Gauntlet ( 1 DVD )
In some sense, the world already has a series that carries on the Gauntlet legacy; it's called Diablo,
and clearly, it's done all right for itself over the years. That said,
while Diablo is accessible, it's not the kind of game you'd have found
swallowing up quarters for quick 10-minute sessions back when arcades
were still profitable. As such, there's room in the current landscape
for something far less ostentatious.
The Gauntlet reboot
wants so very badly to be that game, and on some level, it is. The
formula has changed little since the 1985 original. You have four
classes: warrior, valkyrie, wizard, and elf, and after a short
introduction to the controls and the personalities--there's some mild
but enjoyable Terry-Pratchettesque banter between the heroes
throughout--you walk through a door, down a hallway, and then jackhammer
the attack button into oblivion for the next six hours, laying waste to
skeletons, cave monsters, trolls, and sorcerers. When you're done
clearing enough rooms of them, and you've collected enough keys, eaten
enough meat, and stolen enough gold, you find the exit. You rejoice. You
repeat.
And therein lays the
problem. As much as Gauntlet wants to be the freewheeling alternative to
other, more complex dungeon crawlers, it also seeks to deepen its
decades-old gameplay, but does so in all the wrong ways. Ideally, a game
like this would allow the player to slice and dice through enemies in
one or two hits, but when all four classes are involved, even the most
basic enemies, like the skeletons and mummies roaming the first stages,
require putting some arduous work in. If friends are joining you, the
challenge contributes to the sense of teamwork that naturally occurs
when you have four different skill sets in play. If you're playing solo,
you're guaranteed to play each level a few times over because an
average grunt was able to demolish you in three hits, and you didn't
kill enough enemies to earn a skull coin, the game's elusive version of a
continue. All four characters have their own special versions of
crowd-control skills--the warrior has a Zelda-ish
spin attack, for instance, and the valkyrie throws her shield, Captain
America-style--but the expected catharsis of taking out entire fields of
your enemies in one fell swoop is nowhere to be found. Most of the
time, you're stuck with standard attacks, and none are as precise or as
free-flowing as you'd hope.
The end result is a game
that seems stuck in an uncomfortable middle ground, harboring more
intricacy and challenge than the Gauntlet pedigree implies, but too
bare-bones of a package to stand tall next to the action role-playing
games currently competing for your time. The new Gauntlet has charms,
and teaming up to take down the endless hordes is one of its most
gratifying ones, but in a game like this, you shouldn't have to fight so
hard for your right to party.