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Death Jr.

            Konami’s PSP Launch Window line-up has certainly shown some determination. Metal Gear Ac!d showed Konami’s variety of expertise and inherent coveting for Nintendo’s genre-crossing franchises for key releases without distancing their already well-established fanbase. Coded Arms was Electronic Theatre Image Konami’s first ever First-Person-Shooter and with it brought some interesting and unique ideas, but failed to grab a market hankering for a portable Halo. Death Jr. is due to launch in the UK this month, and is one of Konami’s key titles for the PSP Christmas rush.

            Being the first title shown running on the PSP back in May 2004, a lot is expected of what appears a pretty generic Platform title with a minor adult twist. Konami and the development team – Backbone Entertainment – have had plenty of time to iron out all the wrinkles and deliver a solid, if not groundbreaking, Platform title capable of proving the PSP doesn’t fall short of the current generation of home consoles – but will they have succeeded, or have they succumb to the pressure of rivalling the three formulaic Platformers already gracing the PSP’s rather wide-screen?

            Death Jr. does exactly what it says on the box – a Platform title with a splashing of adult humour. On some kind of trip to a museum, Electronic Theatre Image Death Jr. opens Pandora’s Box, only to have all his friends held hostage and their souls separated into jigsaw puzzle pieces, typical. So now he has the challenge of not only rescuing his friends, but also sealing the evil he’s unlocked back into the box.

            In the perfect 3D Platform tradition – installed by Super Mario64 - The Museum acts as the HUB from which you choose your Level. There are a total of three characters to rescue at the start – each with three Levels to complete before you may rescue them – before the credible structure of the HUB begins to decay at an astronomical rate, leaving you clueless as to where your next challenge lay and, often, if there even is a next challenge.

            Within the Levels, you get a distinctive split between Platform action and Third-Person-Combat. Death Jr. is armed with his trusty scythe, with attacks executed via the Square Button, and an array of artillery from the Twin Pistols with infinite ammo to HamsterElectronic Theatre Image Grenades and a Flamethrower, all controllable on the Circle Button. In the earlier Levels, a small amount of demon slaughtering followed by a small amount of floating-platform hopping, followed by more demons is the general agenda, whereas later Level design proves the developers are comfortable with the presentation on the PSP. None of the Levels stand-out as particular achievements nor push boundaries in the already die-cast Platform modus operandi, but none-the-less offer a presentation worthy of Konami’s big-billed release – complete and competent.

            The title’s presentation is certainly a mixed bag; on the one hand, there’s not a lot to complain about – all the character models are animated well and all the lead characters have distinctive personality regardless Electronic Theatre Image as to whether they’re a constant, or a five-minute part. However, the usual PSP pop-up is evident, although not too abundant and the background design does wear on you after the first five hours of wandering around dimly lit grey/black/brown arenas with a small amount of red goo in every corner. The Levels set in Death Jr.’s neighbourhood offer some nice graphical touches and will most likely become a common haunt – however, arriving so early in the game doesn’t help the Level of challenge involved within these sections. The cut-scenes are definitely fluid and anyone who tries to tell you that the style hasn’t been ripped straight from Tim Burton’s film devices clearly lacks any implicit knowledge of classics such as Edward Scissorhands or Tim Burton’s The Nightmare Before Christmas. The occasional sound-byte is humorous, but on the whole it seems that Backbone Entertainment have chosen to play it safe, and drop many of the original comments made by Death Jr. himself in-game, with his jovial quips now limited to occasional self-congratulatory comments.

            As a “new-vision for Platform games, on a new generation”, Death Jr. fails on practically every count, should the press release state “a revisit to Nintendo64 Platform games, with better graphics” Death Jr. would have hit the nail right on the head. There’s nothing particularly obstructing Electronic Theatre ImageDeath Jr. from achieving greatness – except that we’ve seen it all before. Konami have made the right decision to pick up the title and Backbone Entertainment have proved they can at least provide an intriguing Platform romp, if not a boundary-pushing escapade, demonstrating much promise for the studio’s future PSP projects. Electronic Theatre Image

 

Kev J.                                                                                                                                     Reviews Score Table Interpretation.

02/10/05

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Each of these articles has been written either independently of Electronic Theatre or by an external viewer. The opinions discussed in these articles in no way reflects the opinions of Electronic Theatre.

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