3D Classics: Urban Champion [Review]

3D Classic: Urban Champion
Aug
28
2011

I can understand why Nintendo came up with the crazy idea of reviving Urban Champion, this time on the 3DS. This is not to say that the developers are as crazy as their idea, but there is more to the move than just for the sake of reviving it. Nintendo would like to prove that they did not create a flop back in 1985 when the game was first released. However, nothing has changed even after 26 years. The design is still limited and very basic. Suffice it to say that it is boring. The only impressive part of this act is the bulldog tenacity of Nintendo to reintroduce the game all over again.

The people behind the revival added a digital touch in the fresh 3D Classic edition by capitalizing on the introduction of 3D technology. Yes, it brought some improvement to the elementary and bland street fight scenarios, but it is just not enough. Compared to 3D Classics like Xevious and Excitebike, the 3D effect in the game is weak. The storefront background is a reminder of Michael Jackson’s Thriller which did not help in improving the game. The buildings are just there standing and wasting the precious 3D experience.

The action is displayed at an angle through the use of an additional visual mode that is capable of swinging the camera around. Because of it, city blocks have more depth and become alive. The unusual thing about it though is that it could only be activated after you finish a round of fighting. Even this essential feature has a negative outcome. I will not be surprised if you will feel sleepy while playing because the actual gameplay is like a silent lullaby. In the game, you are in control of an ordinary street brawler fighting an equally inferior opponent. Throw your best and worst punches on his face and gut. Anticipate the identical counterattacks while avoiding flower pots on the side. You should not be surprised because the game is inspired by the Game and Watch title.

The forte of the game is non-stop and incredible violence. There are no periods of breaks between big moments. Every emotion in the game is held back because of the hollow that exist. Judge for yourself the single selectable character, the high and low attacks, slow and fast fighters. All of these are being controlled by two buttons. It can not get simpler than that. Gamers will eventually discover that the game is not a classic. There is no fulfillment in being rewarded for simple violence. Moreover, there is no reason to continue playing if you know that the game asks little from you in effort and challenge to think. Gaming is not just for fun but also to explore the interesting ideas of creative people.

If the developer just wants to relive the past or just want to short-change the gaming community, we will never really find out. If they have exhausted all of their ideas in the vault, they better get suggestions from their followers.

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