Kengo: Legend of the 9 is a game whose premise has massive potential, but unfortunately seems to have fallen just short in terms of gameplay. There are some very good ideas here, such as 9 different characters with interweaving stories, counter attacks, environmental kills, a tree of skill upgrades, and a handful of gameplay modes. Unfortunately the final product doesn't come together as perfectly as all those features might lead you to believe.
Right off the bat, I have to say that the progression through this game is ridiculously derivative. The whole "main mode" goes something like this: read story (narrated in Japanese), watch short dialog scene (in Japanese), fight group of nameless baddies (about 3 different levels of skill for these guys), watch meeting between protagonist and "boss" character, fight boss, upgrade stats and techniques, save, rinse, repeat. If you can get beyond that, the bland presentation, and the initial barrier of adapting to the pace of combat, then you can actually have a bit of fun with Kengo.
Basically, this is a street brawler with katanas, so if that's not what you're looking for, quit right now. This is not Ninja Gaiden, and feels stiff and mechanical when your thumbs start to go to work. Deaths might come easily in the beginning, but once you've conquered the first two levels, the other 6 are pretty much in the bag. That goes for the other 64 levels, too, because there are 9 different warriors to use, in total. The problem with that, though, is that they reuse all the same stages and enemies -- even dialog -- in different combinations along the way.
After each level, points are awarded and used to upgrade the samurai's stats and sword techniques. There is some depth to Kengo's combat that may not be immediately apparent, though. Using the proper attack against each type of defense makes things go much smoother. When opponents guard high, for example, vertical strikes will be more easily blocked, and horizontal slashes might be a better choice. Ultimately, details like this won't often mean the difference between success and failure. The various moves available in each of the samurai's three stances are only truly effective to a master of the game on the highest difficulty level. Otherwise, Kengo is what I would call a "controlled button-masher." Some strategy can be applied to players' approaches, but combat usually turns into an exercise in pattern recognition. Cut enemies until they block, then grapple and cut them. Or, cut them until they block, then grapple and throw them...then cut them. That's how winning is done!
The swordplay is admittedly simple (in the guise of complexity), but the game does reward more creative swordsmen with bonus leveling points, so using grapples and environmental kills is preferable (and looks cooler). The environmental kills are one of the better ideas infused into Kengo, allowing players to direct enemies towards walls, cliffs, carts, barrels, statues, etc., and then use those structures as the foundation for particularly bloody, instant executions. The fact that these even work on stamina-drained boss characters is a plus. The lock-on and counter attack systems are also done relatively well.
| Gameplay & Design: Levels all follow the same pattern. Combat is a bit repetetive, with some hidden depth. | |
| Graphics & Sound: Good models and animations. Minimal effects. Water looks like paper.. Not good. The Japanese voice actors sound okay, but the sound effects are horrible. | |
| 6.0 | Final Word: It isn't the best of games, but it does manage to put a handful of good ideas in one package -- even if it wasn't done as well as it could've been. |
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