tl.gif (159 bytes) tr.gif (156 bytes)
bl.gif (158 bytes) br.gif (158 bytes)
The Electronic Theatre
home guest book articles forum trix offline shop online shop links
You are here » In-depth reviews archive » PlayStation Portable » MediEvil: Resurrection
 
Hardware Manufacturers

Nintendo

Sony

Microsoft

 

tl.gif (159 bytes)
Welcome to the Electronic Articles:  In-Depth Reviews Archive

 

tr.gif (156 bytes)

                Electronic Theatre Image      

      MediEvil: Resurrection

            With SONY’s latest handheld venture now flexing its muscle on UK shores, the Launch Line-Up has received many mixed opinions. With there being many, many titles now available in Japan and the US, the publishers had a pretty large selection to choose from. MediEvil: Resurrection is one of these titles which, at least from this writer’s point-of-view, come with a great deal of expectation. HavinElectronic Theatre Imageg played the title at E3 2005, my expectations of the title only grew as, within only minutes of play, MediEvil: Resurrection provided a satisfying, if disjointed, gaming experience. Now, with the full title playable, MediEvil: Resurrection has the spark of UK creativity whilst trying to recall a previously established fanbase to a new generation of gaming.

            The Intro FMV immediately wraps the captive audience in the world of Gallowmere; offering tales of legend and centralising around the one Dan Fortesque – where the clear-cut similarities between the title’s story and that of Shrek will unfortunately only do more to endear the unknowing consumers – before throwing the player into a brief Training Mission. The Map opens up after journeying through a small catacomb and into Gallowmere Graveyard. Each Level is represented by a location on the World Map and is accessible either when previous Levels are completed or on demand by simply travelling back and forth – handy when you’re in desperate need of supplies before venturing to the next unknown territory.

            The game progresses similarly to the expectation from platform titles; however, the gameplay is more of a mixed bag. MediEvil has always been a franchise which reserved the right to be pigeon-holed into a fitting genre and while, as said above, the progression is greatly platform-oriented, the inner-level play appears immediately as a “less-jumpy” affair. Action seems to be more on the developers’ minds, with the strictest of play mechanics offering a Fight-Puzzle-Fight system,Electronic Theatre Imae occasionally flexed into a Fight-Puzzle-Fight-Fight-Puzzle or Puzzle-Fight-Puzzle-Fight-Fight scenario. The puzzle system retains the inventiveness of the original without sacrificing the immediacy of the new title designed around a portable system and while this may mean very few times of confusion or extended thinking, the title is rewarding for it. Combat, however, is a much less rewarding exercise. Although the title features a well-designed targeting reticule – allowing for a clear line-of-sight and turning red when lined up with an enemy – the game feature no Lock-On system, resulting in much of the often overpowering combat sections feeling lightweight and flimsy. The combat reflects that seen in titles such as Sudeki and 2003’s multi-million selling abomination in games design; Enter The Matrix – a harsh statement to make about any title.

            The Level Design is one of the titles’ greatest features. All-too-often games are released with huge and expansive environments which,Electronic Theatre Image after traipsing through the last fourteen, no longer have any kind of draw or the “got-to-see-what’s-round-the-corner” factor. MediEvil Resurrection cunningly avoids becoming lost in the realm of “I nearly completed it” titles by pacing the more elaborate design and having a clearly streamlined plan for unveiling the world to the player.

            In addition to the variable main game, the title features a wide variety of mini-games; drawing the game into a parallel with Super Mario64 DS – a launch release honouring all of the systems USP’s whilst romancing a title’s fanbase long thought all but diminished, featuring platform-esque play and a variety of feature-rich mini-games – which, unfortunately, will only ever be displeasing to the Cambridge-based development studio responsible for Dan’s outings. The mini-games range from targeting practice, to sheep herding, through to a Whack-A-Mole variation – each pleasing and entertaining in their own right, but distinctly lacking the originality of those seen in Super Mario64 DS.

            Graphically it’d be very hard to fault MediEvil: Resurrection. Every Level has a variety of textures backed up by dazzling backdrops and a consistently heavy amount of on-screen action. The animation is fantastic and the style of the title will cause obvious comparisons to be drawn with Tim Burton’s The Nightmare Before Christmas – certainly not a bad thing – while retaining a truly British sense of humour ala Grabbed By The Ghoulies. Minor fraElectronic Theatre Imageme-rate niggles are easily overlooked; however that dastardly polygon pop-up does forcibly appear in a few Levels.

            MediEvil: Resurrection is an audible treat. Each of the sound bites is genuinely funny and takes some time to wear thin. The in-game music complements the action and it seems that the Narrator from the BBC’s annoyingly un-funny Little Britain makes a dazzling performance as… the Narrator…

            It would be unfair to suggest that MediEvil: Resurrection isn’t flawed; however these flaws are often easily overlooked. The title has a distinct charm that, while it may not be living up to expectations it had carved for itself, is at least a competent Launch Title, and at best the pinnacle of everything that the two PlayStation editions dreamt of being. Failing to live-up to the quality of the NintendoDS’s Launch doesn’t relegate the title into the league of ignorable games, but does send it home with a slightly bloody nose.

Electronic Theatre Image

 

 

 

Kev J.                                                                                                                                     Reviews Score Table Interpretation.

10/09/05

Return to the PlayStation Portable in-depth reviews archive here.

 

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.

If you wish to enquire about pricing of any titles for these formats not listed on this site, drop me a line at kjoyce@electronictheatre.co.ukTop

 
Xbox
xbox.gif (6131 bytes)

 

PlayStation 2
playstation2.gif (5681 bytes)

 

GameCube
© Electronic Theatre 2003 - 2005 - email: kjoyce@electronictheatre.co.uk