|System: Xbox 360|
|Dev: Marvelous Entertainment|
|Pub: Marvelous Entertainment|
|Release: June 29, 2011|
|Screen Resolution: 480p-1080p||Mild Fantasy Violence|
Evil Lord has to free castles and towns from enslavement, Princess has to search around for a cure to her father's illness, and Knight has to search for holy ground among a series of illusions. Even though there are some slight differences, like the Princess' ability to fight at range or the Evil Lord's ability to summon monsters, they all follow the same "pray at a statue, complete your quest before time runs out" formula that the main quest did. Sure, they have the same Neo Cartoon graphics mode the rest of the game does, but that doesn't make up for the replay value we lost through the removal of these fun little diversions. Luckily, Hero 300, which tasks you with saving the world in 300 seconds with no time rewinds, and Hero 3, which asks you to save the world on a ludicrously strict three-second timer, survived from the original game untouched.
There is one massive problem with playing Super Mega Neo Climax, and it's not even a problem with the game. It's the Xbox 360 controller itself, which is easily your greatest foe in every game mode. Neither the analog stick nor the d-pad is accurate enough to allow you to make the sharp turns needed to maximize your time. You will frequently find yourself running into rocks, walking in circles, and simply going in the wrong direction because the Xbox controller can't detect a clear up, down, left, right input. In fact, I had far more fun playing this game with my TE fight stick, than I did with the controller. Oh, and dashing is utterly useless. It's supposed to allow you to get around quicker at the expense of your HP, but since you can't navigate well it's really nothing more than an HP drain.
Still, it's almost like the creators of the game factored this frustration into the game's cost. It's only ten bucks—as opposed to the original forty dollar price tag the PSP version had—and you are basically getting the majority of the content (minus the extra game modes) that the PSP version had. At the very least you are getting quite a lot of value for your dollar.
The last thing Super Neo Climax has over its tinier brother is a well-implemented multiplayer mode. Two to four players can get together to quest across ten awesome maps, and internet play, both ranked and casual, is fully implemented. There is only one tiny problem with their new online system: The servers are absolutely dead and barren. If you know your friends are getting Super Mega Neo Climax, it will be a blast playing online with them. Just don't expect to join any random pick-up games.
In the tradition of Half-Minute Hero, I will now sum up my thoughts on Super Mega Neo Climax in a mere 30 words: Not better than the original, but not worse. New graphics are nice, but extra modes are less interesting. A great value for anyone who still hasn't played the PSP version.
Angelo M. D’Argenio
CCC Contributing Writer