Not long ago, we celebrated the launch of Andro Dunos 2 and with him the unexpected return of the name of Visco, a company without much to review and that, in fact, has been dedicating himself to the slots, nothing less. Andro Dunos was not the only Visco brand that graduated Pixelheart in his quixotic company to recover old and little-known video games; Last month it was published Ganryu 2 , another late sequel that seeks to give the feeling that time has not passed and that we could be facing a game of 2000 or 2001, one or two years after the launch of the original for Neo Geo.
This time the French studio Storybird is responsible for carrying out a game that, like the first, is an arcade of platforms and action in which we control Miyamot once for all to a villain who believed dead. Along the way there are ninjas, Yokais, places of all kinds and a romantic vision of 17th-century Japan inspired by a real character whose story novelized almost one hundred years ago Eiji Yoshikawa, in a trilogy of novels that curiously reissued in Spain not long ago.
There are Neo Geo games surprising by how they endure the passage of time: you put them today and it seems that they could have left this year. It is not the case of Ganryu, and perhaps that is why his own creators recognize that Ganryu 2 is "inspired by classics such as Shinobi 3 and Shadow Dancer" and not in his direct predecessor. It can be a success: this new adventure gains whole thanks to a repertoire of interesting and versatile movements and skills, and that allows Storybird to mix two ways of playing: a more meditated and exhaustive, in which each level is explored thoroughly by search of objects and secrets, and another faster and that encourages you to cross each area running and dusting the enemies as soon as they cross your path. It is a game in which it shows Mimo, and it is appreciated; Although the technical has the occasional roughness, the interest in making a game that knows retro is noticeable without this being a limiting circumstance or an excuse to avoid ambition.
But it is also a game that ends up having difficulties to give its protagonist spaces to show off, and that often uses more or less dirty tricks to generate difficult situations that ends up not wanting to overcome. The fourth level may be the clearest case, although from the beginning it is threatened with much less stimulating sections than they would like to be on paper: in my view, these games win the more you want to rejugar them, and a few things you want to return less That Ganryu's first level wagonets 2. It is a relatively long game, but the rhythm at which their most interesting moments reach (which they have; the bosses are, usually, very good) is irregular; It would not have been bad to invent some way of being more generous with the checkpoints without losing the rigor that is expected of a neoclassical of this style, for example. In my case, the enormous desire I had to see what I expected later collided with the boredom to repeat some areas to learn at what time the game had prepared a cheap trick to throw myself in the void and force myself to return to the point of departure.
It is a very good time for the type of game that wants to be Ganryu 2 , and the idea of recovering little known brands to make continuations in which the classical and current design philosophies are mixed is formidable: I already mentioned before the Very close to Andro Dunos 2, but it also makes a very little that came Sun Cresta, more commented to come from Platinum but that part of a very similar proposal and no less than a niche. I sympathize a lot, I mean, with what Storybird Studio and Pixelheart are trying here, but the final result is not so enjoyable, interesting or immediate and other recent cases, more stimulating both for fans of the old school and for people who at the end of The 90s or early 2000s still used diapers and feeling curious about the way things were done then, and for the not few happy experiments that are coming out of this new wave of new old games. We have it there as curiosity, at least, and I hope it does not serve to discourage those who feel the temptation to rescue oddities from the balances: there we have educated many, and it is a pleasure to see claims that do not stay in the fetish or the fetish empty nostalgia.
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