Community

Join

Newsletter

FEATURE

Majin And The Forsaken Kingdom Review

Format: 360, PS3 (version tested)
Release: Out now
Publisher: Namco Bandai
Developer: Game Republic

Majin And The Forsaken Kingdom wants to take you back in time, to a charming era when man made friends with mythical beasts and when – rather less charmingly – games were riddled with awkward platforming, awful So-Cal voicework, and inane cutscenes that broke up the action every 30 seconds or so. Game Republic’s latest makes a faintly shabby first impression, then, but its rough-edged wonkiness also serves as a tart reminder that the flaws in videogames are often front-loaded, while the pleasures can take a good few hours to take hold.

And despite its sketchy implementation, Majin is easy to love. Generous rather than polished and smart rather than pretty, this tale of mismatched friends may never quite blossom into the Ico-alike it wants to be, but it’s still an endearing and thoughtful adventure. With a lumbering giant in tow, you set out to free the kingdom from the grip of generic darkness through an equally familiar mixture of puzzle solving, platform leaping and combat. Locked doors must be bypassed, bosses beaten, and your child-like monster’s suite of special attacks must be reawakened to open up new areas.

In between set-pieces, the game can feel like a prolonged escort mission but, while a desperate paucity of audio clips makes Majin likely to have you reaching for the mute button, he’s easy to control, responding well to commands, and he helps spruce up the combat with punchy co-op finishers and a welcome splash of tactics. Elsewhere, the jungles and catacombs are enlivened with increasingly devious spatial challenges and the developer’s trademark flashes of brilliant fairylight colours, and although the game is eager to settle into a familiar pattern, it offers enough variation to pull you through to the end.

The game doesn’t stand out as an action-platformer, puzzler or stealth game, but Majin still brings its various elements together with a scrappy charm. The Muppety appeal of your lantern-jawed sidekick grows throughout the game despite the pitiful script, and while progress generally comes down to getting through the next locked door, the game is often imaginative when it comes to the keys it gives you. More importantly, there’s a genuine sense of storybook adventure to proceedings, which a limited budget and uninspired enemies can’t quite erode. While it’s not a top-tier outing by any means, Majin remains a solid piece of work from a team that is perhaps getting used to working with limited resources. [7]

STRANGE FRUIT The key to levelling up your Majin lies with feeding him fruit, most of which looks like oversized costume jewellery. Making your way back through enemy territory weighed down by a massive mango commonly provides a study in annoying vulnerability, but the monster’s gleeful toe-tapping as he gets a sniff of his dinner is one of the more appealing animations in the whole adventure. It’s a welcome blast of charisma for a game in which a lot of corners appear to have been cut.

Comments

Rob's picture

I played the demo for this and I couldn't finish it. It was ultimately the monster's terrible voice-acting and repetitive, uninteresting combat that just made me turn it off. The game pulls in a few different elements and does all of them badly. As for the voice acting, have you ever heard a huge grown man talking baby-talk like he's a mentally handicapped 4 year old? The graphics are uninspired and derivative. This is one of those games where you find yourself asking "Why I am doing this again?"

I wouldn't give this higher than a 6.

Opinionated's picture

1. Is it just me or does it seem inappropriate to review [by grade] a game which you only played the demo of [and admittedly didn't even beat it]?

2. Also I talk to my fiancée in a baby voice. And I am very grown and muscular; this feels very silly at times but it has something to do with meeting her when I was 15 (we started then and it unfortunately never ended)

3. And there is a difference from uninspired graphics and those which are not backed by a huge budget that would allow for a more polished look.

Rob's picture

1. It might be but are the core mechanics that different in the full game?

2. You talking baby-talk to your fiancee is not the same as you voice-acting. It's just done really bad in this game.

3. Uninspired and derivative have nothing to do with $$$. It means they are very generic looking and not unique in any way. I actually thought the graphics looked technically pretty good.

Opinionated's picture

Well thanks for supporting your assertions, and not jumping down my throat for questioning them (as some tend to do). I appreciate your opinions, but still feel strongly that people should not review games or post reviews of games they never played or even partially played (less than half the games length); it's like trying to base your opinion of me on the few asinine things I post by thinking could I really be that different in "real life?" :)

I have a friend who played Bayonetta for an hour and claimed it was the" biggest piece of shit game he played this year;" his reasons dumbfounded me, but I was most offended to hear that he only played 1 hour of a 12-15 hour game, one that grows on you in way that few games do. I implored him to give it another chance but he insists it shit. I hate people sometimes :)

Opinionated's picture

Games like this, i.e., titles which have great potential and wind up severely "cutting corners" should scale down production and make Arcade/PSN games. It would seemingly be more appealing as a shortened adventure with a price-point of 10-15 dollars instead of the MSRP 60.

I wonder how well received Limbo and Braid would have been if they were 10-15 hour campaigns at $ 60 apiece. I imagine they would have overstayed their welcome.

NGTO1's picture

What you say may be true but I do feel that either an upstart developer or someone who doesn't have the cash should still take shots like this. Without games like these especially if no one buys them we'll get stuck with nothing but big budget shooting gallery on-rails FPSs.

Also, this game (at least in the US) MSRPs at $39.99 and not $59.99 so it may be worth the price of admission for some. I for one may be trading in some games for something more fresh than action RPG "bore-me-to-death" or annual "memorize window-opening baddies shooter".

Opinionated's picture

Guess I should have done my HW on the MSRP of this particular game. I disagree that we would only have FPSs if low-budget attempts like this one aren't made. It is not fiscally responsible to make a game like this, and it pretty much insures that they won't get a second chance. That "shot" could be the only one they ever get in this highly competitive industry. It is better to try new IPs with a greater chance to fail as Arcade/PSN games first. If a fan-base is established then thought should be put into making a full game with the same IP.

For example, now that DeathSpank is a well known and successful new IP, if they wanted Hothead/EA could probably turn it into a larger game backed with a bigger budget (better graphics, sound, etc.)

NGTO1's picture

It's understandable though since it's not common for new retail releases to ship at anything less than $59.99 but a review I read earlier that day stated the title was $39.99 MSRP which I otherwise wouldn't have known.

Well, they won't get a second chance if the title doesn't sell well which isn't a sure thing. It's getting solid 7s which isn't terrible. If it has enough charm with the price point it has it could make a decent return.

The game may not be the best, but I'm for the little guys and hope the best for them. If their budget is what it is but their ambition is higher than a 5 hour live title then I say go for it. Everyone has to start somewhere.

I have not played it yet but plan on playing the demo and if I like that I'll go buy that since right now Fable III couldn't bore me more. I'm all for supporting smaller games which I think we all should but if it's not a good game it deserves to sell poorly.

As far as establishing a potential franchise through Live/PSN then making perhaps a full retail game, I don't think that's a bad idea either.