| Game Review: Avenging Spirit |
| Written by Nick Greeley |
| Wednesday, 30 July 2008 23:51 |
|
This week, Frankie1337 has chosen the 1991 classic Avenging Spirit as his target. His often comical insight to the game is refreshing and definitely worth a read. So grab a cup of coffee, or a beer, depending on the time of day (Does that "no beer before noon" thing still count?) and have a read. For more reviews, be sure to head over to Radical Rom Reviews and check out Franki1337's other stuff. Avenging Spirit Author: Frankie1337 July 2007
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For a game released in '91, Avenging Spirit has a pretty huge ambition: to let the player take control of any enemy they see, sans bosses. While big ambitions are oftentimes the downfall of games, whether they be retro or current, this time it actually works and ends up saving what would otherwise be a pretty boring game. ![]()
The good news: because the different enemies differ in more ways than just their attacks, they actually offer a good bit of variety in play styles. It would be one thing if we were just talking about pallet swaps that play identically, but instead we're dealing with totally different characters that force you to change the way you play the game when you inhabit them. ![]() Yeah, this is just an action platform game, but that doesn't mean they couldn't have given us more to work with. I mean, say you bought a porno that touts on the cover that it has 21 different girls, but then you watch it and see that none of them ever move out of missionary. Lame. Like a bad porno, Avenging Spirit has no money shot. What you do in the first level is exactly the same thing you'll be doing the whole way through, except of course a few boss fights. It's kind of odd that there's such extreme variety when it comes to playable characters, but zero variety in level and game design. ![]() If it's sounding like everything in Avenging Spirit is relying on the character swapping gimmick in order to be fun, that's because...well, it is. Take away the different characters, and you're left with a decidedly sub-par game. While it's definitely an idea that I would love to see taken to the next level, maybe in a b'mup or something, the idea isn't solid enough to completely carry a game. Without a solid base built around it, you're left with nothing but a gimmick. ![]() Those platforming controls are especially irritating in the levels that require you to jump onto the tiniest little platforms you ever did see. Those work fine in games like Super Mario Bros. where you're given enough control to be able to manage them, but somebody really dropped the ball on the controls in Avenging Spirit. The biggest downfall is the fact that you can't make your character simply fall downwards. When you're in the air, you're stuck between either going left or going right at the same angle and speed. So, for instance, if you're in the air over a platform and just want to go straight down in order to land on it, you'll have to wiggle the stick left and right to snake down onto it. Watching someone trying to platform in Avenging Spirit is like watching Nick Nolte trying to parallel park, except you're not left with the amusing mug shots to look at afterwards. ![]() 3/5 This and other reviews can be found at RadicalRomReviews.com
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We're starting up a new series this week. RetroBlast reader Frankie1337 has recently started his own blog, 




