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Bleach: Dark Souls

            Bleach: Dark Souls is the latest Beat-‘Em-Up title to arrive on the NintendoDS based upon the successful anime series. With a handful of titles not having made their way to UK shores previously, it no doubt comes as a relief to fans that Treasure’s newest title has made the jump intact, courtesy of SEGA. Featuring an exclusive storyline, online play and a Single-Card Download option, the bullet points suggest quite a package. But the Beat-‘Em-Up genre has become unusually crowded of late, and so Bleach: Dark Souls will have to feature more than just appealing taglines to gain the attention of the increasingly large NintendoDS audience.

            The game functions as a 2D one-on-one Beat-’Em-Up with two planes on which to fight. A tap of the L Button will hop your avatar back-and-forth between planes, and, though the fights are generally longer, the traditional rules of the genre apply there-on-out. All the Special Moves are incredibly easy to perform; quite obviously developed with precision as a counterbalance to the NintendoDS Lite’s patchy D-Pad responsiveness under the pressure of typical Beat-‘Em-Up movement structure. However, to make the game even more presentable to those new to Beat-‘Em-Ups, or indeed, those put-off playing such games on the NintendoDS due to control issues in the past, almost every move can be performed simply by touching a button on the Touch Screen.

            Super Attacks function in accordance with the EX Moves from Street Fighter IV. Each attack landed will add to your Spiritual Pressure Gauge, and once filled a Super Attack will be available. Up to three Super Attacks can be stored and, just like most other Special Moves, can be performed simply by tapping the button on the Touch Screen. Storing all three filled Spiritual Pressure Gauges will allow you to execute a third Super Attack which dispenses with all three, but initiates a Cut-Scene which signifies just how deadly the oncoming attack is.

The Spiritual Power Gauge sits at the bottom of the screen. Replenishing over time, this Gauge limits the use of Flash Steps (elaborate dodges) and RF Special Attacks. RF Special Attacks are simply powered-up versions of regular Special Moves, but are noticeably more powerful when the simplicity of performing them is considered.

Spirit Cards lined-up next to your move buttons on the Touch Screen and have varying effects, such as limiting the damage of an opponents attack to recovering Health. However, these too are limited by a slowly replenishing Gauge. A player can construct their own deck of Spirit Cards in the Main Menu from those unlocked to take into battle in all gameplay modes. The choices a player makes in constructing a deck can greatly alter the tactics of each fight, and a bad combination can lead to feeling the pinch when attempting to build for more powerful moves.

The Story Mode will make little sense to those not already invested in the series, with seemingly quite random entrances by characters never even mentioned previously at fairly regular intervals, but none the less is a wholly enjoyable experience. A Tutorial talk’s players through everything the game demands – everything; down to the Health Gauges and jumping.

Though the Tutorial is very thorough, once entering a game the challenge is quite significant – even for Beat-‘Em-Up fanatics, and although purists may be disgusted by even the suggestion, the Auto Mode that allows for defensive bonuses automatically is a very welcome addition.

The Challenges in Story Mode are quite varied. Though many will simply ask the player to win the fight, others that concentrate on outmanoeuvring your opponent are a refreshing change of pace. Characters, Spirit Cards and an assortment of other goodies are swiftly unlocked by progressing through the Story Mode, and it’s clearly here where most of the beginning hours with the game will be spent.

The Arcade Mode is an option that will probably only become first-choice once the Story Mode has been thoroughly completed, and functions as would be expected: battling through a series of challengers to become champion. The gameplay mode offers both Single Battle and Tag Battle options, the latter of which can become quite hectic. Thankfully, the on-screen furniture has been designed fantastically to cater for four combatants, providing all the relevant information without seeming cluttered or becoming a hindrance to the player’s view.

The game looks fantastic; well animated sprites and the camera swooping-in-and-out with the same dynamism as SNK’s own. The colourful cast of characters is impressively balanced, though extended play will inevitably find a few holes amongst such a large roster, and the arenas are pleasantly varied, if a little too few. The sound quality is top-notch for a NintendoDS title, with the typically uneventful videogame Pop-Rock being sharp and surprisingly involving.

Bleach: Dark Souls is a game developed for fans of the series – of that there is no doubt. However, the gameplay can more readily be compared to SNK titles than the lighter mechanics of Street Fighter or Mortal Kombat, and should find a warm reception amongst fans of the genre's deeper systems also. Incredibly well devised to suit it’s host format Treasure have certainly honed the art with this release. While Street Fighter IV may well be sitting pretty at the top of the home console Beat-‘Em-Up recommendations list, and the various SNK Playmore releases dominate the PlayStation Portable scene, it’s Bleach: Dark Souls that beats-away the competition on NintendoDS.

 

Kev J.                                                                                                                                           Reviews Score Table Interpretation.

21/03/09

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