base.
Better yet, if you’re tired of levelling
up a particular class, choosing another
one will effectively stick your first
in cold storage. You’ll have to start
completing trial missions all over again
with the view to build yourself up, but
the change represents another tactical
variable that must be considered before
battle, and that’s never a bad thing.