![]() He also found the music and art do an impressive job at vividly conveying the drab, macabre world, especially given that the game came out close to the start of the Game Boy's lifespan. įrom retrospective reviews, Nintendo Life editor Kaes Delgrego, who gave a higher score, stated the game to be "eautiful in its simplicity, satisfying in its depth, Gargoyle's Quest is almost a painful reminder of how good games used to be, and is a solid indication of the Game Boy had". The Japanese gaming publication Famitsu gave the game a 25 out of 40 score. Contemporary critics found the 360-degree scrolling camera to be novel and impressive for a Game Boy game. Reception įrom contemporary reviews, GamePro magazine predicted Gargoyle's Quest to be a system seller for the Game Boy, and called it an instant hit, as well as "original." They ended their review praising the game for its diversity of play and locales, and for its "detailed graphics and great music". ![]() The team decided to develop for the Game Boy, so as not to overshadow the Ghosts 'n Goblins series in arcades and on home consoles. The character was popular with players, so Capcom decided it would be interesting and unique to make a game where players could control a demon and learn his wide moveset. Gargoyle's Quest was developed as a spin-off to the Ghosts 'n Goblins series to feature an enemy demon character from the series called Firebrand (known as Red Arremer in Japan). As his destiny foretold, Firebrand saves the Ghoul Realm from brutal conquest by traversing the Ghoul Realm, building his powers, and preparing to fight against the Destroyers' king, Breager, so as to ensure the protection of the Ghoul Realm once more. Plot Īccording to the fictional game lore, Firebrand is a gargoyle predestined to carry on the namesake and identity of the Red Blaze – the powerful force that fought back the Destroyers long before this game takes place. Projectiles can be selected from a drop-down, pause menu at any time, same as healing vials. These abilities guarantee a use for such projectiles even after more powerful projectiles are obtained, and provide a depth of valid options for attacking foes. Another projectile temporarily covers sharp vertical surfaces allowing Firebrand to reach higher locations. The Blockbuster, for example, is more powerful than its predecessor and can destroy special walls blocking the player's path. Additionally, the offensive projectiles that are learned over time each have unique traits or specialized uses. A healing vial can be used to restore health. Eventually, Firebrand acquires an item that allows the player to hover without ever needing to rest on the ground. Throughout the game, the player gains various items including passive ones that increase Firebrand's abilities outright. Firebrand starts with two hit points, but gains more throughout the game based on items or blessings obtained various enemies and objects drain different amounts of his health, represented by the hit points. The player starts with a weak projectile, but progressively gains new projectiles which grant more power and special abilities. įirebrand can walk, jump (progressively higher with time), cling to walls using his claws, hover for a period (progressively longer with time), and fire offensive projectiles. While on the overhead map, the player occasionally comes across ghouls who want to fight Firebrand for various reasons. The player then must defeat the enemies in order to return to the overhead-view map. ![]() While traversing in the sections with an overhead view, the player is able to talk with residential ghouls and, if outside a town, is susceptible to random battle encounters. This is broken up by the other type of content: individual, action- platforming levels that sometimes feature a boss at the end. One half has the player traverse an overhead view, either on the world map or in towns. The game consists of two gameplay styles.
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