A friend of mine introduced me to the Scott Pilgrim  graphic novels 
four or five years ago, way before anyone had ever really heard of them,
 and certainly before there was talk of a major motion picture 
adaptation. I mention this fact not for any sort of indier-than-thou 
street cred but rather to make it clear that when I read the first 
volume, I had no idea what to expect. I certainly  didn't expect
 a comic that didn't just drop liberal, casual references to cult 
classic Nintendo 8-bit games but actually made them integral to its 
story. But there it was: A comic tale of love and relationships whose 
narrative owed as much to River City Ransom as to Marvel Romance.  
Now that the comic is being made into a movie, it's fitting and 
appropriate that the resulting videogame tie-in also draws obvious 
inspiration from River City Ransom  as well. Honestly, anything else would have been missing the point. But
 this? This seems like an absolutely perfect way to bring the comic to 
life.
	Scott Pilgrim is a pretty straightforward brawler, supporting up to four
 players at once. Somewhat disappointingly, the game offers local 
multiplayer only. Still, it's a shining example of a long-disappeared 
genre resuscitated with style. Scott and his friends (Ramona Flowers, 
Kim Pine, and Steven Stills) fight their way through settings drawn from
 the books to take on the bosses in sequence. In River City style, each 
defeated enemy explodes into coins, which can be used in shops located 
around the stages to buy health-restoring items. There's even a hidden 
shop in one level in which Scott's cool gay roommate Wallace sells 
pricey special moves to add to your characters' repertoire, such as 
"Speedy the Porcupine." There's also a video shop where the only 
available item is Scott's late fees, which cost about 20 times as much 
cash as you're likely to have in the first level -- which, combined with
 the fact that the level select screen is a Super Mario Bros. 3 -inspired
 overworld map, suggest a slight element of non-linearity, or at least 
the ability to replay stages.
Fanservice oozes through every crack in this game -- service for fans of
 the book and classic brawlers alike. The visuals are gorgeously 
animated retro-styled bitmaps, crammed with color and pixel artist Paul 
Robertson's distinctive rounded-yet-sexy flair. Each character plays 
slightly differently, Ramona being the slowest of the bunch thanks to 
her preference for wielding a massive hammer in battle. Even without 
purchasing new techs from Wallace, characters improve their repertoire 
as they advance: You earn new techniques and skills on the go, just like
 the NES version of Double Dragon .
 There's also a King of 
Fighters -inspired "striker" ability that lets you call a helper 
character for a brief assist, and playing coop lets players perform a 
sort of triage on downed allies.
The levels and enemies themselves, so far as I've seen, are heavily 
inspired by the graphic novels. The first stage features Scott and crew 
fighting through a Toronto residential neighborhood and through highway 
underpasses on their way to a club. Occasionally doors open along the 
way to let everyone hop into Ramona's subspace highways, depicted here 
as a slightly glitched-out homage to Super Mario Kart 's
 Rainbow Road whose only population consists of flocks of flying piggy 
banks which can be smashed for cash. The level culminates in a showdown 
with evil ex one, Matthew Patel, whose mystical powers aren't any 
particular threat on their own... though they become much deadlier once 
he summons a team of demon hipster chicks who circle him and protect him
 from attacks. Once the quartet of girls is defeated, Patel goes on the 
offense, with a pair of demon hipsters materializing at either side of 
the screen to lob fireballs into the fray.
A later stage takes place entirely inside a nightclub as the crew makes 
their way through crowds to perform in the battle of the bands against 
The Clash at Demonhead. That level culminates in a two-part battle: 
First, the crew faces off against Demonhead's lead singer Envy Adams and
 cybernetic drummer Lynn Guycot in a tag-team fight. Envy favors simple,
 powerful, high-priority attacks, while Lynn teleports around the stage 
and flings her bionic arm across the screen when lined up horizontally 
with a hero. Once they're down, bassist Todd Ingram jumps in and 
challenges the players to a bass battle, which ends in the heroes 
rushing to escape his wall of sound by dashing forward and smashing 
through a series of doors. The fight culminates in an alley brawl, with 
Todd using his vegan superpowers to counter attacks with burst of 
electricity. Periodically he does a Tetsuo, transforming into a 
biological abomination that hit hard but leaves him winded (and causes 
the Vegan Police to arrive and briefly depower him).
In other words, it's clearly a work of love 
for fans of Scott Pilgrim. But what sets it above other recent brawlers 
is the attention to detail; the graphic style is less simplistic than it
 looks, and each stage is crammed with activity. The battle of bands 
level is full of interactive scenery, allowing players to utilize 
practically everything they see as weapons, be it a broom or a beer 
bottle. You can kick beer taps, swing boxes, even wield enemies (or 
allies) as weapons. It's a crisp-looking, no-nonsense tribute to bygone 
days and a popular game-nerd-oriented comic series all at once, and 
despite the lack of online support it should be a hit among fans of 
old-school brawlers. And fans of Scott Pilgrim, of course, although one 
suspects the Venn diagram of those groups shows a lot of overlap.... 
Originally published on 1UP.com  
		  
		  
		
		
		
		
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