|
From Japan comes yet another unique concept for the Gamecube. Doshin the Giant
was possibly the most famous game on the ill-fated 64DD add-on and yet it was
a pretty dire effort. Now 4 years on the game has been completely overhauled for
the next generation Nintendo system and, thankfully, all of the Negatives have
been extinguished to create a very positive gaming experience.
The basic story of Doshin The Giant is fairly straightforward. You play as
Doshin, a big yellow giant designated to oversee the people of Bard Island.
To begin with you are presented with 4 villages, one for each of the games ethnic
colours, Blue, Green, Red and Yellow. The villages start off with just 1 male
and 1 female in true Adam and Eve style. You can later create mixed variations
by putting a male and female of separate colours on an empty piece of land,
but with these 4 villages and a map of land to mess around with the game begins.
Your new role as the gigantic yellow happy man is underway! Accompanied by your
Japanese speaking on screen guide you can basically do whatever you want, but
of course there are is also an overall objective.
In order to complete Doshin you have 15 monuments to receive from the villagers.
Each of the 15 has a variation of Good and Bad, giving 30 monuments in all,
plus a Final monument once the first 15 have been created. To earn these monuments
you have to help the little people of Bard Island develop their villages. They
will shout orders to you using a simple icon system that shows you what they
want. The icons are easy to decipher, a direction arrow shows they want the
ground either lifted or dropped. A tree is, unsurprisingly, asking for a tree
to be placed within the area. A squiggle is a sign of an object needing to be
removed as it is obstructing building space. The other icon, a flower, is a
sign that the monument is close to being built. If this is requested then Doshin
must quickly create and deliver a flower to the spot of the monument's foundations
to allow its creation, otherwise a worthless monument will be built instead.
To reveal how to create the flower could be seen as a spoiler so for that reason
the details shall be skipped.
All of the requests can be carried out using Doshin's pretty straightforward
move set. In a control scheme that works flawlessly with the Gamecube controller,
you have the ability to Jump to Flatten Ground, pull ground upwards and do a
robotic dance styled hand movement allowing you to either raise or lower the
land with ease. Additionally you can pick things up, such as trees, people and
animals. A few variations of the control scheme are available, with the only
real differences being the ability to press A to pick up and then A to drop
rather than holding A the whole time to keep the object firmly grasped.
While carrying out the tasks for your villagers you can grow bigger by collecting
a screen full of either hearts or skulls. Basically by carrying out a good task
you will be sent a heart. Conversely doing something bad will award you with
skulls. Think along the lines or treading on a villager or ruining a structure.
Also when you transform into the Evil Giant Jyashin, the villagers will run
scared and fling skulls by the dozens. But more on Jyashin later.
Growing big has its positives and negatives. On the plus side you can travel
quicker and will find it easier to plod from one side of the map to the other.
On a more negative note you will trample helpless mortals unless you take great
care, and if you are trying to achieve a good monument you don't want to be
upsetting the respective village.
Although it does sound pretty easy to look after the islanders, the game does
throw up various problems for the occupants of Bard Island. As with all classic
God Simulations, natural disasters will crop up from time to time. These range
from Tornados to Volcanoes to Rain Storms and a few other more unique attacks
on village life. These problems can be fought off using Doshin's skills but
in times of dire need you may need to turn to the dark side. Step forward Jyashin,
the hate giant!
You can turn into Jyashin at any time simply by clicking the left shoulder
button. With regard to Disasters, the fact that Kyashin can fly and travel slightly
faster than Doshin allows you to get to the scene of the event and snuff it
out before a village is ruined. There is a careful strategic balance required
though as the villagers could begin to hate you if you fail to clear the disaster
and are hanging around as the devil at the same time. Moving on from this scenario,
Jyashin also has other uses. He adds 3 new moves in place of 3 of Doshin's.
The aforementioned Flying, which is basically a hovering jump. A bash attack
whereby he thumps both arms on the floor, destroying anything in his path and
lowering the ground. Finally he also has a fireball. This can be used to carve
away at mountains, once again destroy things, and to set people on fire. As
you can imagine, Jyashin really brings out the sadistic side in the player and
rarely becomes dull. It is almost a whole new game as you transform into your
evil alter ego and the sky and environment take on a stylish dark red tint,
and hardly anyone will fail to get a kick out of destroying their very own creations.
At times you will want to wipe an existing village away to make room for a new
monument building community, and Jyashin helps a great deal.
Graphically this game is very sound. Although the character models are fairly
plain, with big smiley faces drawn on, the environments are lush and do give
off a very tropical feel. The sun and water effects stand out and take note
of the underwater camera. It is a very vintage looking island, an artistic direction
that works so well. All of the land can be fully viewed using the zoom functions
of the control scheme and the outstanding use of the C stick that allows you
to place the camera anywhere around a central Doshin. Little details have been
added such as birds swooping into the sea to retrieve fish and trees turning
brown as they die off. The soundtrack and effects compliment the graphics engine
to perfection. Each village has its own tune as you approach it, mostly based
around a tribal theme with drums banging and chanting noticeable. The end of
day track is particularly impressive in a Hawaiian style and suits the game
so very well. The only bad points tend to be a few of the animal effects. The
horse stands out like a sore thumb, sounding more like a cat that has been given
a rear end injection. The only graphical glitches involve a minor amount of
pop up; despite the games decent draw distance. If you take time to notice you
will see the details on some buildings just appear out of nowhere. Another annoyance
is the way that the island will become so dark near sunset. Although very authentic,
it almost makes you feel like waiting for the next day to begin rather than
risk treading on everything. All in all though the games visuals and sound work
great together and the minor complaints do not detract from that.
There are a few game modes and extra features worth mentioning. Special boxes
can be discovered underneath buildings and they occasionally drop from the sky.
These can contain hearts, skulls, plant life and people. Every now and then
you might receive a special treat such as a rare breed of Animal. You have a
radar at your disposal giving you a full layout of the island and it also alerts
you to any major events taking place. The creators of Doshin found time to implement
a basic photo album and camera. A photo can be taken during the game using the
Z Trigger and this is automatically added to your album. Not a very detailed
game mode but its a nice touch. Each photograph takes up 4 blocks of memory,
so to make any real use of it you will require storage greater than the Memory
Card 59 found packaged with the game as the game itself takes 40 blocks. This
might seem harsh but as you can totally redesign the island to however you see
fit it almost seems like a bargain. A final feature, although only useful for
those with an understanding for Japanese text, is an end of day statistical
report. This gives in depth details of each village and of Doshin facts such
as the distance covered by the giant during that day. The game doesn't lose
any appeal without these stats and the game is fully playable to those with
no understanding of the language.
Overall this game is well worth a look for Japanese importers. A niche genre
has been turned into a game that a wider audience should enjoy, and a lot of
players will love; yet it still retains enough appeal for hardcore god simulation
followers. Obviously some individuals may find the game a bit slow for their
tastes, but it is that relaxing feel that helps brings out the charm of the
game. This game is a non-linear experience, a unique experience and an enjoyable
experience. The only people that shouldn't check this game out are speed junkies.
|