|
Things often come round full circle. Twenty years ago Sabreman was launched
onto the Spectrum in Sabrewulf, an arcade adventure requiring you to hunt down
the four pieces of an amulet to magically seal the legendary Wulf away. He then
starred in the groundbreaking, isometric Knightlore, followed by sequels
Underwurlde and Pentagram. Things then went quiet as the developers, Ultimate,
turned into Rare. Twenty years hence, Sabreman is once again the star of a new
adventure for a new generation.
The amulet, so carefully reassembled before, has been deliberately broken apart
by a man called Dr Dolittle-Goode, and now that the Wulf is free, it is causing
chaos across the land. The method of retrieving the amulet parts is no longer in
the manner of an arcade adventure however, more a puzzle and strategy-type
affair with an arcade slant. In each of the areas the Wulf has set up a number
of lairs; the task ahead being to retrieve any useful items and treasure guarded
within. After all the lairs have been beaten, the Dolittle-Goode laboratory
there present can then be assaulted and a piece of the amulet retrieved.
Sabreman is no longer the sprightly young fellow he used to be, so after being
recruited once more to defeat the Wulf, he finds himself in need of a little
creature assistance. Each level is populated by a number of nasty entities, and
Sabreman must use any friendly creatures he has acquired to either neutralise or
bypass these obstacles. These include explosive dragons, serpents that act as
makeshift platforms, giant bats that can float Sabreman upwards, and so on. Once
at the end of each level, the treasure can be grabbed and then it's a race back
to the start with the Wulf right on your heels.
Sabreman's advancing years and the namesake title aren't the only whiffs of
nostalgia present. Just about every release from Ultimate's past catalogue is
either name- or visually checked in some way within the game. The trademark
Rare-type play-on-words humour is also present and correct, and quite often
raises a smile. It has everything familiar, welcome and pleasing that gamers
have come to expect from an Ultimate/Rare game, but it plays quite differently
to almost anything they've produced before.
This in itself comes as a bit of a shock, and there is also the fact that the
game is different to what the consensus were expecting the game to be like from
all the pre-release footage and information. Outside of the lair levels, the
game is very much an RPG-type affair, with some exploration, talking to NPCs and
taking items from A to B being the order of the day. It is very much a mix of
styles that come together to form some sort of cohesive, playable whole. Once
the slight confusion about what to do wears off, it is a lot easier to warm to
and get into the game overall.
As usual with a Rare title, the aesthetics are superb and the presentation is of
a very high standard. It looks very much like their other GBA title, Banjo &
Kazooie, with the same style of pseudo-CGI character modelling and backgrounds.
Visually it is very striking and impressive, though a little blocky, but full of
character and definition. The audio is where real praise must lie with this
title, for it is one of the best sounding portable games ever. The pieces of
music for each level are atmospheric and catchy; the incidental ditties and
sound effects are spot on, and there are plenty of humorous comments and
catchphrases from Sabreman such as "Leg it!" and "Scarper!" done in the olde
Victorian uppercrust accent style.
Aside from the name and the protagonists, the new Sabre Wulf game has little to
do with its predecessor. Of course, this doesn't automatically mean it isn't any
good. In fact, whilst it appears on the surface to be quite shallow, once played
it is apparent that this is a rather complex puzzle game. There is usually more
than one way to solve each level, and the fact that the treasure decreases in
value the longer it takes to reach the end means speed and timing are of the
essence. Also present to enhance longevity is a challenge mode for each level,
where a limited number of creatures are available with the object being to
complete a time trial in order to acquire them. The exclusive "R" rating for
each is required to obtain the fabled Rare 100% rating for the game.
Indeed, going for as much completion rating as possible lays the game open to be
considered a hefty challenge. Getting to know the levels is important, and much
joy and inner warmth can be felt when completing some of them, even to the
extent of punching the air in celebration. Easy this is not, at times. The
satisfaction of reward (and subtle smiling) at finally grabbing another gold
treasure (though you still have to get it back!) allows the game to not only be
replayed but challenged repeatedly, looking to trim time off any run.
So, whether you buy into this game really depends on if you still buy into the
Rare brand. Strangely enough, the handheld titles seem to have more promise and
quality about them than the home console games. Perhaps it is the nature of the
medium and the goal of delivering something fun, bite-sized and addictive
instead of trying too hard to produce some mega-overblown, hyper-hyped
"experience" that doesn't ultimately (hah!) deliver. The game can be finished in
a handful of hours if beating the lairs is all that is attempted, but there are
a huge amount of subsidiary side tasks and gold treasure acquisition to complete
otherwise. All in all, a polished game that deserves a delve to see if it
appeals to you or not. |