Lunar Knights Review - The Next Level

Game Profile

System:
Nintendo DS
Release date:
February 6, 2007
Publisher:
Konami
Developer:
Kojima Productions
Players:
1
Genre:
RPG
ESRB:
E

Lunar Knights

Day or night, any time's good for busting some undead heads.

Review by Sean Wheatley (Email)
March 19th 2007

Hideo Kojima's Boktai series on the Game Boy Advance garnered a mix of praise and criticism for its use of a solar sensor that gave light conditions consequence in the game. Some found it an enjoyable and creative way to incorporate real-world elements into a video game, while others found it a nuisance, a distraction in a medium that is supposed to be unfettered escapism. Those opposed to the use of the sensor will be pleased to know that the DS continuation of the series, Lunar Knights, does not incorporate this technology (although technically it's still an option if you have a Boktai game to plug into the Game Boy Advance slot on the DS). Both fans of Boktai, and newcomers, will find plenty of reasons to play this quality combination of fantasy, science fiction, action and role-playing.

At its core, this is a dungeon crawler action-RPG. Some of the biggest criticisms of this genre are its often repetitive nature and overly lengthy levels. Lunar Knights avoids these problems with its pacing, and with keeping the variety going. The levels are never excessively long, and the player is kept entertained between them with impressive full-motion video anime sequences. There are also some rail shooter stages in which you use the touch screen to move around your "Casket Rocket" ship while tapping the screen to fire at enemies. Don't expect anything Star Fox-quality, though. If you despise touch screen mini-games in general these sequences won't convert you, but I found them a nice diversion.


There is a lot to love about . It's a well paced action-RPG that successfully incorporates stealth and shooter genre elements.

The microphone gets used in an interesting way, as well. Blowing into the mic causes your character to whistle, which is useful in the stealth sections when you want to lure an enemy in your direction. And, as one would expect from a Kojima game, the stealth parts feel a lot like Metal Gear. Fans of the original Boktai however should be warned; while Lunar Knights does have stealth and puzzle elements, these aspects have been downplayed. In its place you'll find more intense action, with more enemies on screen.

The vampire-hunting theme, colorful, ghoulish enemies, and energetic soundtrack give it a Castlevania vibe as well. For most of the game, you are able to switch on the fly between the two main characters: the vampire hunters, Lucian and Aaron. Lucian wields a sword, and can recharge his energy meter in moonlit areas while Aaron uses firearms, and can recharge in areas of sunlight.

Kojima Productions didn't abandon the weather theme from the Boktai games; they just removed the requirement of using real light. The top screen shows you what kind of sunlight and weather is going on in-game. While less innovative, I prefer this design choice over needing sunlight to play. Much of my game playing time is spent indoors and in the dark so I was never too keen on having outside factors limiting when and where I play.

There's little need to worry about the two characters being totally unbalanced while leveling up, either, as the experience points are distributed equally to both of them, and the items are shared. Lunar Knights is more about hacking enemies and exploring dungeons than micromanaging stats. You don't have to make the characters completely equal, though. It's up to you what weapons to upgrade, and how you distribute individual status points which affect your vitality, attack power, and energy meter. Energy is required for using Aaron's guns, and for dashing. There is also another meter for special attacks. When full, you can combine your powers with various elemental creatures you acquire along your journey. Many of these attacks use the touch screen, helping to further give Lunar Knights its own identity separate from the Boktai games.

Another major thing the Boktai series is known for is having the most oddly angled overhead perspective since Ultima VII. Like it or not, Lunar Knights uses the same viewpoint as the Boktai games. I find it strange looking but it doesn't harm the gameplay. I could see it causing trouble if the characters had a jump feature but thankfully they don't.

The controls are mostly intuitive although I found dashing to be a little odd at first. Like in a lot of games, it's done by double-tapping a direction on the d-pad. However, if you want to dash diagonally, you have to have to start a dash at a right angle, and then push diagonally on the pad. It's not a big deal but I think it should have had the option of simply double-tapping a diagonal direction. [Editor's note: It is possible to double-tap a diagonal to dash, but it's very difficult to do] There's also the option to configure the game's controls so pressing up, down, left or right makes a diagonal movement but I doubt many will want to suffer through that kind of awkwardness except maybe the select few that enjoyed playing through the NES version of The Last Ninja back in the day).

There is a lot to love about . It's a well paced action-RPG that successfully incorporates stealth and shooter genre elements. The presentation is among the best on the DS, and the game makes excellent use of the hardware's unique features. Despite the name change and somewhat less puzzle-oriented approach, this is a Boktai game at heart, so fans of the series know what to expect. And, for those who avoided the previous games because of the light sensor gimmick, this is the perfect place to join in. While it isn't quite up there in quality with the best Metal Gear and Castlevania games, Lunar Knights will likely remain a Konami classic for years to come.

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