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When I first played “Ghosts’ n Goblins” as a kid in the mid-1980s, my little one enjoyed the digital screeches that accompanied every throw of a spear, the zombies coming out of the graveyard on the first level, and, well, I’m not sure if I got much further than that in the game.
My nostalgia for the franchise pretty much stopped there, too. I am not ashamed for not having advanced. The game itself would essentially express annoyance if players made it to the end, returning them to the beginning to do it all over again. Satan was not really defeated.
But as a kid from the 80s, whose first glimpse of everything creepy was pretty much Michael Jackson’s “Thriller” video, the mix of fairy tale and horror from the early levels of “Ghosts’ n Goblins” was enough. to make a visual impression and get me excited to explore his comeback.
The original “Ghosts’ n Goblins” was instrumental in its early video game exploration of fantasy horror and western myths, putting players in control of a character who is more or less King Arthur in colorful underpants.
The game is also known to be difficult. Creator Tokuro Fujiwara, who returned to the series this week with the February 25 release of “Ghosts’ n Goblins Resurrection” for the Nintendo Switch, uses the difficulty as a badge of pride.
“Ghosts’ n Goblins” was one of the early leaders in a video game design school that can sometimes flinch at settings that impact the challenge. She is still alive today in a lighthearted way in games like “Cuphead” and in the more serious approach to the “Dark Souls” franchise, a series whose intricate medieval horror art style has “Ghosts’ n Goblins” in its DNA. The opening tone of “Ghosts’ n Goblins” was probably intended to be somewhere in the middle: Fujiwara went on to play a pivotal role in creating the “Resident Evil” franchise, after all, but was turned foolish by the limitations. and the family. -First approach to the Nintendo entertainment system.
“Ghosts’ n Goblins Resurrection” leans more confidently toward its storybook influences, with boldly colorful art that looks as engaging as today’s strongest television animation. The strawberry details on Arthur’s underpants are more visible, and the game now makes it clear that they can use magic (a spell that one can unlock allows Arthur to momentarily deal more damage when he takes it off his boxers). Its friendly makeover, stylistically at least (Jellyfish-like monsters have a neon glow, a wizarding enemy looks more overtly like a circus character, the score has a Ren Faire vibrancy) gives the game a accessible brightness.
Concessions have been made to modern audiences, that is, the current understanding that extreme difficulty can be a form of control that prevents people from exploring video games, even if the game’s options menu keeps you away from playing in game mode. Easier joking, “You” Are you happy with just one taste?
Yes yes, I am. Competitiveness is not what attracts me to a game. That is something that has not changed since I was 8 years old. Only today I’m much more curious to explore the colorful cartoon demons and Fujiwara’s sadistic and humorous approach to game design.
Those looking for a challenge will be glad that some things never change. What is considered the “normal” difficulty level of the game is more or less impossible for me. Sadly, another thing that hasn’t changed is the game’s outdated and sexist design stereotypes. The story begins once again with a damsel in distress plot: a princess is kidnapped and Arthur must go into side-scrolling action.
This choice of plot is often an indication of stubbornness, a firm belief that the story is just an excuse for the game. That appears to be true for the run and jump approach of “Ghosts’ n Goblins.” But why bother updating pretty much every other facet of the game except for the event that launches it? Especially when that event has so little relevance to the actual adventure?
Of course, this has been a standard trope in gaming for years. But we have finally seen some attempts to subvert it, like the end of “Super Mario Odyssey” where Princess Peach rejects Mario’s hand to leave and have her own adventures.
Here, however, the cliched and flimsy story is a disgrace. That’s because there were so many moments when “Ghosts’ n Goblins Resurrection” made me smile.
Often times, it seemed like little Arthur was essentially running down a track inside a piano while someone was playing the most complex concert imaginable. Ropes, rods, and ambient noise were constantly being thrown at me. Fujiwara and his team used tattooed pigs, stone dragons, giant spindles, and big cats with fire for fur as instruments. The deeper you dig, it becomes clear that there is real joy in this tricky little throwback adventure.
Many of the monsters will be familiar to longtime fans of the series, but I most enjoyed the level that appears to be shooting from inside a creature’s mouth. While I suppose this was a nod to Monstro from “Pinocchio,” I was, frankly, delighted with the mental math it inspired me to do, while wondering why the beast just didn’t bite or what he thought of my disability. to avoid running into guillotines made with skulls that are thrown throughout the universe.
Maybe he just wasn’t worth being prey.
But I persevered, and thanks to the game’s easy never-die mode, I accomplished something where my version of elementary school failed: I got into a game of “Ghosts’ n Goblins”. While hardcore gamers are likely to look down on the way I stripped it of its most powerful challenges, I did it for good reason: the beauty of games is not the level of difficulty they offer, but the imagination they inspire.
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