Review of The Griffon Legend by Syn9 Written by Josiah Tobin (July, 2005) Well, where to start... I suppose this is a somewhat anticipated title, even more so as it is developed almost entirely by Syn9, known most for his extremely impressive 3d demos. While this particular game is indeed 2d, Syn9 certainly doesn't let that stop him. The moment you encounter the first boss, a strange nearly cactus-like dragon-- bringing back memories of Zelda 3's Moldorm yet somehow being completely different as it bobbles and sways dangerously to and fro-- you catch a glimpse of just what the game is capable of. The Griffon Legend makes extensive use of a chain-like style of animating large monsters (the 'proper' title I'm not sure of, though I've come to know it as bio-animation), linking many smaller sprites together to form massive, rather fearsome bosses and mini-bosses. Without revealing too much, I will say that if you think you've seen it all after the first boss, you are most definately quite wrong. However, despite such impressive techniques, the rest of the game's graphics are at times somewhat... confusing. While some of the tilework certainly shows the skill of Syn9's capable hands (though there are some that seem a bit thrown together), it often becomes far too busy-- more than once I found myself wondering just why I couldn't leave the screen when it looked very much like I should be able to, or pausing for a moment to 'decipher' a room. Sometimes there is almost no difference in appearance between a 'high' floor and a 'low' floor, making it seem like there is simply an invisible barrier between the two. The game's sprites do the job fairly well; while being nothing too flashy they certainly aren't dull either. Everything that isn't done through the chain-style of animating mentioned earlier is well enough animated; standard four-frame walk cycles and usually as many attack frames. Your character attacks by leaping forward and doing a mid-air flip with his blade out, effectively lunging at the enemy in a whirling ball of feathers and steel. While I'm on the topic of characters, I might as well elaborate. There really isn't that much character development or even any other griffons or friendly characters in the game apart from the one you play, but to be honest that's really not a problem. I have a feeling the focus of the game is to be a fun experience, not to have an overly deep or compelling plot and characters. The only hints of a story you receive are in the intro and outro of the game, but they are sufficient to let you know what's going on. Both are fairly well-written, and while I did spot an error or two, they get their point across quite well, especially the ending. There's nothing bland or drawn-out, really-- the moment you start a new game you are presented with the short intro text and are then immediately plunged into the game without further dialogue or hinderances, and left alone to battle your way past your foes, the Dragons. While some spots may seem a bit difficult, I never had too much of a problem after a few tries. Apart from a couple screens that are devoid of opposition, the action never really stops, so you can be assured it's far from a boring experience. However, such an approach does have its flaws. There were a couple rooms that seemed a bit crowded, reminding me slightly of some of the more... chaotic rooms of the later dungeons in the original Zelda for the NES. Of course, it's a small complaint really, hindering the game only slightly and occasionally. I cannot comment on the music, as my computer's sound is currently not working all too well, so I can't say much about that aspect. However, I quite enjoyed the game without it, and if it's at least half-decent then I'm sure it will only enhance the experience. Now, moving back to the more technical aspecs-- the actual mechanics of the game: For the most part it's simple. Below your character is a set of three (two at first, actually) bars: Health, Attack, and Magic. The 'attack' meter fully depletes itself each time you attack, and slowly charges back up again immediately afterwards. (it recharges faster as you gain levels) The higher it is, the more powerful the attack. The same applies to the magic meter, except for spells. The spells themselves are executed flawlessly; after beating the first boss you receive a crystal-- now, I'm not exactly sure of the usage, but 'using' this crystal (used just like a spell, which I'll get to in a moment) in either different areas or around different enemies (as I said, not sure exactly) causes you to 'find' spells. There are four spells in total, each of them quite useful. Be sure to discover them all! To cast a spell, you simply access the submenu (pausing the game) and choose your spell. You then choose your target (play is still frozen at this point, likely so the action doesn't get too chaotic) and select it to cast the spell, at which point the game resumes. Each spell has a meter that charges up after each use; you may only use the spell when this meter is full. This, coupled with the more general magic/attack meters, adds a good dose of strategy. The game has its more subtle touches are well: when all its fellows are killed off, a single enemy can and will attempt to run from you and hide feebly in some protected corner of the map, only resorting to a futile final brawl when you approach to finish it off. Indeed, for the most part the enemy AI is quite well done, with the exception of some bosses-- as long as they do not posess ranged attacks you can usually 'trap' them by getting them up against an obstacle and hiding on the other side, repeatedly pummelling them with spells until they succumb. However, given the difficulty of the later bosses and mini-bosses, this often seems to be more of a blessing than anything. As one final gripe before I conclude this review, I'd like to address the load time at the start of the game. The moment you open the .exe, you are presented with a small dialogue box in the center of the screen with a green bar inching its way across; I say 'inching' because it truly does seem to take an overly long time for such a game. Perhaps it's the .OGG soundtrack I never got to hear, or the sound effects, or even perhaps the initialization of the subtle graphical effects like the ambient fog or transparent flame that some of the stronger foes occasionally belch. Regardless, it is a bit of an annoyance, though thankfully it is the only load time in the entire game, and the rest of the experience is seamless. While not being the longest game around (somewhat of a mini-rpg really, I beat it in roughly a couple hours), it offers a good chunk of some classic gameplay without any needless droning cutscenes or overly flashy bits. Of course, it's not the most polished game, lacking enemy death animations even for the larger baddies and bosses (which can look a bit odd at times, suddenly seeing them wink out of existence without any transition whatsoever) and posessing a fair share of bugs-- nothing too serious, though-- but it all has some sort of charming appeal. Maybe it's just me: perhaps it's the use of the wonderful chain-like animation, or the fact that the main character is a sword-wielding, tail-bearing griffon knight, or the direct and to-the-point gameplay... But regardless of personal opinions and preferences, I can see this becoming a fairly popular little game among the community. Despite its flaws, Syn9 has created quite a fun and entertaining experience. Graphics: 6/10 Sound / Music: 6/10 (didn't get a chance to hear either) Gameplay / Fun Factor: 8/10 Overall rating: 7/10