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Sometimes you just have to bite the bullet and accept that even heroes can make mistakes.
Some would argue that Jordan Mechner has made several in his time, but the remake of Karateka
(his break-out title from 1984) is definitely amongst them.
Where the original was a relatively simple affair of fighting opponent after opponent
using a joystick and two (or one) button setup. The game was praised for its fluid combat
and clever use of tension to motivate players to save Mariko - it was short, but a unique
beast for its time.
Fast forward to 2012 and the remake drops on the iOS platform, complete with 3D environments
that pop with life. If only the gameplay itself recieved as much attention as the visuals
things may have turned out differently.
Unfortunately players have a simplified rhythm-game like system of 'tap' to block and 'tap' to
attack. Enemies may mix up their rhythm to throw off the player, but between earning
'ki stun attacks' and having two other characters in reserve to complete the game from where
you left off... well it's a short and unfulfilling 30 minutes to the end of the game.
Much like the original release, the iOS version attempts to build its tension through cutscenes,
however with the risks of combat being entirely negated by the regular appearance of health-restoring
flowers, you know it's only a matter of time (and not skill) before the game ends.
It'd be easier to forgive if the story had more impact beyond three moderately interesting
motivations, but without any sense of arc or challenge to overcome, your reward is a
hollow one.
There's nothing functionally wrong with Karateka, and recent updates have addressed some stability
issues, but being playable and being enjoyable to play aren't mutually exclusive and sadly
the latter is missing from this nostalgia driven remake.