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Review: Lunar Knights
Posted by Radical Edward, 308 days ago 11/04 21:36
  Lunar Knights
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The plot is partially told through frequent and enjoyable, high-quality anime cut-scenes. While the voice acting is a little shaky at times, it’s still a welcome variable on the otherwise typical text boxes. The cast of characters (especially villains) are varied and interesting for the most part, with thought-out backgrounds and understandable motives.

 

You control Lucian and Aaron simultaneously, switching between the two at almost any time by pressing the Select button. The characters personality-wise are very different, though they control the same. Lucian uses a sword, or other melee weapons you may find on side-quests, while Aaron uses pistols and other guns you pick up along the way. I found myself using Lucian a lot more often, mainly because his sword was more powerful and reliable than the guns, which require energy to use and are pretty weak until you’ve upgraded them a bit. You level up much like an RPG, gaining experience for each enemy you kill. Once you level up, you can spend the experience points in upgrading either your health bar, energy bar, or overall strength in the poorly-designed, confusing menu. The game is extremely short however (it can easily be beaten in under ten hours), so unless you participate in the numerous side-quests, your characters will never reach their full potential.

 

 Our Rating for Review: Lunar Knights
6.5

The space sequences and clever weather gimmicks can’t make up for the bland, albeit passable, hack and slash.
0.1

N/A
6.0

The diagonal plane is rough on the DS Lite’s D-pad, and makes it tricky to walk on narrow paths.
7.0

The 2-D sprites are great, but the bland 3-D models and environments drag the game down.
6.6
Overall
Despite its overall mediocrity, Lunar Knights is worth checking out if you’re a Kojima fan, or if you simply have nothing else to play.
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