Lunar Knights
Review by ray_lightcaster
"Vampire Hunting Has Never Been This Fun"
Quick Summary
This is a fast-paced action RPG with a unique story line: sci-fi vampire hunting. Packed with nice manga-style artwork and lovely in-game cinematic sequences, this is a title which is worth at least a try.
General Description
In the game, you pick real-time fights with enemies, increases character levels and hunt down the vampire bosses. While nothing is new as compared to typical action RPG games, the implementation here is nice and smooth.
You will start out as a sword-wielder whose special skills depend very much on the moon. Well, you see, your energy will deplete when you perform certain actions and this lost energy can be recharged under the moonlight. The game will have an in-built clock (artificial game time, not real time) which follows a day-night cycle and this of course affects your energy-regeneration ability.
Then comes along a gun-slinger whom you will take control. His style is based on ranged attacks; a stark contrast to the first playable protagonist. In addition, this character relies on sunlight for energy regeneration.
The next part will see the two characters meet. And there you have it: the completion of two opposite halves. One runs on lunar power while the other operates on solar power. One is an aggressive close-quarter combat expert while the other is a long-range executor. Best of all, you get to switch between the two characters. By now, you should have a general idea of how the game works.
Comparison with Castlevania: Portrait of Ruins will be inevitable. Published by Konami, both use vampires as the story backdrops and both boost dual-playable protagonists. While some critics may dwell on the resemblance, the similarities stop there for me: both are solid titles in two different gaming genres.
Gameplay includes other extras such as elements, trance-mode attacks and space mini-games. Element is nothing new for RPG players - when equipped or called upon, it enhances player strengths against certain enemies. Trance mode is similar to FF7, Riviera and Children of Mana. In short, the players get access to powered-up attacks when their emotions get charged up. Without spoiling the story, the mini-game involves the players controlling spaceships in aerial fights using the stylus.
What's Good?
The artwork style is surprising similar to the GBA title Riviera: The Promised Land. In addition, the lead characters in both titles have a side-kicking companion: Lunar Knights has the elemental terrennials while Riviera has the familiars. Is it coincidence, or do both games boost the same sets of artists? Regardless of the reason, the lovely artwork scores well with me. This should be the same for other manga lovers.
If you like games which require the powering up of weapons, this is the title for you. Along the way, your weapons power up together with your characters. The way is to collect materials such as steels and irons so as to forge strong versions of the weapons. This, of course, will mean the unlocking of stronger attacks. Similarly, defensive shields may be leveled up but through different mechanisms. Try it yourself to see how.
Side quest is a mainstay for such games and it does not disappoint in Lunar Knights. Old maps can be revisited as side quests open up. Even if you do not take up these quests, old maps may be explored for extra areas and bonus items. An example, certain paths in the maps may be blocked during your first visit. Subsequently, you will gain new elements and these will help you remove the earlier blocks and uncover new areas. Gamers who hate backtracking may hate such a game element. For me, I feel that this is well-implemented here.
What's Bad?
There's nothing seriously wrong with this game. One bad point picked up by major critics is the space battle mini-game. One comment is that there is poor implementation of the controls as it is hard to move and shoot at the same time using the stylus. My view contrasts this because I have no problem using the stylus for the battles. In fact, I will find it clumsier to use the D-pad for directional control and stylus for shooting. Another comment is that the battles are out of touch with the main game. I would disagree with this too as I see the space battle mini-games as a little break from the normal routine. Strangely, the break-from-routine feeling I get here is kind of similar as playing the melee fights in Sid Meier's original PC title Pirates (I am referring to the DOS versions). Although not superbly brilliant, I do rate the Lunar Knights mini-game as enjoyable.
As reiterated earlier, there is nothing really novel in the game concept. We have seen it all before: the forging of stronger weapons, the switching of two playable protagonists, the powering-up attacks based on trance modes and the elemental powers. Nevertheless, the fun value is not diminished for me because the implementation is nice and the overall feel is good.
Final Recommendation
My score for this title is 4 out of 5. An action-RPG fan should like this game. A lover of vampire stories may give it a try. If you are more interested in a novel DS game, you should give this title a miss. For me, I am keeping this one for sure.
Reviewer's Score: 8/10, Originally Posted: 07/02/07
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