Ghouls'n Ghosts was one of the most influential games I ever played. It
has even guided, in some ways, my aesthetic when it comes to the very
modus of Paintery Itself.
Originally posted: 07/10/2007 I decided to start my blog here with a review I posted on Metacritic about two years ago, and on 1UP about a year ago.
~Dain
Jeremy Parish's review was on point in many ways, but I found his conclusion a bit reactionary and acerbic.
Ultimate Ghosts'N Goblins is not a step backwards, but it is also not
the sequel that could have been made. Over a decade later and Capcom
continues right where it left off. Ironically, this was not what was
expected. This presents a troubling dichotomy within this game, that of
nostalgia versus innovation.
Capcom could have taken many of the game mechanics that have made them
famous since 1992, but has puzzingly decided to exclude them: concepts
such as a combo system, multiple characters, extravangantly showy magic
effects, and baroque bosses that take up a whole stage rather than a
whole screen, as well as multiple tiers of levels and
skill/technique-based rewards. Capcom has the technology these days to
implement the sprite-heavy, manic gameplay of the late 90's-early 00's,
seen in their Versus games. Instead, we get more environmental effects
(which are admittedly good) and a ponderously fragmented
magic/armor/weapon system that is needlessly clunky. What belongs in a
proper sequel to Ghouls'N Ghosts is the arcade sensibility and not the
collection adventure sensibility.
Moments of wonder, however, do slowly invade this troubled sequel in
the form of exciting expansions to Arthur's repetoire, to remind us of
the fact that the originator was at the helm of this project. In short,
quite good but much more worthy of being made great.