Whenever I see “E for Everyone” stamped on a video game, I pass it over. “Why play a kids game?” I think to myself. Give me something with substance. Something mature. Well, those days are over. Gurumin: A Monstrous Adventure has changed my opinion on E-rated games. It's a clean and refined action RPG that surprises you with addictive gameplay – a definite sleeper hit for the PSP.
Gurumin's story opens with Parin, the young daughter of two glob-trotting archaeologists. When her parents accept an extended archaeological assignment, Parin moves in with Hyperbolic, her forgetful grandfather. Hyperbolic lives in a dull mining town. With no children to play with, rough-and-tumble Parin isn't very happy. However, when she finds a boy accosted by an angry dog, things change. And when Parin discovers this boy is an invisible monster adults can't see, things really change. After saving the monster, named Pino, Parin is led to Monster Village (the gateway between human and monster worlds). In Monster Village, Parin discovers a whole new place, but things don't stay pretty for long. The Phantoms have returned! These evil-monsters are hell-bent on restoring the Phantom Kingdom at any cost. Phantoms destroy Monster Village, kidnap its residents and steal anything they find. To help her new friends, Parin unearths a legendary drill, pulling it from the ground like King Arthur.
I've never felt nostalgic about video games, but Gurumin's world map layout echoes an earlier one, Super Mario Brothers. Accessible stages are displayed while inaccessible regions are covered by black mist. Cleared stages are aptly marked and stages completed with S or S+ ranks are labeled “Master”. At each stage's end, you will be rewarded with gems or stolen monster items. Gems raise Parin's hit points, while monster items can be returned to monster village. Returning items to their rightful owners makes monsters happy and, in turn, reveals more of the world map. Stages are short. Most dungeons take 15 to 30 minutes, which is perfect for a portable action RPG title. However, I wasn't too keen on Gurumin's save system. If you're in a dungeon, saving will force you to restart it from the beginning later.
Experienced gamers won't feel too challenged by Gurumin's phantom enemies, but that doesn't mean the game's not fun. I loved the way Nihon Falcom (Gurumin's developer) created the monster equipment system. All phantoms are basic units. What makes each enemy unique is its equipment. Each piece of equipment gives a phantom specific abilities. For example, armor will reduce the effectiveness of Parin's drill. Phantoms with cannons have ranged attacks and those on carts charge at Parin relentlessly. As players progress, monsters will get larger and be equipped with more powerful weapons. Here's where Gurumin shines. What monster do you engage first? How do you approach it? Attacking phantoms with Parin's drill charge automatically strips them of one equipment piece, but is there time to charge the drill? Late in the game, enemies come in groups and players must carefully choose which ones to disable and which ones to kill first – adding a good level of strategic game play.
Earlier I mentioned a legendary drill. This drill is Parin's main weapon and has three levels of power. With each increasing level, its attack strength increases. Level 3 power allows Parin to shoot ranged lasers. Drill level increases by using the drill to break objects (like trees, rocks, and pots); digging holes; or killing enemies. But be careful! Taking damage from monsters or traps lowers drill level. A lunging attack can also be performed by charging the drill. How long you charge impacts attack strength a-la Megaman (nostalgia strikes again).
Parin's drill can be equipped with elemental parts found scattered across the world map. Elemental damage helps with monsters invulnerable to normal attacks and even deals more damage to certain monster types. Switching out drill parts is simple, so adapting your drill to individual battles isn't a hassle. Along with elemental parts, Parin can learn different combination attacks with her drill. These are purchased at the human village (all item buying and equipment upgrading happens there). Combination attacks require specific button sequences to execute and enhance Gurumin's strategic game play. Some attacks are useful for fending off large numbers of phantoms, while others deliver concentrated attack damage better against large bosses. Using combination attacks with certain elements changes the attack too.
Equipment is also available for Parin to wear. Goggles, a gas mask, a monkey hat – each item equipped grants Parin specific abilities. Item effects vary from tracking a level's available chests and jars (that provide you with money) to protecting Parin from poison gas. Equipment pieces can be upgraded to be more efficient and even protect Parin from other forms of damage, like standard damage from enemies. Wearing the right equipment simplifies missions. For example, some plants in Gurumin emit poison gas. With the gas mask equipped and upgraded, the gas' effects are negated.
Game controls in Gurumin are exceptional. The left and right bumpers enable camera rotation while triangle resets it. Circle jumps. Square lets you dash and the “X” button executes attacks (it's also used to charge your lunging attack). The camera system works well, but with one exception. In tight spaces, the camera zooms so close to Parin that she blocks your view. Also, the camera is fixed on Parin's horizontal plane, so entering tight areas makes looking out for flying or jumping enemies impossible. On the plus side, objects blocking a players view to Parin become transparent, so keeping track of Parin in dense areas, like a forest, is easy.
Even though Gurumin is a great game, it's not perfect. I mentioned the camera, but other issues exist. In-engine cut scenes that explain the story are dull and there's a good amount of unnecessary dialog between characters. Maybe it's because I'm not the game's target audience. Or maybe it's because I've been spoiled by “adult” games. Either way, cut scenes drag on too much and voice acting is drab, lacking any real emotion. Adding to this, Gurumin is a slow starter. You'll be playing for about three hours before things start getting interesting. Anywhere from two to three hours (depending on your playing style) is when the more challenging enemies appear and you have enough money to buy and upgrade equipment. Stage construction also gets repetitive. After playing a while, you'll start recognizing familiar ditches and tree clusters. One stage is even a reversed version of an earlier stage! Oh, and let's not forget the PSP's glorious load times, some of which are longer than the animations they load.
Bottom Line:
All gripes aside, Gurumin is a great game. It's easy for kids to learn and entertaining enough to keep an adult's attention. Music is exceptional. I haven't heard a soundtrack of this caliber on a portable gaming system – ever. It's never dull or repetitive. Oh, and I should mention that even though dungeon environments get repetitive, the monster world is diverse. Players will fight in forests, lakes, castles and many other settings. You might not marvel at Gurumin's graphics; be astounded by enemy AI; or yearn for its story, but you'll enjoy it. It's like an electronic cup of tea helping you unwind after a long day. Gurumin is beautiful in its simplicity and I think that's something everyone can appreciate.
| Pros: | Cons: | Final Score: |
|---|---|---|
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| 7.5 |
Posted: 2007-04-07 10:52:47 PST





