Ultimate Ghosts 'n Goblins Video Update - The Rigors of Stage One
Just in case you thought Capcom was skimping on the difficulty or authenticity of its new portable side-scroller remake, we've got a new gameplay clip to lay your fears to rest.
We have to admit: We're tickled pink at the recent resurgence of 2D action platformers on handhelds, what with games such as New Super Mario Bros. and Mega Man: Powered Up bringing that tried-and-true gameplay formula back into fashion, with modernized visuals to boot. Capcom will ratchet up the difficulty--and the number of zombies--to be found in this genre with Ultimate Ghosts 'n Goblins, a PlayStation Portable remake of its hallowed, uncomfortably tough platforming series starring the mighty Arthur and a horrible host of creatures trying to stop him from reaching and saving his lady love. We were fortunate to receive a video from the development team spotlighting that all-important first level of the game, which veterans of the series will agree looks scarily familiar.
Akiko Nagashima--a Capcom artist who's hard at work on Ultimate Ghosts 'n Goblins and who began her 15 years at the company with Ghouls 'n Ghosts way back when--also offered her commentary to accompany the video:
Arthur is off to the demon world again, and now I'm back drawing more of that world for the fourth time. The relentless pursuit of quality in the Ghosts 'n Goblins series of games has meant a labor of love for the hard-working men and women who have put these games together. That being said, this time around the game is technically 3D, or at least pseudo-3D with a 2D perspective. The gameplay style is the same. The collision-detection line with the ground is the same. In other words, this isn't a movie perspective. It's like a play in a theater. Arthur is the hero, and the environment is the set.
First is the infamous stage one. For all of the games in the Ghosts 'n Goblins series, this first stage is always such a challenge for the development team, as we spend a big chunk of our man hours getting it just right. But once we got to the medieval town, demon world town, underground, ocean, etc., we finally got into the groove, and it was much easier.
That's just how it was with this game. Our mission was to re-create a world overrun by evil creatures, but this time with a more realistic feel, plenty of scariness and creepiness, all while being bright and colorful. We pulled out all the stops with the coffins in the graveyard for the backgrounds. And for the underworld, where all the nasty demons live...a blood swamp! Maybe that was a little too predictable? [nervous laugh]
Beware that all the zombies, grim reapers, and ghosts can pop out from the ground, treetops, and anywhere else you can think of. Even the trees have an eerie sway, with their vivid bright green color, all the while being possessed by humans-turned-evil-spirits! The team's extremely high standard for quality has long surpassed dedication and evolved into something much bigger. The "curse" on the development team (also known as the amount of direction and work we're subject to) is never ending. In the wee hours of the night, you may catch me whispering, "Must...exorcise..."
Ultimate Ghosts 'n Goblins will haunt the PSP in September and ought to satisfy devotees of solid, old-school side-scrolling gameplay. Look for more in the coming weeks.
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