This harks back to an era when 2D platformers were frustrating affairs that caused the onset of stress-induced baldness in 12-year-olds. We%26rsquo;re not saying we don%26rsquo;t like a challenge (we do), but when a limited-lives game punishes you like this one through its own poor controls and basic design flaws, we%26rsquo;re apt to throw the remote at the nearest editor.
Here you play as Porthos, who must rescue his mates who%26rsquo;ve been banged up in the Bastille (this isn%26rsquo;t faithful to the novel). You%26rsquo;re armed with a jump button, a duck button and a remote-swish sword attack along with the analogue stick to move around. The remote-swish is particularly troublesome, as there%26rsquo;s only the one type of attack. It%26rsquo;s often unresponsive, and without a block function, you have to attack enemies in a dismal %26lsquo;swish, jump back, repeat%26rsquo; pattern or it%26rsquo;s game over.
When you%26rsquo;re not fighting, you%26rsquo;re breaking crates or negotiating platformer staples such as spike pits and swinging blades. The platforming%26rsquo;s not great, but it%26rsquo;s less frustrating than the combat. All too often, though, they%26rsquo;re combined, creating yet more opportunities for the ol%26rsquo; game over. With lengthy periods between the save points, annoyingly frequent loading pauses and death at every turn, this certainly isn%26rsquo;t one for all.
Sep 17, 2009