Wizards & Warriors III Kuros: Visions Of Power



Witness the self-parody!

Title screen. Also: Self-parody.

Read the full review here.

“This game represents a strange departure from the usual Wizards & Warriors formula. Some may dig it, but overall, this reviewer believes it is actually a lower-quality challenge.”

– from the full review, which you can read here.

Uh, yeah.

Opening cutscene. Looks good? Yes. Goofy? Very.

I look at the Ikari Warriors franchise and feel like the first entry was an arcade port classic, but very punishing; the second game was a whacked-out crazy action-movie sequel with goofy ridiculousness and ridiculous goofiness; and the third was an earnest effort, ultimately an improvement but never reaching its full potential.

With the Wizards & Warriors trilogy on the NES, I feel like the arc is like the exact opposite.

The first entry, Wizards & Warriors, is a decent game. When you consider its age, released very early in the console life cycle, it might be worth a second look. Yet, despite some wonderful flourishes, it still has a few flaws. Then you have the second game, Ironsword, which is a sentimental favorite of mine, and what I believe to be a marked improvement, with more polished music, graphics, less of those annoying swarm enemies, and a robust password system.

But then you get to the third game and… what the…

WINDOW-SQUATTIN' SUPERSTAR

Yes, apparently, a surface.

It is odd. In some ways, it is an easier title than the first two W&W cartridges. But, in other ways, it more boring, tedious, and very vanilla in its gameplay, with an emphasis on item-fetching and, well, more item-fetching. Sure, the transformation effects are an interesting addition, but mostly arrive as a wasted opportunity, due to a lack of combat.

As said in the full review, maybe some people dig it, but for me, Kuros: Visions Of Power misses the point. Go back and play the first game: See those princesses being rescued? That is a classic homage to the D&D formula, and the medieval fantasy arena in whole. Go back and play the second game: Notice how the character gradually becomes stronger over the course of the game, due to careful tweaks in wealth, weapons, and armor? This is a great way to feel a fulfilling reward for further gameplay, and up the stakes as the plot progresses.

THE CAVE!

What a wizard.

Visions Of Power is not the worst game ever, but I feel little need to return to it.

Oh, and it may have the longest opening demo (what you watch if you don’t press any buttons) of any NES game ever of all time.

Read The Full Review For: An attempt to explain what’s up with all the little statues, one cool note about the combat mechanics, something about cutscenes, and the word “fluffy.”

NES Gameplay Tips for Wizards & Warriors III Kuros: Visions Of Power: Take a few patience pills, grit your teeth, and just grind through it.

Uhhh...

Game Over. Also: Classy.

 

Oh, hey, I went ahead and made a video to show you exactly how crazy-spectacular amusing-remarkable the opening cutscene is:

Leave a Reply

Nintendo logo, other properties all rights reserved Nintendo of America, Inc.