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Platform: PlayStation Portable (PSP)
Genre: Action
Publisher: Capcom
Developer: Capcom
ETA: Q3 2006 

 

 

 

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Ultimate Ghosts n’ Goblins

 

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Of all the huge franchises that Capcom has pumped out over the years, Ghosts n’ Goblins resonates the loudest with long-time gamers.  Back when it first came out, the game was easily one of the most challenging of its time, and taught us that fighting demons in our underwear could be fun.  Now Capcom is bringing the series back in the form of a classic compilation on the PSP.

 

Unlike other collections of classic titles where the publisher more or less crams the games on a disk as is, Capcom is giving Ghosts n’ Goblins a major graphical overhaul.  What they plan to do is bring everything in a 3D polygonal view, while doing the art in a way that is very reminiscent of the original 2D games from almost two decades ago.  It’s an interesting 

approach the gives the impression of being something new, while still throwing a lot of nostalgia at players.

 

The series’ timeless hero, Arthur, is also being given a bunch of new moves.  Now he will be able to dash, double-jump, grab ledges, and shoot up and down.  There will even be a leveling up system where Arthur gains experience, and grows stronger.  Of course, one of the big draws of the series has been all of the weapon and armor power-ups that one could collect while playing.  These will make a return here, and players will also have a variety of new goodies to gather.

 

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Another noticeable change to the classic Ghosts n’ Goblins formula will be that the game isn’t nearly as linear now.  Originally, players would systematically make their way from one level to the next.  Now missions branch off, and players have more opportunity to explore, consequently entering realms never before seen in the series.

 

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Overall, though, it looks like Capcom is trying to recreate Ghosts n’ Goblins with all of the modern day conventions of the genre.  It’s not so much a paint by numbers remake that we’re seeing here, as an interpretation of what the game may have been like if it was first released in this day and age.  Now the only question is how receptive purists will be to all of these changes.

 

Mr. Nash

(March 14, 2006)

 

 

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