Originariamente inviato da Nikoz
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Verissimo... ma da un titolo GIGA POWER! datato 1999, secondo me sarebbe stato lecito aspettarsi molto di più.
In una recensione (troppo severa? -"OVERALL - 60%") si critica la realizzazione grafica, definendola da "pre-'Donkey Kong Country' SNES game" ( http://www.neo-geo.com/reviews/neo-r...ryu/ganryu.htm ):
"The only visual sign that it's a Neo Geo game is the depth of color. Only Blue's Journey has smaller characters-sprites on the Neo. There is little or no variety in background. You're either running around a generic Japanese structure, a cave, or in the air. Period. These "No-Frills" carry you through the game (the game being 5 measly stages). The cut scenes are the same sterile pictures over and over (a few even steal a few of the falling-blossoms from Samurai Showdown with no shame). As a reference, Magician Lord had much better graphics. There are only about 5 types of generic bad guy. Three of them are the same Ninja painted (in order of difficulty) blue, green, and red; the other two are a very annoying vulture/hawk (its hard to tell) and a frog that appears once, in the whole game, on level two. What passes for character animation pales in comparison to any decent game in the past 7 years: When Musashi moves, his head stays in the exact same position. There are also two or three innocent people that run by here and there (who you can't touch...) as well as the occasional color variant of the same tied up girl who gives you one of a few power-ups. Again, sub-standard animation through and through. The most telling animation was Musashi's standing animation: all he does is sit there and play with his sword (seriously), I found it an ironic reflection of those who programmed the game."
Inoltre, per quanto riguarda il gameplay:
"About 95% of the game is generic run, jump & slash and the grappling claw is only needed once to proceed in the game and as a way of accessing secret areas for the rest of game. Because the movement control is so tight, an experienced gamer should have no problem finding all the secret areas in their first or second sitting. There is very little in terms of technique. Slashing while running, ducking, and jumping will make up nearly all of your attacks. Musashi can charge his weapon and release a slightly more powerful magical-arrow-thingy, but it renders him very vulnerable and is practically useless. The claw can also be used as a weapon but is equally impractical as it can only be thrown forward! (...botching a potentially cool element from Bionic Commando). Your lives are based on a life gauge, so there is room for error. [...] The difficulty level within the game is disproportionate. While the levels are rather easy to breeze through (with a few different routes), the bosses are difficult and completely methodical (They're not too hard, just very hard relative to the game). I've found after some patience and perseverance, the boss patterns can be easily mastered (the last two are an annoyance). The largest caveat I have for the game's playability is the absence of two player simultaneous mode. Borrowing from the old-school NES games, Ganryu only has two-player alternative play."
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