It's strange how the most defining aspect of the DS, the fact that it
has two screens, seems to get overlooked so often by developers. Whilst
most games released for the system will use both screens in an
intelligent way, one is usually the focus of play, the other handling
auxiliary functions like a map or inventory. Still more games treat
both screens as one double-tall display, tangling with the hidden gap
in the middle with varying success. Others almost neglect it entirely,
filling the second screen with window dressing completely removed from
the game play. With this in mind, Henry Hatsworth is an even more unique game than it first appears.
Enemies can come back from the dead to attack you. Match them in the puzzle to finish them off.
Hatsworth's
adventure in truth comprises two different games melded together. On
the top screen is an action platformer of surprising merit, whilst the
bottom screen offers a simple match-three block puzzler similar to
Planet Puzzle League or Bejeweled. The many and varied connections
between the two games causes play to see-saw between the two at a rate
dictated by how quickly the player can grasp them. At the most basic
level enemies defeated in the platformer occupy blocks in the puzzler,
and must be eliminated before they reach the top of the screen to
prevent them coming back to harass the player. Health, extra lives and
power-ups must be activated in the same manner. It is mostly possible
to leave it at that, but exploring the further connections between the
different games will lead the player to more and more techniques that
may be called upon to make life easier. By filling up a Super Metre by
matching puzzle blocks the player can transform Hatsworth
to his younger form, complete with more health that is instantly
refilled in the transition. Filling it up a second time gives the
opportunity to turn Hatsworth
into an invincible, steam-powered robot, very useful for dealing with
the troublesome bosses, and who's duration can be extended with more
puzzle action. Projectiles from Hatsworth's
blunderbuss can be charged up in mid-air and platform blocks made to
appear with a carefully timed transition to the bottom screen and a few
combos completed. Once mastered, the sheer number of tactical options
available leads to a pleasing opportunity for players to dictate their
own style on the game. Ranged attacks will keep Hatsworth
safe from harm, but drain the Super Metre, leaving him potentially
vulnerable in the many situations where the game locks you in a kill
room swarming with enemies.
This unique approach alone would be enough to warrant a great deal of praise for the game, but Henry Hatsworth
goes one step further by offering some of the most engaging and
challenging platforming available on the system. Split-second timing
and pixel-perfect jumping are required as the game hits its stride,
combining aspects from Mario, Contra, Metal Slug and many more. Level
design shows off flashes of the total self-awareness of game mechanics
that made these classics stand out from the rest, and when the
classically crafted bosses begin to incorporate the puzzling dimension
into their attacks it will bring delight and amazement to any
old-school fan of the genre. However, the learning curve is beautifully
balanced, allowing newcomers the chance to warm up and get to grips
with everything before their fingers are really put to the test. All
this wrapped up in a charmingly antique package, resplendent in its
ludicrous British stereotypes and steam-punk trappings. Much like the
action in the game itself, the music can rapidly swing from calming
classical themes to heavy metal licks, expertly composed to become
comfortingly familiar and lastingly memorable.
Bosses include Lance Banson, an air
pirate ripped straight from a Mills & Boon novel. He can be
attacked using a stampede of his own adoring fans.
Henry Hatsworth
is a true melting pot of a game, bringing together many disparate
elements that contrast each other to bring out a deeper flavour.
Platforming and puzzling, Mozart and Motorhead, Western sense and
Japanese sensibilities. It all comes together to create a delightfully
different dish that will please both new- and old-school gamers alike.
To properly fill both DS screens EA has had to combine two games into
one, but this is far more than a cut and shut job. It's more like a
Heath Robinson machine, filled with subtle complexity and borrowing
wisely to make everything fit together and run like clockwork.