The G.G series has grown a great deal in recent weeks, and another addition is an action adventure game that bears more than a passing resemblance to dungeons from The Legend of Zelda. Unfortunately, G.G Series THE LAST KNIGHT doesn't hold any of the same magic and fails to deliver entertainment that has much longevity to it. This leads to a half baked experience that doesn't perform very well as an adventure game and is also useless as a score chaser, making it something that's rather unexceptional.

The premise sees players take control of the titular Last Knight as he fights his way through a dungeon to save a princess. The sprites and animation are suitably top notch, though it must be said that the designs can get rather generic. This extends to the environments as well, which consist mostly of cookie cutter brown and gray dungeon themes that fail to make any lasting impression. The soundtrack also fails to impress, opting to recycle music from past G.G games that was already unimpressive the first time around.

Gameplay is something like a bizarre mixture of The Legend of Zelda with bullet hell elements, and while it works well enough combat is a tad too shallow and slow paced. You move through dungeons from a top down perspective and the goal is to clear all the enemies out of each room before taking on the boss. An experience orb is granted for each room cleared and collecting five orbs enables you to add a skill point into one of three different stats. The system works decently at the beginning, but it grows repetitive after too much time is spent with it.

You have one weapon, a sword, which can perform either a charge attack or a three hit combo. Seeing as how taking damage causes you to flinch and there's no way to increase charge speed, the charge attack is rendered virtually useless; this mean that you'll be spending a lot of time mashing one button and performing the same combo attack ad infinitum. Additionally, every room in a dungeon is virtually indistinguishable from the next, with the only difference being a marginal change in enemy placement or numbers. Put all this together and the "epic quest" quickly becomes a slog as you move through what's essentially the same room over and over again, while spamming the same attack to kill enemies that are identical to the ones that you just vanquished in the last room.

Conclusion

To put it plainly, there's not a tangible sense of progression here and it kills the experience early on. An adventure game simply doesn't work as an arcade title and there's not enough content present to create a very diverse experience, making a game that ultimately fails to deliver on either front. For those of you looking for a Zelda-lite arcade game, G.G Series THE LAST KNIGHT is an option, but we'd suggest that you take a pass. The sheer repetitiveness of the experience kills any promise that the initial concept may hold.