GUARDIAN HEROES
_________________________________
   
Japanese Title: ガーディアンヒーローズ
Hardware: SATURN
Format: CD-ROM
Genre: ACTION (2D)
Released: JANUARY 26, 1996
Publisher: SEGA
Developer: TREASURE

By Joshua Farrelly / June 22, 2009

This review was originally published on SegaFans.

The belt-scroll action game (aka "beat 'em up") was quick to establish an affinity with the versus fighter. After Tenchi wo Kurau II: Sekiheki no Tatakai (1992) introduced the subgenre to Street Fighter-esque command moves, various fighting game concepts were adopted as a means of complexifying the action, on top of the subgenre's signature element of taking on multiple enemies in a larger space. Guardian Heroes follows up on this affinity to the extreme, with Treasure discarding much of the Final Fight canon and instead looking to versus fighters (such as their own Yuu Yuu Hakusho: Makyo Toitsusen) for a framework. Just in case that premise alone wasn't sufficiently contrarian to warrant the Treasure logo, they've also embraced many components of stat-heavy action games, namely leveling, spellcasting, multiple routes, and a pronounced narrative. A similar treatment was applied to the game's visual style, with character designs featuring vibrant colors and bizarre proportions in the manner of Popeye. For sure, not many people would fault this game on peculiarity.

The most significant of its idiosyncratic qualities is the use of single-plane movement, a decision that allowed the designers to endow the characters with an exceptional amount of moves. It also enabled these moves to be performed with a degree of fluidity that would be hard if not impossible to achieve were a similar scheme attempted with the traditional belt-scrolling in place. Each of the four heroes possesses a repertory of strikes rivaling many versus fighters, even before accounting for the numerous spells they can cast (executed via command move inputs), or the directives they can issue to an undead, computer-controlled partner. Another fighting game trait was incorporated in the way we can employ attacks: by sequencing them into combos and juggles, with frequent opportunities to rally airborne opponents between yourself and a companion (an idea first seen in Makyo Toitsusen). What's more, enemies are differentiated in terms of weight, making the optimal techniques to engage them contextual and further imbuing combat with an already rare potential for variety. This is the success of Guardian Heroes.

But movement is also far from confined. The drawbacks of limiting space have been anticipated, and for the most part remedied. A markedly vertical playfield allows players who are outmatched and besieged with near ceaseless pokes to catapult themselves with a high-flying special move (Harn's uppercut, for example) into a more favorable position. Double-tapping the guard button results in a King of Fighters-style dodge that offers a brief moment of refuge. You can also escape between an additional two tracks of movement (good for dodging laser blasts that can melt through your HP bar even if blocked), something we could attribute to Garou Densetsu, but its brilliance as a mechanic is really exposed here (and in Makyo Toitsusen, by the way), where you're dealing with more than two sprites on the screen. Of course this perhaps introduces the exploit of being able to easily disengage with most of the opposition. Yes, some times, but you'll generally start a stage having to first whittle down a considerable number of knights, sorcerers, robots, and monsters before this becomes an option. Whether or not this aspect was added from balance concerns, or is simply an unabashed technical exhibitionism on Treasure's part, it works. You can't help but be impressed by the judiciousness with which Guardian Heroes has been crafted, especially given the lack of precedent.


Fighting game fans expecting to sink their teeth into an endless array of combos may be dissappointed to discover a complexity that is more Champion Edition than Children of the Atom without the aid of collaboration. With the exception of Ginjirou, the other characters are generally unequipped to sustain juggles before suspended enemies are able to bail out of their vulnerability period and retaliate (until they die, that is; then you can juggle their corpses all day if you want). It's easy to see why this was done, though: they obviously wanted to avoid a situation as in Sengoku 3, where enemies effectively turn into punching bags after the first hit, thus eliminating some of the strategy involved in maneuvering them. What's somewhat harder to sympathize with is the flagrant overpowering of the magic attacks, which do in fact depreciate much of the intricacy of combat to the point of making any semblance of challenge nonobligatory if players choose to allocate their experience points accordingly. The boss battles are, unfortunately, similarly shoddy, based on abusing AI partners rather than necessarily studying the bosses' patterns and applying elaborate counterattacks.

Much like its mechanical aspects, Guardian Heroes features a curious and eclectic aesthetic conception that, unlike it, could be termed a success almost accross-the-board. It certainly represents one of the crowning points of the 32-bit generation, along with works such as Kisuishou Densetsu Astal and Princess Crown (though of a slightly lower caliber than those). The only issue here would be the sometimes incohesive beauty (marred by pixelated foreground objects and such) that is really unavoidable given the heavy use of sprite scaling. But by and large this shouldn't warrant holding back our applause. Captured here is an authentic likeness of Japanese animation's most esteemed fantasy epics (in no small part due to the recruiting of actual industry veterans not only for the opening sequence but also for in-game backgrounds and objects), though Tetshuhiko Kikuchi's minimalist yet eye-catchingly saturated character designs would be a source of envy even within the field. This is completed by a soundtrack that can aspire to the customary imposing fantasy orchestrations, but can also venture into all-out synth wackiness blended with the occasional jazzy or electric guitar interlude.

The possibility of mangling the difficulty curve so drastically that victory can be attained by intermittently spamming the same magic attack with little to no thought is quite a heavy blemish on an otherwise remarkable action game. It can still be quite an enjoyable game if players can find the right doses of self-control in tooling their characters' attributes. What it can't be is a great game, as that accolade is reserved for the likes of Aliens vs. Predator, Battle Circuit, Denjin Makai II, and The Gladiator, games whose every facet has been fully and rigorously designed to provide balanced play and challenge to every player, not just the conscientious ones, with no attempts to cloak game-breaking capabilities under pretensions of freedom or non-linearity. Nevertheless, Guardian Heroes stands as one of the more valuable episodes in the genre. For the audio-visual experience, and the peculiarity.



Note: Readers still waiting for mention of the versus mode should go play Street Fighter III immediately. Or Smash Brothers for that matter.
  


starstarstarstar



check in archive  |  discuss in forum  |  back to review index  |  back to frontpage