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Rise of the Argonauts for the Xbox 360, released in 2008, is an action role-playing game developed by Liquid Entertainment and published by Codemasters. Drawing inspiration from Greek mythology, the game takes players on an epic journey as they step into the sandals of Jason, leader of the legendary Argonauts. While the games premise and mythological setting are promising, it struggles in a few key areas that hinder its potential. Heres a review of Rise of the Argonauts for the Xbox 360.
The core gameplay in Rise of the Argonauts is focused on real-time combat, which combines swordplay with RPG elements. As Jason, players engage in hack-and-slash battles against various mythical creatures, monsters, and rival factions.
Combat System: The combat system in Rise of the Argonauts is relatively simple, focusing on light and heavy attacks, combos, and counterattacks. While the combat is enjoyable at first, it becomes repetitive over time due to the lack of depth in enemy variety and moveset options. The use of special abilities or "godly powers" (granted by the gods Jason aligns with) provides some tactical advantage in battle, but it doesn't feel as fluid or engaging as in other action RPGs. The emphasis is on using Jasons basic sword skills, rather than offering complex combos or strategic depth.
Leveling Up and Abilities: As Jason progresses through the game, he can level up and acquire new abilities. These abilities are tied to his interactions with the gods and the choices players make throughout the game. Players can choose to follow the paths of different gods, such as Ares or Athena, each of whom grants unique powers and upgrades. This system introduces some degree of customization, though its not as deep as in other RPGs. Its clear that the developers tried to introduce a moral choice element based on the gods you ally with, but the choices dont feel significant enough to drastically impact gameplay.
Rise of the Argonauts takes place in a variety of locations inspired by Greek mythology, including the mythical city of Iolcos, the island of Lemnos, and the Underworld. The game attempts to immerse players in the world of ancient Greece, but its world-building often feels shallow and underdeveloped.
Environments and Design: The environments are aesthetically pleasing but often lack the depth and interactivity that would make exploration feel meaningful. Players can travel between locations on a world map, and some areas are open to exploration, offering side quests, puzzles, and NPC interactions. However, most of the locations are linear and feel disconnected from the overarching narrative, reducing the sense of immersion. The visual design, while decent for the time, doesnt match the grandeur of the mythological world, with environments feeling somewhat generic.
NPC Interactions: The game features a variety of NPCs, many of whom are based on Greek mythological figures. However, these characters often feel one-dimensional, with limited dialogue options and relatively simple interactions. While the game attempts to offer side quests and decisions that influence the outcome of the story, the lack of meaningful consequences for your choices makes the world feel less dynamic and more static.
The storyline in