Baldo The Guardian can be described as the final test you can take on 4Players.de. The gorgeous action-adventure looks very much like Zelda and Ni no Kuni – but what happens in the real world? We’ll tell you following the break…
The German’s favorite ornamental creature, the owl, has made a few lovely video game appearances. Otus from the fantastic Owlboy, Olcadan from SoulCalibur 3 and Lechku & Nechku from Okami recall particularly those that are from Nintendo games. Like the Owl Frederik in Super Mario 64 and the right Eugen in Animal Crossing, the wise Methusa from the Zelda series or the adorable Coo in Kirby’s Dream Land 2. In the game Baldo: The Guardian Owl, the majestic birds play an important part within the legend of the world of games, Rodia. The title’s protagonist, Baldo, a clueless young boy, must locate their mythical city to complete his mission and save the world.
Baldo: The Guardian Owls looks pretty in the process: The graphic style, reminiscent of Studio Ghibli films, isn’t quite as finely crafted as in Ni no Kuni: The Curse of the White Queen, but the homey game world, with its neat ruins, cringe-worthy characters, and moody lighting in the dungeons, is still the apparent star of the game. The design and style attract you, and almost everything else is designed to distract you from the game controller. Let’s say this fact: Baldo, “The Guardian Owls, is an inferior game that frustrates you and makes you feel lost, and demands patience. How can this be possible? Why don’t they take a page from Zelda and create a fun adventure? Perhaps that isn’t enough for the Italian creators of the Naps team. ….
The Legend of Dark Souls
The stunning appearance, the characters, how the story is told, the gameplay, and the static isometric viewpoint – everything is reminiscent of the classic Nintendo image. However, all the influences have been combined with bad design choices or simply sadness – the result is a game experience yet extremely exhausting in many areas. Baldo, with a bit of help from a mouthy female, is a swarming open world that is dotted with lush plains, swift rivers, idyllic villages, bizarre inhabitants, a little bit of farming, some gnarly enemies, and a few underground caves, and even dungeons that are full-on.
His short stamina bar ensures that sprinting is only possible to a limited extent, which makes the sometimes long paths, which you often have to master several times, quite grueling. Additionally, there are dangers of death whenever they occur. If you fall off a height that is 3 meters? Dead. An easy opponent with two strikes (blocking is painful due to the inflexible timing)? Dead. Do you go in the water? Dead. A narrow plank in the Dungeon? Dead. Who is the enemy behind the curtain? Dead. Swinging pendulum trap? Dead. While Baldo is usually revived within a few feet of the entry point of a room or an area with a life bar that is full but dying can be incredibly painful. Additionally, Baldo’s heart bar is concise. Even after a long time in the game, the majority of enemies can kill you quickly. The system of combat is easy to attack with the sword, stop with the shield, and dodge roll. It’s just unfair to be constantly killed as you can’t become significantly better through training by studying the moves, anticipating them, and preparing for them. Additionally that the instant respawning having a fully-stocked bar of health in the same space renders the healing system redundant – why make the mistake of choosing an arrow to select a root button and then consume it in two keystrokes when I could just leap into my death?