Review
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Known primarily as the progenitor of the snowboarding genre,
developer and publisher UEP Systems has returned to the fray with
a decidedly funky game called Rising Zan: The Samurai man.
This offbeat title was originally released in Japan earlier this
year, and Agetec bravely picked it up to unleash on the
unsuspecting American public. More power to them, is the general
consensus. In Rising Zan, the main character's name is Zan, and
he's a man with a samurai (or is he a samurai with a
?). Either way, it doesn't really matter - despite UEP
System's good intentions, the game is a solid effort, but it ends
up with mixed results.
According to UEP Systems' swashbuckling (and grammatically
incorrect) story, "Johnny lived in a small gold mining town and
had many dreams, one of which was to become the greatest hero
that ever lived. He and Sheriff spent much of their time roaming
around in search of adventure. One day, he heard a rumor that
people began being reported missing at a nearby ravine. Sensing
grave danger, Johnny went to the ravine to explore. There they
were, strange-looking folks start attacking Johnny. He fought
back, but he did not stand a chance with a man with .
Suddenly, with a flash of light, Johnny fell to the floor
unconscious, with blood flowing from his face. Suzuki, his
her's lifelong friend from Zipang, saved Johnny. Johnny begs
Suzuki to teach him Zipang's legendary fighting technique. He
agreed to teach Johnny. A days later, Suzuki and Johnny departed
to Zipang. Many years have passed... Johnny is now a master of
both his own traditional fighting method and Zipang's. He
announces himself as Super Ultra Sexy Hero, and commits himself
to his new name ZAN and returns to his hometown."
That said, our hero, reborn into a world of Western/Asian
environments and Japanese mythology, sets off on an adventure few
have ever dared to imagine. Although some might point out that
Rising Zan looks like another Tomb Raider-style game, it really
plays more like Mega Man Legends. Push forward to run forward;
and the X, square, and circle buttons control jumping,
slash, fire, etc. The game is mission based, and each level is
of medium length (as sed to something like, say, Syphon
Filter or Turok 2), with a fair learning curve. There's nothing
in it so difficult that you'll want to put the game down, and
you'll be able to figure out each level within a couple of tries.
During the course of the game you will have objectives like
freeing some hostages, solving some simple puzzles, performing
Track-and-Field-like skill tests (button-mashing exercises to
build up strength meters, etc.). You' also compete in a batting
contest in which you'll use your samurai as a bat. In any
case, there's enough variety to keep the game from getting old.
The one thing that remains consistent, however, is the boss
encounter you'll have at the end of every stage. Fortunately,
there are power-ups generously littered throughout each level, so
when it comes time to face the boss, you won't be short on life.
Each boss has a separate pattern you must decipher to make short
work of him, but once again, these too can be sorted out quickly.
That's not to say the game is too easy - levels increase in
complexity as the game progresses. Cutscenes placed between
levels keep the storytelling elements intact. Although these are
CG, they look as though they use the game engine, because the
models are so awkward and blocky. Once again, kind of like Syphon
Filter's cutscenes.
The game itself, while ambitious and quirky, suffers from some
problems that keep it from being in the same realm of quality as,
say, Tenchu. First, the control, while not necessarily bad, is
fairly stiff, with the digital pad offering a simple
eight-direction feel that doesn't get much better with analog
control. Secondly, the graphics are really kind of rough, with
lots of pop-up and pixelation. This game is probably on par with
the Coolboarders series, but it isn't close to being in the same
league as C Bandicoot or even Croc, which is a shame since
we're past the fourth and fifth generations of PlayStation
software. The soundtrack, which reeks of spaghetti-Western
Nipponese, suits the game, but the sound effects are kind of
harsh, and they lack any real subtlety. Basically, the game is
not some eloquent affair, but rather a b attempt at creating
something funky and new. Perhaps the most exciting aspect is the
rating system featured at the end of each level, where you are
rated on your -swinging prowess. Various ratings range from
"you are chicken," to "you are hero," to the ultimate of
accolades "you are Ultra Sexy Superhero!" Thankfully, Agetec, the
US publishers of this title, kept the same ratings awards without
undue localization. The American version of Rising Zan has
re-recorded music, redesigned stages, increased difficulty, more
enemy variations, refined collision detection, less pop-up, red
blood, more character animation, slightly different power-ups
(from sushi to, er, hamburgers?), plus additional voiceovers.
Zan's responsiveness has also been improved so that the control
feels quicker and more responsive. If you're really good, you
might get to see some naughty bits, too. Woohoo!
As it stands, however, the game is definitely of B-movie quality,
although no one can fault UEP Systems (or Agetec, for that
matter) for taking chances. Chances like these are needed to help
invigorate the industry, and, to UEP's credit, this is certainly
not a victim of stale game design. However, the end result is a
lot rougher than it probably needs to be. Decidedly flawed, but
not without value. Is America really ready for the world's first
noodle Western? --James Mielke
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