Majin and the Forsaken Kingdom Update

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joshuaboy
joshuaboy Members Posts: 10,858 ✭✭✭✭✭
edited August 2010 in IllGaming
The latest version of the game points towards a sleeper hit.

It's admittedly a hard title to pigeonhole – which is possibly why you (likely) don't know a whole lot about Majin. That's a sad state, since Majin and the Forsaken Kingdom is actually shaping up to fill in the void left by Team Ico's mysteriously absent 'The Last Guardian', as well as giving non-Nintendo owners a Zelda-like gaming experience that really emphasises puzzle solving, platforming and – critically – friendship.

In this latest build, Majin, the moss covered monster with a soft spot for his human counterpart, is looking better than ever. Thrown straight into a puzzle scenario, Majin displayed his ability to channel different elemental magic to solve problems, such as needing to power up an elevator platform by tracing overhead wires back to a generator that needs charging.

By directing Majin, you can suddenly control two characters at once, making for some potentially excellent puzzles. By splitting off from him, you can retrieve hidden items and bring them back to him, powering up his abilities. By directing his attacks, you can leap into the fray with him and create devastating co-operative attacks.

The real meat, from what we can gather however, is the exploration. The world that Game Republic has crafted is gorgeous. It's come along way since the last time it was demonstrated; textures are crisp and, shockingly, the engine demonstrates a colour palate that goes beyond the overused earthy tones and into Crayola deluxe box territory. With lovely animations complimenting a lively environment, Majin's anything but a budget release. It really does deserve more attention that it's received so far.

Perhaps it's an issue with the overall story - which still escapes us at this point. To be fair, an adventure game of this nature has to hold onto its secrets – which may explain the development team's reluctance to provide details. But from what we can gather, the flowing nature of the world suggests many different environments and gameplay styles. We glimpsed fiery landscapes and lush fields, rocky mountains and ancient ruins – all jammed full of platforming puzzles and oily, skeletal enemies to overcome.

We like the idea of having an AI partner-character we actually care about; many devs have tried and failed – but there's something magnetic about Majin's adorably lumbering movements. When he's overcome with enemies, you really do feel a pang for him, compelling you to come to his aid.

The production values are there, so we're hoping the gameplay is too. With a release set in November for Europe and shortly thereafter for the US, we're keen to dig into the final game and see how all these elements come together. Our fingers are crossed, so pop this one on your radar.


http://ps3.ign.com/articles/111/1114706p1.html