X-Kaliber 2097 |
SNES |
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Review by Matt Paprocki |
Activision |
Platform |
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Graphics: 8 |
Sound: 8 |
Gameplay: 5 |
Overall: 5 |
![]() Immediately apparent are the detailed, bright, and beautifully shaded graphics, setting a bleak tone for the game. That sets up the generic dark storyline (told through anime inspired cinematics) that will carry the player through six stages of iffy level design, and too-similar end level skirmishes. It's fast paced enough, and the variety of moves is more than usually offered by games like it, but X-Kaliber tries too hard. ![]() Each individual stage before that is tolerable. There are definitely frustrating moments, especially on the construction site. That's designed like far too many in the 16-bit era, offering a variety of moving platforms, and being knocked off one could send you all the way to the bottom. Other levels are straight forward, flat, and mundane. There are just enough jumps to keep things from becoming a straight shot. ![]() This is an easily forgotten title, and there are plenty of reasons for that. X-Kaliber tries, but with the various gimmicks (multi-player) and so-so mix of genres, it can't pull itself out of average-ness. A sequel would have been interesting, especially if combat deviated from simple slashing. That game however, was never made. That leaves X-Kaliber behind with its ridiculous title and "been there too may times to care" gameplay. |