Momotarou Katsugeki for PCE
Review #8085
Momotarou Katsugeki
Gameplay
Here's a pleasant surprise. A perfectly adequate, fun little hack n slash/run n gun hybrid platformer with decent controls and movement tech. There's even some lite RPG elements, similar to those in the River City Ransom or Goemon series. Wait, how do you pluralize series? Serieses?
In any case, this borrows a lot from Goemon and feels like an 8-bit prequel. Each enemy drops money which can be spent in a village between playable areas to load up on healing items and weapons, although I can't notice any difference after buying an expensive new sword.
That's my main complaint, actually - the lack of variety in the combat. Any power-ups acquired seem to grant only temporary new firepower, but they all amount to the same straight-forward projectile weapon that you have by default anyway. I wish there was more.
Platforming is fine. Your jump height increases when moving. Combine this with momentum based movement and you've got somewhat tricky controls that require careful planning. It's mostly for the better and gives the game some depth.
Level Design
The stages have some height and variety. Some intense platforming here and there and fun moments like a climb up a mountain climbing segment similar to the Super Mario World fence. The game is linear but it's environs feel alive and will you toward seeing the next area.
Theme
The language barrier makes it tough to navigate some menus and minigames, but this is a cute, Goemon-esque setting. The cutesy enemies and NPCs add a lot of personality.
Art Style
The artwork is decidedly 8-bit, but very charming. Great animations and colorful pixel art.
Audio
Silly music that fits the theme well.
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