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Review: Lunar Knights
Posted by Radical Edward, 308 days ago 11/04 21:36
  Lunar Knights
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Another welcome (and unexpected) change of pace is offered at the end of most of the chapters in the form of a Star Fox-esque space battle. These battles in orbit are entirely touch controlled, meaning that you have to move your ship to dodge missiles while simultaneously tapping enemies and bosses to cause damage. This makes for some extremely tough battles, but they are also the most entertaining parts of the game. You can replay them anytime you wish, which adds a touch of replayability, in addition to New Game + and harder difficulty modes and a bevy of side quests.

 

Aside from the space battles, the difficulty of the game is a bit disappointing. Really, the game is as easy or as hard as you want to make it, thanks to the Trance ability, but there is no middle ground, which is the problem. Your Trance meter fills up as you fight enemies. Once filled, it can be used in conjunction with the different Terrenials to transform your character into a powerful creature, the most useful of which is Lucian paired with Nero. Later bosses in the game are incredibly hard, but using the Trance ability almost always ensures that you will be able to beat them within seconds – even the final boss can lose ¾ of its health bar just from using Trance once. So the choice comes down to either making the battle too easy with Trance, or too hard by not using it.

 

 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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