STAFF REVIEW of Kakuto Chojin (Xbox)

Wednesday, November 5, 2003.
by Yellowlab

Kakuto Chojin Box art Kakuto Chojin is a bizarre game. It plays and feels like an unfinished product that did have some potential. The characters are fairly generic, but they look very good. The arenas are some of the worst I have seen and are totally devoid of anything of note. There are no breakable or interactive items, no breakthrough walls or multi-tiered environments, and they are just boring. The fighting engine is adequate and the moves are easy enough to learn, but it lacks any depth. The character endings are boring static screens, and then your character dances while the credits roll (yipee!). Worse yet there is no save game feature, nothing to unlock, and no reason to want to finish the game. The basic framework of the characters and fighting engine work nicely, but there is absolutely NOTHING built on from there, and ultimately feels like an empty waste of a game.


As I stated above, the fighting engine is competent and the controls are easy enough, but it's just not very deep.


The characters look teriffic, but perhaps a little too "shiny". What is there of the backgrounds looks good, but there just isn't much going on.


I have never heard a fighting game sound this bad ever before. There are not enough adjetives to describe the weak "slapping" noises that are supposed to be fists landing on your opponent. The voices never even closely match the lips, and I don't think this was intentional (unlike Kung Fu Chaos).


Suggestions:
Actually try to build a game around the basic framework. Let's see MK has 700+ unlockables. KC has 0. Make reasonably interesting arenas. Check out DOA3 endings to see how it's done. Recall this game from shelves immediately...oh, that's already been done...good job!


Overall: 5.0 / 10
Gameplay: 7.0 / 10
Visuals: 8.0 / 10
Sound: 2.0 / 10

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