Reviews > Kengo: Legend of the 9
(360) 5.5

October 1, 2007

If I was to make an action game about samurai sword-fighting, I would probably try to include many of the ideas Genji went for in their Majesco-produced title, Kengo: Legend of the 9.  Multiple characters, interweaving storylines, counter attacks, environmental kills, skill upgrades and progression, etc.  What I wouldn't do is copy the game's monotony, clunky controls, poor audio, or multiplayer philosophy.

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Kengo asks the player to do a few things.  These are to read english text while listening to Japanese voice overs, fight hordes of sword-wielding foes (of maybe 3 or 4 different skill levels), view brief, repetitive cutscenes of character interaction, and fight one-on-one battles with famous samurai.  The process is the same for all nine characters, even recycling lines of dialog, as well as combat circumstances and locations.

Combat is not the most intuitive, and will feel very stiff at first.  After getting the hang of things (and after a few deaths), the game becomes easier and more enjoyable.  Kengo is a "controlled button-masher" that forces the player to hesitate before pounding the face buttons.  There is even a slight element of strategy involved in choosing techniques and knowing when to use them in the field.   The only problem is that once a player figures out how to go about defeating every foe in the game, there is little reason to keep playing.  Even though there are nine characters with eight levels each, and the game features a handful of other modes, replay value is not really a selling point for Kengo.

The swordplay is admittedly simple, but the game does reward more creative swordsmen with bonus leveling points that can be used after each stage of the game.  Using grapples and environmental kills is preferable (and looks cooler), so players will be inclined to make use of those options if they are into maxing skills.  The environmental kills are one of the better ideas infused into Kengo, allowing players to direct enemies towards walls, cliffs, carts, barrels, statues, etc., and then use those structures as the foundation for particularly  bloody, instant executions.  The fact that these even work on stamina-drained boss characters is a big plus.

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Kengo could certainly use a few things.  One is a smarter camera, especially in the more confined levels.  It can get hung up in the crappiest of positions, and since the player has to focus on blades arcing toward his or her face, it can be difficult to adjust.  Also, it'd be nice if there was a way to evade other than just running away.  Something like the tumble in Ninja Gaiden would be a perfect fit.

There appear to be a ton of modes available in Kengo, but it's worth noting that only 3 feature actual gameplay.  The others - including all Xbox Live competition - are just a spectator mode for the AI versions of players' improved characters.  What's more, when you are watching a battle in either Live or Solo mode, there is no way to cut it short.  I can't say I'm a fan of either of those decisions.

As for the playable portions of the game other than the main quests, Mission mode challenges players to satisfy certain winning conditions (like killing X number of enemies) in a set amount of time.  Combat mode is a one-on-one showdown for one or two players, and is presented like a semi-3D fighting game.  Best of all: no camera issues in this mode!

Visually, the game is solid.  It features nice character models with crisp detail.  There are very few effects to speak of, but at least there aren't BAD effects to speak of.  As for the sound...it's horrible.  The music is so insignificant it may as well not even be there.  Sword clashes are woefully generic and verge on annoying.  Furthermore, the constant shuffling of enemy feet sounds like repeated velcro-ripping, and is more than on the verge - it is THERE.

Overall, I would have to say that my experience with Kengo: Legend of the 9 was not overly positive nor totally negative.  It isn't the best of games, but it manages to put a handful of good ideas in one package - even if it wasn't done as well as it could've been.  The developers' hearts were in the right place, and for that, I'd say at least give Kengo a rent and a little bit of time.

 

Review Guidelines

 
Design – 4

         Visuals – 6

           Audio – 2

         Control - 5

            Story – 6

              Fun – 6

           Value – 5.5

            Style – 6

Overall: 5.5 (Mediocre)


*Eddie R Inzauto - Editor-in-Chief, GameWad.com

 

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