iPhone

  News 
  Reviews
  Previews
  Hardware
  Interviews
  All Features

Areas

  3DS
  Android
  iPad
  iPhone
  Mac
  PC
  PlayStation 3
  PlayStation 4
  Switch
  Vita
  Wii U
  Xbox 360
  Xbox One
  Media
  Archives
  Search
  Contests

 

Ghosts 'N Goblins: Gold Knights II

Score: 74%
ESRB: Not Rated
Publisher: Capcom
Developer: Capcom Mobile
Media: Download/1
Players: 1
Genre: Action/ Platformer (2D)/ Classic/Retro

Graphics & Sound:

One of my favorite franchises from the PlayStation 2 era was the Maximo series. It was a subtle evolution of the classic Ghosts 'N Goblins franchise. It changed what needed to be changed, added a pinch of evolution, and left everything else alone. For some unforgivable reason, what looked like a trilogy in the making was sadly abandoned before it saw a third installment. Capcom decided to take this series back to its roots; a very poor decision, in my opinion. Don't mistake me for someone who has no respect for the past; I absolutely loved Mega Man Powered Up and Metroid: Zero Mission. However, this franchise has simply embraced too many of its own archaisms. Yes, Ghosts 'N Goblins: Gold Knights II for the iPhone is a traditional Ghosts 'N Goblins game in every way, with one possible exception.

Of course, that exception has to do with the visual design, which isn't really new to begin with. Gold Knights II uses the same visual design from Ultimate Ghosts 'N Goblins. It's polygonal rather than sprite-based, but it's still recognizable as an installment of Capcom's classic medieval action franchise. It's a decent-looking iPhone game; the character designs straddle the fence between traditional and inventive. Arthur and Perceval are designed as GnG characters through and through; each hit they take removes a piece of armor, until they are only wearing boxer shorts. Boss monsters look great, and every enemy goes down with what looks like a small fireworks display.

Gold Knights II's sound design doesn't fare quite so well. Attacks (normal and special alike) sound appropriate, but nothing out of the ordinary. The soundtrack is disappointing. It's been a while since I've played a traditional Ghosts 'N Goblins game, but I remember better music. In fact, it was so much better that I can hum a lot of it from memory. It hasn't been five minutes since I last put Gold Knights II down, and I can't remember the music.


Gameplay:

Ghosts 'N Goblins: Gold Knights II, like pretty much every GnG game, follows a medieval rescue mission. In the case of this game, the damsel in distress is... Lancelot? No, things haven't gone rainbow-colored in Capcom's interpretation of the Arthurian legend. It's just about a man of honor going through hell to save his brother.

At the beginning of this review, I stated that Gold Knights II is a traditional Ghosts 'N Goblins game in nearly every way. That's because, well... it is. As Arthur (or a secondary character I'll explain in the Mechanics section), you will trek through a series of linear levels, slaying the foul beasts that attack you from every possible angle. There's some hardcore platforming involved, too; you'll have to plan your jumps quickly and carefully if you want to survive each level. And at the end of each stage, there's a nasty boss encounter. Like I said, completely traditional.


Difficulty:

Ghosts 'N Goblins: Gold Knights II is a far cry from the bats**t insanity that is Ultimate Ghosts 'N Goblins, but it's not a pushover. There are some mechanic-related issues that contribute heavily to the difficulty level, but the level design has a lot to do with it, as well. All considered, the challenge can be described as mostly fair. Most importantly, at the end of the game, Gold Knights II doesn't punch you in the face with a mailed fist, which is more than I can say about the game's PSP cousin.

Gold Knights II is about finding the right tool for the job, rather than choosing the right tool for the job. The contents of treasure chests left behind by foes are left up to chance. If you can read your constantly-evolving situation well enough, you should be able to pinpoint the best area to use each special weapon.


Game Mechanics:

This is where Ghosts 'N Goblins: Gold Knights II struggles. Most of the difficulty issues that plagued the original games return for this one, and they are exacerbated by the unavoidable interface problems.

First off, you still cannot change direction in midair. Sure, it's unrealistic, but it's been a platforming staple almost since day one. Some jumps in Gold Knights II are tricky, and you'd better get them right the first time, or you'll see your character collapse into a pile of bones more often than you'd like.

You can change the location of your virtual D-pad buttons, but as I mentioned earlier, enemies don't attack from predictable areas. Regardless of where your thumbs are, it's a given that at least one of them will partially obscure the action. Since this is an iPhone game, this was pretty much unavoidable; therefore, I'm not letting it affect the game's final score. Still, it's something you should know.

With Lancelot out of the picture, Arthur needs help. Enter Perceval. If the Knights of the Round Table had a medieval equivalent for the word "tank," that word would be used to describe Perceval. This powerhouse doesn't make use of too many power-ups, but he is incredibly strong. His special attack is a bit risky, but it pays huge dividends when it succeeds.

Ghosts 'N Goblins: Gold Knights II is the product of an increasingly risky design mantra. Banking on nostalgic value in lieu of gameplay improvements (all in the name of the hallowed "old school") is a gamble that doesn't always pay off. If you couldn't already tell by this review, it's one of my biggest peeves with the gaming industry. Gold Knights II is not a bad game, and to be sure, it's not meant to be the go-to Ghosts 'N Goblins experience. It is a fun and very affordable diversion that just so happens to have more than its share of issues. If you own an iPhone and love everything Ghosts 'N Goblins, you should absolutely check this one out. As for me: I don't have any beef with Capcom for keeping this ancient franchise alive; I just wish they would give it some room to grow.


-FenixDown, GameVortex Communications
AKA Jon Carlos

Related Links:



Windows Puzzle Bots Microsoft Xbox 360 Lara Croft and the Guardian of Light

 
Game Vortex :: PSIllustrated