tl.gif (159 bytes) tr.gif (156 bytes)
bl.gif (158 bytes) br.gif (158 bytes)
The Electronic Theatre
home guest book articles assets forum trix offline shop online shop links
You are here » In-depth Reviews Archive » Xbox360 » Golden Axe: Beast Rider
 
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

Golden Axe: Beast Rider

            The Current-Generation revival of the infamous Golden Axe series has been a long time coming. Originally rumoured for an update on the Previous-Generation systems Electronic Theatre Imageand finally announced for Xbox360 and PLAYSTATION3 back at E3 2006, developer Secret Level and publisher SEGA touted the game as blockbuster material. The gaming world followed the title through a series of Press Releases and cunningly constructed screenshots revealing little of how the game would actually play. And then? Nothing.

            All went quiet, and little was discussed until the title was showcased at E3 2008 earlier this year. The reception however, wasn’t good. SEGA’s 2008 games-rush is often cited to include titles such as Samba de Amigo, The Incredible Hulk: The Official Videogame, The Club, Iron Man, Sonic The Hedgehog Chronicles: The Dark Brotherhood and Viking: Battle For Asgard, yet this revival of a truly memorable franchise has been almost entirely ignored. So much so, that the vast majority of UK videogame resellers are in-fact not even stocking the release. But has Golden Axe: Beast Rider been treated unjustly? Could Secret Level succeed where they clearly did not with Iron Man?

            First and foremost, Golden Axe: Beast Rider is a Current-Generation adaptation of its classics source material; for both better and for worse. The storyline is your typically contrived swords-and-sorcerers adventure and is utterly superfluous to the gameplay. The game revolves around combat, and a well balanced system has been developed. The A Button and X Button perform light and heavy attacks respectively, with the both together executing the kick manoeuvre. Combinations are limited to represent similarities to the Arcade and Mega-Drive originals – which is a theme the vast majority of the game caters towards. Dodges and Parries are the crux of the game’s Combat System, executable on the LB Button and RB Button respectively. Horizontal attacks demand the player parry in order to avoid taking damage, whilst vertical attacks can be dodged. Once the player has avoided a blow, a Counter-Attack can then be initiated, doing much greater damage than a standing attack while still allowing further Dodges or Parries to be linked into combos.

The Combat System is heavily weighted towards timing as opposed to the correct choice of attack. Most manoeuvres available to the player will do a similar amount of damage on basic enemies when performed at the optimum time, and each enemy has a vulnerability to a specific Counter-Attack which initiates a brief Cut-Scene. The Cut-Scene manages to avoid becoming little more than an annoyance due to its rarity – the timing demanded for execution of this manoeuvre in the heat of battle Electronic Theatre Imagecould put even the sharpest of gamers into a cold sweat. The Parry, however, very soon becomes a frustration. The hardest ability to perfect the timing with, the animation for the Parry lasts several moments longer than would be hoped, and often can lead to strings of broken attacks through no fault of your own.

Stringing together attacks to form successful chains is important, as it adds to the Tribute a player earns for completion of any Checkpoint. Golden Axe: Best Rider reflects its inspiration directly in its Level design, with a handful of Levels divided into Checkpoints. Each Checkpoint totals the player’s current Tribute – unlocking Spell Upgrades and new swords for use in the game’s other two gameplay modes – as well as saving progress. The environments differ between Levels and greatly expand upon the architecture seen within the locales of the 16-bit releases.

The whole package is deigned to be played as the originals would, with the typical Score Attack and Arena Modes included and additional weapons to be unlocked through completion of additional playthroughs. Indeed, even the Achievements are designed around the ideal of playing the game in a fashion gamers of an age were once accustomed to, with most unlikely to unlock more than 200 GamerScore within the first completion.

The Beast aspect of the title is an important element of the game. Players can mount one of five Beasts with varying abilities and use them to defeat enemies or solve puzzles. The puzzles of the title, however, are very limited and quite clearly signposted. Much like the recent Star Wars: The Force Unleashed, the puzzle element of Golden Axe: Beast Rider is effectively nullified by it’s unwillingness to allow players to think for themselves.

Lacking any Multi-Player features at all, many may feel the entire point of the original title has simply been disregarded and, in many respects, they would be right. The lack of even a two-player single-system Co-Operative Mode is disappointing, but the mechanics of the game simply wouldn’t allow for the flow to remain intact with two players on the aggressive without some major fine-tuning.

The title features some very nice touches; enemies can be hacked into pieces and will turn to stone, remaining in the area for a long period of time. Electronic Theatre ImageBeasts handle true to the original titles, and enemies can be dismounted with the same tactics. Spells are executed on the B Button, and repeated presses will summon a Spell of greater effect. The infamous Gnomes feature, and follow the more adult aesthetic the rest of the title has been glossed with and when the player finally gets hold of the Golden Axe – though a brief affair it is – it’s quite a spectacle. Basic enemies explode when in radius and scenery items crumble.

As an expansion to the Golden Axe universe, Golden Axe: Beast Rider fills in many blanks. The title’s world remains strong throughout, but there’s no denying that the visuals are rather lack lustre given the Current-Generation’s horsepower. Many elements of Golden Axe: Beast Rider feel a tad rushed – indeed, even the artwork for the game’s protagonist seems rather muddled. Various illustrations within the UK packaging and press details presenting Tyris Flare with a variety of hair lengths and styles, costumes with different designs, patterns and trimmings that don’t correlate with each other, nor any of the differing options for apparel within the game.

As a title designed as a gesture purely for fan service – for which, Golden Axe: Beast Rider most certainly is – the game features many returning characters; Gilius Thunderhead, the playable dwarf from the Arcade and Mega-Drive originals, makes an appearance early-on. The title features many conventions that may well be judged as outdated or contrived; yet looking at the larger picture they only aid the titles’ attempt to retain the feel of the original titles. Comparisons to titles such as God Of War, Devil May Cry and even the likes of Conan and Kingdom Under Fire: Circle Of Doom will inevitably find Golden Axe: Beast Rider wanting, however, as with Wii’s recent marmite release, Baroque, players will either enjoy reliving their Golden Axe experience, or find it an intolerable experience.

Electronic Theatre Image

Kev J.                                                                                                                                         Reviews Score Table Interpretation.

22/10/08

Check out the current debate on Golden Axe: Beast Rider here.

Get the latest Cheats and Tips for Golden Axe: Beast Rider here.

Return to the Xbox360 In-depth Reviews Archive here.

 

Top

Google
 

© Electronic Theatre 2003 - 2008 - email: kjoyce@electronictheatre.co.uk