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Rise of the Argonauts

Codemasters’ Rise of the Argonauts has been in the public eye for some time now. Having been officially unveiled back in April last year, a stream of clever publicity stunts and Electronic Theatre Imagemarketing campaigns has lead to quite an awareness of the title amongst the Mainstream Gamers. However, being aware of the game and the opening of their wallets are two completely different things, and in the early stages of a post-Christmas release schedule, Rise of the Argonauts will have to be something special to perform adequately in that gap between FallOut 3, Left 4 Dead and LittleBigPlanet, and Halo Wars, KillZone 2 and Street Fighter IV.

Though gamers may be aware of the title, previous coverage has been somewhat misleading. Those imagining a God of War-influenced Scrolling Beat-‘Em-Up will find themselves moving at a considerably slower pace than previously expected. The relation to Sony’s highly respected series lies purely in the aesthetic, as Rise of the Argonauts is less about the killing than the reasoning behind it.

The game begins modestly, with the scene-setting Tutorial rather confused about when and when not to allow the player control. An on-screen prompt suggests the player should press the A Button to jump, which then initiates a jumping Cut-Scene, and a later Cut-Scene gives way to the players’ hand for an entirely unsignposted and rather pointless blood-splattering moment. The cleverly devised bloodlust of God of War is decidedly absent here.

Wrapping the player in a genuinely worthwhile tale full of twists, turns and modern re-imaginings of Greek mythology, the story is Electronic Theatre Imagemore comprehensible than most and chock full of characters with their own agendas adding to the believability of the world. A Royal Guard may tell you that an underworld crime lord knows the way forward, but while attempting to find this knowledgeable villain an encounter with an orphan that may well bring out the best (or worst) in you. The refinement that has been involved in creating minor quests within each of the lands the player will visit is greater than many Role-Playing Games could aspire to.

Rise of the Argonauts takes it’s time to get going. Many will undoubtedly fall before the realisation that the game is less a contender to the likes of Devil may Cry and Ninja Gaiden and instead a proposition more easily compared to Mass Effect; but such a realisation is needed to appreciate the intricacy of the game’s design. Many of the Missions have an Animal Crossing-style errand feel to them and the story unfolds with or without the player choosing to gather such additional background information. It may not as dynamic as Assassin’s Creed or Dead Space, but Rise of the Argonauts certainly delivers more reason for its distractions.

The combat is rather weary, and Electronic Theatre Imagealthough presenting what would be a worthwhile system of combos, dodges and power strikes on-paper, has clearly taken a backseat to the adventuring in actual gameplay. The X Button calls upon quick attacks while the Y Button initiates heavier attacks, the L Trigger Blocks, R Trigger commands Special Attacks and the player can switch between any of the three available weapons – sword, spear and mace – mid-combo by using the L Button or R Button. God Powers are assigned to the D-Pad and called upon with a press of the selected direction. A huge array of attacks is available through varying use of weaponry and God Powers, and slow-motion effects come into play on powerful finishing blows. There really is very little here to distinguish the title from it’s peers; the combat is fluid and responsive, and progression through the game will allow for some meaty effects. However, for some reason, the pieces don’t seem to fit all that well in this puzzle and most players will thank the shorter-than-typical bursts of combat the game presents because of this.

Rise of the Argonauts presents a mixed bag graphically, with tearing and sparsely detailed areas conflicting greatly with the pleasantly drawn Character Models.Electronic Theatre Image The lip-synching is fantastic (except, for some unknown reason, in the opening stages), and the dialogue is more-often-than-not fitting, without feeling artificially engineered to suit the setting. The score is fantastic; delivered by Tyler Bates, of 300 fame, is suitably themed and balanced in tempo for moments of action.

Rise of the Argonauts is very much a misunderstood game. A experimentation within convention is evident, and Hardcore Gamers will undoubtedly recognise the game as a title attempting to push boundaries without alienating the Mainstream Gamer. Many evaluations up til now have criticised the title for its mediocre combat and lengthy journeys between areas with little to interest the player prior to reaching the proposed destination, and while this may well be the case, these elements are secondary to the adventure upon which the player is embarking. Rise of the Argonauts will inevitably fail when being compared to God of War or Fable II in that of its combat and world structures, but taken as a whole Rise of the Argonauts is clearly more than the sum of its parts.Electronic Theatre Image

Kev J.                                                                                                                                         Reviews Score Table Interpretation.

05/03/09

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