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    Kengo: Legend of the 9 Review

    by Chad Grischow

    The more skilled baddies, typically donning obnoxiously large hats, and bosses do offer more of a challenge.  When the higher-level enemies show up, there are normally at least one or two others with them.  They are not nearly as hesitant to fight, and will wreck havoc on your character should you stand around without your guard up.  Players occasionally need to hold off and rely on holding 'A' to block attacks, while they get their stamina back.  It is a realistic, but boring, strategy for conserving energy.  Bosses are most difficult of all, and for good reason.  Bosses you face off with will eventually be unlocked samurai legends you can play through as.  

    The game offers a handful of game modes, but they each feel a little light on content.  The meat of the game is found in the aptly, and boringly, named 'Main Mode'.  Gamers take the reins of one of nine famous samurai warriors (well, one of three available at game's start) and lead them through several levels that represent their growth as a fighter.  What might sound like killer replay value is sadly too repetitive, as each character faces the same the levels.  The objective of each is unfortunately the same; kill them all.  
        
    Most levels are structured identically, with an onslaught of lower tier bad guys to slice apart with the occasional upper tier tough guy sprinkled in, and finally a level boss.  The levels are thankfully short, because the game does not offer any mid-level checkpoints.  If you loose a final battle against a boss, the game instantly sends you back to the main title screen to start the level over from scratch.  This is one of the game's irritating charms, as it does force you to pay close attention to how you fight your way to the level boss.  After learning the game's battle system by the end of the first level, the rest of the bosses mostly feel like a piece of cake.  The game's final boss is a bit of a hazard, but since there are no enemies leading up to him you can dispatch him in a few short minutes with some luck.



    A wide-variety of unique and difficult challenges arises in 'Mission Mode'.  There are ten total missions, ranging in time from five minutes to an hour.  Each challenge asks you to dispatch of a certain number, or type, of enemies in the timeframe allotted, with Live leaderboards incorporated.  Taking up less of your time, and offering some genuine practice toward 'Main Mode' is 'Combat Mode'.  It is a fighting mini-game thrown into the mix for practicing those tricky boss battles with full health and stamina.  The battles are decent, and offer your only chance to 'fight' against another person; granted, only on the same console.  

    The game's clumsily named "Xbox Live Nationwide Contest" mode is not nearly as impressive as the title suggests.  Unlike 'Combat Mode', where you select your character and use them against tough bosses, you select your character, sit back, and watch.  Whether it is more confusing that you can only use characters you completed 'Main Mode' with or that you do not do any actual fighting yourself, it is clear that the Live mode is among the worst on the system.  The idea that you cannot control your fighter in battle is odd, and makes just how well you pick and choose your upgrades during the 'Main Mode' incredibly important if you intend on succeeding over Live.  The idea behind the mode is that your character will mirror how you played in the 'Mission Mode', meaning if you neglected to block the opponents' swords you will find yourself loosing often.  



    Perhaps the biggest issue is that it is not truly available until you have gotten through the 'Main Mode' with a character.  This makes the online mode a reward for beating the game rather than something available out of the box, and its limitations hardly feel like a prize.  Players who have unlocked more special moves and fought solid strategic fights will be able to watch the screen with glee, while those who were not so skilled at battle will only sulk or scream at their screen in vain.  

    The game looks solid, but not spectacular, for a 360 title.  The decent variety of locales found throughout the game's levels look good, but most gamers will find themselves staying put and letting the enemies come to them.  The animation gets the swordplay right, and makes your warriors look worthy of their legendary status.  The audio is a mixed bag, with some rich voice work, but awful sound effects that plague the presentation; like the 'walking in the mud' sound found as you navigate menus.  The game's use of authentic Japanese dialogue with English subtitles may have been a budget move, but it makes the game feel more realistic and rich in tradition.

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    Gameplay: 7 Graphics: 7
    Sound: 6 Controls: 7
    Replay: 5 Live Play: 4
     
     
    General rating:
     
     
     
     
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    Kengo Zero
    Publisher
    Majesco Entertainm... 
    Developer
    Genki 
    Game Genre
    Action 
    Release Date
    2007-09-11 

     
    total images available: 16
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