Until recently I would have had a hard
time justifying putting up an article about Guardian Heroes.
Sure, it is an oft overlooked classic game, but the fact it was only
released on the Saturn, which is notoriously hard to emulate, and the
rarity of the game meant that tracking down a copy of the game could
get quite expensive. I consider myself lucky in that, not only do I
own a Saturn, but I also have a friend that has owned the game for
years. Now that the game has been remastered and released on Xbox
Live Arcade for a measly ten dollars, I won't feel guilty about
writing about the game for this site, and I no longer have to
organize meetings at my house just to show off the game.
Treasure, the company behind Gunstar
Heroes and a bunch of well-respected shmups, developed Guardian
Heroes for Sega, and for many this 1996 beat'em up is considered the
best game, not only on the system, but in the genre. One
distinguishing feature of the game that sets it apart from other
beat'em ups is the fantasy setting and anime art style, as opposed to
the usual 80's street gangs. Another unique features is the RPG-like
leveling system that allows player to put points in stats that affect
how characters play. While many beat'em ups are simple games, with
maybe one or two special moves per charcter, Guardian Heroes revels
in complexity and uses controls more like a fighting game. It
accomplishes this by changing some of the most basic controls
normally found in this type of game.
Instead of scrolling freely through the
vertical plane, the levels are separated into three planes that can
be switched between, similar to a Fatal Fury game. With plane
switching relegated to buttons, the up and down arrows are free to
give the player more fighting-game like controls, with up being jump
and down being crouch. This also allows for more complicated motions
to be used for more special moves. As a result, the characters are
all very unique, with complex repertoires and play styles that are
all a lot of fun to play. For example, my favorite character, Randy,
is a mage, so he has a lot of spells at his disposal and his melee
attacks are fast, but weak. Conversely, the main character, Han, is
a basic guy with a big sword that does big, slow damage and can't
cast many spells.
Other controls include a block button,
weak attack, strong attack, and magic. Holding block, obviously,
defends against attacks and is essential to not getting killed, bu
pressing the weak attack during a block does a back dash that can get
the player out of danger quickly. That, combined with the forward
dash, performed by pressing forward, forward, a double jump, and
plane switching gives the player a great deal of mobility in dodging
attacks, as well as going on the offense. There are two ways to cast
magic. One is to press the magic button, then select a spell from
the menu, and cast it. Since the menu is navigated in real-time,
this method is useless, and the only way to cast spells without
getting punched in the face is to input a shortcut motion, then press
the magic button. This is another way the game is similar to a
fighting game, with quarter-circle forward being the motion for the
fireball spell.
The sum of all of these design
decisions for the controls is a complicated, fast-paced, combo-heavy,
and extremely fun combat system. Probably the only thing more
complicated than the mechanics of the game is the story and its
insane branching pathways. At many points throughout the game, the
player is given a list of choices, some with obvious repercussions
and others that are harder to discern. I don't remember much about
the story, but I think there is an ending in which the heroes kill
the devil, and another where they kill God, or some similar being.
While the massive amount of choices is interesting, the story itself
isn't really the strongest point of the game, but in the remastered
version it has been re-translated, and if it isn't enough of an
improvement, the cutscenes can be more easily skipped.
On the topic of the remastered version
for XBLA, in spite of the bad first impression many got from the
first screenshots that were released, it turned out really nice. I
didn't realize quite how fuzzy the game is on Saturn until I played
the new version, which is crystal clear and looks great on a
high-definition screen. There are two graphical modes, original and
remix. Original isn't exactly like it used to be, as the UI has been
redone, and the game has be reformatted to 16/9. For people that
don't mind seeing a few pixels, like me, this is the mode for them,
because everything looks very crisp. Remix mode is a group of
graphical filters applied to the game that make the game more
palatable to people afraid of sharp edges. It's not just a bunch of
smoothing, but other nice little touches like simulated pencil
shading. Both modes look good, so it's really just down to
preference.
More important than the original and
remix graphics modes is the choice between original and remix
gameplay modes. Original is, as far as I can tell, completely
faithful to the Saturn version, but remix adds a bunch of tweaks that
make the game a bit more like modern fighting games. Instead of a
short forward dash, the player can now run, and the forward dash can
now be performed in the air. Attacks are now split up between a
light, medium, and hard, with all the attacks that were available
split between them. Also, shortcuts for spells are now performed
using the hard button instead of the magic button, which is now
pretty much useless. Another convenient addition is a dedicated
button for the back dash. There are a lot of other small tweaks that
make the combos something more akin to something that might be found
in a doujin fighter or an Arc Systems Works games. Overall, I
consider it an improvement on an already great combat system.
There are quite a few other reasons
that the XBLA version is just better than the original. Obviously,
the ability to play co-op and competitive modes online is really
convenient, though I haven't tried it out online yet, so I can't
vouch for the quality of the netcode. More important, it no longer
has problems with slowdown whenever there is too much stuff on
screen. That generally makes playing the game a better experience,
but it also means that the versus mode can be played with up to
twelve characters instead of just six. Simply put, Guardian
Heroes is fucking awesome, and with the new release there is no
longer a valid excuse for not owning it.
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