Ultimate Ghosts 'N Goblins Review
Written by Robert Falcon on Wednesday, August 30, 2006
Wonderfully designed; great music; challenging gameplay.
HARD! Incredibly hard. So hard your grandchildren will be born angry.
You've probably read our look back at Super Ghouls n' Ghosts. If you haven't, let me sum up what I thought about the game in three words- terrific, entertaining, and HARD. Actually, can I make it four words? I'll add "frustratingly" right before hard. That's because Capcom programmed the game to go into overdrive on difficulty, especially with its Rearrange Mode, where you played all-new stages...if you could reach them. That's Capcom, though, looking to push the hardened gamer so far to the edge that they could crack in the process. And they haven't lost their touch with the long-awaited PSP sequel, Ultimate Ghosts n' Goblins.
Once again, poor Arthur must battle against members of the Demon Realm, as they've kidnapped his lovely princess in an effort to re-emerge from the darkness. Arthur will have to endure a series of levels in order to reach her, although the quest will have to be completed twice to get it done right. Along the way, he can pick up different types of armor that give him power-ups and strength, as well as weapons, old and new. The lance is Arthur's traditional weapon, and the one he starts with. However, as his quest continues, he can snag new ones, including a Belmont-like vine whip, knives, a multi-firing crossbow, and bombs, among others. Arthur can also take advantage of spells and power-ups that enhance his movements and give him "blast" attacks that clear the small space around him.
I really like the new level structure that's at play in this game. You roam throughout living levels around each turn, with new dangers popping about all over. If it's not about demon hands swatting at you from below, it's gigantic spiders and spear-chucking soldiers that are bound to give you a headache. The graphical detail is very nice, working on a 2.5-D format like the Klonoa games. The music has also been redone, almost on the level of the Maximo games but a little bit more serious. However, it drowns out what little sound effects the game had to begin with.
As for controls, the game plays just as well as you remember. You're able to shoot in all directions, like you did in Ghouls n' Ghosts, and soon you adapt the ability to double jump, giving you the ability to clear troublesome gaps. You can also use magic spells and warp keys to enhance your performance and get around, although they're limited compared to the normal gameplay. No biggie. It's still done right, mostly. Some jumps can't be controlled that well, but it's a learning curve that's easy to get over.
And that's probably the only mention of the word "easy" you'll see in this review, because the game is hard. BRUTALLY hard. Even if you decide to tackle Novice mode first to get a hang of things, you're going to find that your ass gets handed to you more often than you'd prefer. The game does have a couple of saving graces, however. First off, if you die, you don't go all the way back to the beginning of the level, but rather a nearby starting point. This is GREAT to see only because it'll allow people to really get past nasty spots and not have to run into them again...until the second quest. There's also a better balanced power gauge so you can take three hits, instead of just losing your armor and then getting killed on the second blow. Arthur once again displays his hearted undies after two or so hits, though, so watch your energy. Finally, the game does offer a number of continues, so you have that working for you.
Now, if you think Novice mode is hard, just try your luck at Standard. And if you think you can stand it, step up to Ultimate. I ASSURE you, if you go to Ultimate first, completely unprepared of the challenge that lies ahead, you will be tearing out your hair and flinging your PSP across the room. This is why I bought a durable case, ladies and gentlemen.
Ultimate Ghosts n' Goblins is most certainly worth a purchase. The game's design is superb and tight, and the challenge level will definitely be welcomed by those thirsting for something to push them to the next level. It won't be for everyone, but those looking for their cerebral gaming skills to be pushed will be shoved with both hands. All that's left now is a sequel to Ultimate that will drive us to aneurysms. Or not.










