
Published by the ever prolific Atlus, of Shin Megami Tensai fame, and developed by Climax and Marvelous, Steal Princess follows the comedic exploits of Anise, a skilled young thief with an eye patch and an attitude. Like some of her adventuring predecessors, Anise is accompanied by an only moderately annoying fairy named Kukri who is enamored with the legendary hero Anise is destined to become. She is an reluctant heroine rescuing a prince.
The should sound trite, and for the most part it is. But make no mistake, Steal Princess is very much aware of itself, approaching what should be a hackneyed storyline with light-hearted gibing at its own expense. At times, the game is genuinely funny. The characters are poke at convention and even the demons are endearing. The occasional piece of attractive animation and clever dialogue break up gameplay with humor reminiscent of anime like FLCL. But those damn genre mechanics get in the way again.
Game progression consists of working your way through various stages, each consisting of a series of grid maps. Each map has a door Anise must open and exit through, with traditional platforming obstacles in her way - levers, spikes, traps and the like. However, the puzzling task is finding out which precise route and kill order of enemies is necessary for escape. With whip in hand, Anise must use the land formation, enemy lay-out, and various acquired weapons to reach her goal. Each map is like a combination lock.

What should be a simple application of your skill becomes repeated attempts at needlessly bothersome platforming. Steal Princess is not designed for the precision its platforming requires. The static camera angle makes judging distance and timing difficult. Anise's brief hovering and strange collision detection compounds this problem. Enemies used as platforms and launching devices seem to take up a larger amount of space than their model demands. It is not rare to see Anise hovering slightly to the right of and above an enemy attacking her with futile swings of an axe.
Anise's whip, her main navigational tool, is finicky and consistently aggravating. The whip is imprecise, which is partly explained by the sloppy detection and camera angle. The other more obvious and almost insulting explanation for whip-frustration is the baffling control design.

There are few games I find appealing that mangle playability so severely. In most respects, Steal Princess should be a simple and joyful diversion. It's strange to want to like a game whose flaws are few but crippling. Steal Princess employs such genre tropes, some successfully, that I could have faith in renewed application of tiresome game elements. But the platforming mechanics are simply not capable of supporting the puzzle design. Instead of seamless genre-bending creation, Steal Princess is more of a shambling automaton. Like Frankenstein's monster, Steal Princess is impressive because its creation is an eloquent accomplishment. Unfortunately, the game is a composite medley falling apart at the seams.
No comments:
Post a Comment