Majin: The Fallen Realm : From the makers of Folklore !

I am assuming this game is now called "Majin and the Forsaken Kingdom".

The demo is out on the PS3 and the look strangely reminded me of Demons Souls for some reason, probably due to the enemies. The game looks pretty good (even on a 72" screen) though the controls are a little on the complex side, not crushing but every button used plus some context based combos. I would actually be stoked for it except for the fact that it may have one of the most annoying character voices of this gen (like being talked down to by a retarded Teletubby). The game is too violent and the controls too complicated for small children I would think so hopefully that isn't their intended audience.

Anyone know if the full game has the same irritating voice work for Majin?

Cheers
 
I really enjoyed the demo. Nice, distinct art style, smooth framerate and snappy controls. I really liked how involved the Majin was in the combat system.. This is a day1 purchase for me.
 
I really enjoyed the demo. Nice, distinct art style, smooth framerate and snappy controls. I really liked how involved the Majin was in the combat system.. This is a day1 purchase for me.

Demo?????? What demo? Where ? :oops:

Edit:BTW, I read an article in Games(TM) magazine and the creator says that they have basically made a Japanese game, not westernised it, and localised it in as many eu lqnguages as they could so that it could reach more people. Good to hear that, I get the heebies jeebies when Japanese devs try to "westernise" their games !
 
Good to hear that, I get the heebies jeebies when Japanese devs try to "westernise" their games !

Tell me about it. Heck, I think the most unique, quirky and memorable games this console generation has spawned (aside from the more adventurous downloadable titles) are still Japanese. Demon's Souls is built around punishing gameplay, Dead Rising is built around time limits and escort missions. Hell, even MGS4 sort of qualifies, or could you imagine a Western publisher green-lighting a big budget title where you play as a geezer who plucks enemies with "emotion-darts" and pukes his guts out when you go on a killing spree? That game is by all accounts weird as fuck and probably slipped by the focus testing stage entirely. I love it.
 
I will get it but if it clashes with GT5 release date, then it may become roadkill (Nov 25th being one of the rumored launch periods).
 
played the demo. Gives vibes of a old school game, with hints of ICO and SOTC ! Feels refreshing in its simplicity as it is not trying too hard to prove itself. Demo felt nice, but they need to highlight how the game will change/open-up later on, as the fights might gt old if stretched for the whole game. The way the Majin behaves is nice and simple, no strange behavior at all. Felt good.

Any comparisons with The Last Guardian is meaningless as the difference b/n the size of the Majin and the hero is very small in this game and both of them fight together. Last Guardian is too different from this. If it can be compared to something, it would be Enslaved as that too involves two characters where u can control one. In fact, when Enslaved was first revealed I had presumed it to be like Majin, where u control the "brains" character and guide the "brawn" through fights. enslaved turned out to be the opposite, as in, you control Monkey and Trip just trods along. It would have been so much fun if Trip would command Monkey through fights.

I really hope it sells well, I think the price drop will sure help!
 
Tomorrow is the day fer pixelated wipers and cars. Thanks to GAF, just remembered that today is the day Majin shipped 8^(

Am in Montreal now. Guess I'll pick it up next week. Probably the last time we'll ever see it in a game. :p
 
The voice will probably stay the same. I meant we won't see the Majin ever again should the game disappoint in the market.

I wish they had done another Folklore (but improve the mechanics)
 
There's a demo on the US store. I tried and, and didn't like it. The intro and presentation is very different from the in-game experience. It plays very old school, lots of button combinations and controls. I realised I don't want this from a game any more! It should be far more intuitive, or at least the tutorial should more cleverly explain things. In the end I died at a point where there these bombs, and the instructions said something about getting Majin to light them, but then there were another 4 panes about getting bonus scores and finishing moves and all sorts, that I couldn't remember exactly how to get Majin to ignite the bombs. Then I tried his fire power as the interface implied it should be done, selecting a target and pressing the fire button, but nothing.

What Ico got so right was it's simplicity, that you just had this relationship with the AI character. In Majin there's no such relationship or feeling. It's a classic PS2 style action game requiring a memory of a dozen control combinations, and it just feels like effort. I don't know if there's room in the world for games like this any more. My feeling is the interface should be more transparent, in the same way Monkey Island 3 did away with the whole verb interface and distilled the choices into 3 actions per target. Majin needs less interface, less complexity, and a natural, magical flow to endear it.
 
I never had any problems with the controls. I was thinking everything is too simple and it needs more stuff to keep the interaction between the two fresh for the whole length of the game!
I think mine is diametrically opposite opinion to yours. Were you rushed for time when you played the demo, or maybe its just that you were expecting something else. it sure does feel like an old school PS2 game. I mentioned that in my impressions of the demo too. But I liked that aspect as it felt refreshing for just being a 'game' and not trying to overdo anything.
 
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