Developer: Sega AM1 Publisher: Sega Release: 06/27/96 Genre: Fighting
Once the Saturn was released the expectation was that we would receive 32-bit updates to all of Sega’s intellectual properties. Streets of Rage, Vectorman……Sonic. Oh how naïve we were. In truth only a few would make it to Sega’s next generation console and most would disappoint. That would also include Golden Axe. Golden Axe: the Duel is not a bad game necessarily but it is also a title that I do not think anyone was asking for. The elephant in the room is that fans were hoping/expecting a port of Return of Death Adder. Instead we got a fighting game that offers nothing that all of the dozens of better entries on the market and same console do not already provide. Fighting games were a dime a dozen at this point and the game does nothing to stand out.
Years have passed since Death Adder once threatened the world. But just as soon as piece begins to reign the legendary golden axe that Gillius Thunderhead used to slay the monarch is found. With the promise that this new Golden Axe can grant anything its owner desires ten combatants arise to wield the weapon and have their wish granted.
The roster is both familiar and new. Rather than the main trio players of the series you play their descendants. Kain Blade is your Ryu expy. Milan Flare takes after Chun Li. Greens is a hulking half plant/half animal and is your pick if you like big bruisers. While the prior games were not known for their extended cast Sega have done a good job creating interesting newbies that fit in the universe with some even drawing from the enemy pool. Panchos fights with bombs and is a nod to the Bad Brothers. Both Zoma and Keel confound with their magic spells, with Zoma being able to fly briefly and transform you. Surprisingly Death Adder is playable and is just as bad ass as you would expect. He’s OP, has ridiculous range with his axe and fire breathing shield and moves quickly. What’s not to love?
Mechanically Sega have pulled from the best games of the time. It has the weapons combat and camera zoom of Samurai Shodown, the six button setup of Street Fighter, and the blood of Mortal Kombat. This means anyone familiar with the genre at the time can jump in. The controls are responsive and the game uses the familiar Capcom style motions to execute special moves. Although the game does not have an original bone in its body it at least had the common sense to do its homework.
Although Golden Axe has a solid foundation the feel is off. Chaining moves together to form combos is difficult and feels like happenstance rather than skill. The home version adds the option for turbo speed and it helps to make combat feel more engaging but only slightly. I think part of the reason the game feels “off” is due to its design. Many of the moves look cool but in practice are hard to use in the heat of combat. Think of Zangief’s spinning pile driver or a shoryuken. Nailing those felt good. Here not so much. The computer AI is ruthlessly cheap making the arcade mode less fun. That leaves multiplayer and while there is decent fun to be had the game is not deep enough to hold your interest long term.
The one unique feature in the game is a nod to the series roots. The little thieves that would steal your potions between levels return. Like the previous games if you kick them they drop potions or meat to restore health. Once you max out your magic meter you can drink them to enter super mode. This boosts your strength and allows the use of your character’s super move. Those familiar with the arcade and Genesis games will remember the spectacle of invoking magic. Sadly the super moves are not quite as majestic although they look cool due to the art. The magic mechanic can sway a match when used strategically. Potions drop often enough that they are a vital mechanic in the game but it still suffers from being a quick and dirty port.
Golden Axe: the Duel was originally released in the arcade using the Sega ST-V board. This was essentially a Saturn in an arcade format making ports to the system easy. Some might even say too easy as many of the Saturn versions of ST-V titles were bare bones. That is ultimately what dooms the Duel. You have a standard arcade mode and versus to compete against friends. Even by 1996 standards this was Spartan. Street Fighter Alpha and Killer Instinct offered training modes to practice combos and games like Tekken 2 loaded the home versions with tons of extras like hidden characters, art galleries and such to make them feel content complete. The Duel shows all its cards in less than an hour and has little reason to revisit it compared to the giants in the genre.
In Closing
Golden Axe: the Duel is decent for what it is. The mechanics are solid and it looks pretty good. But decent does not cut it when you have almost all of the best 2d fighting games ever made available. Saturn owners were spoiled for choice in terms of fighting games and the Golden Axe: the Duel is easily forgettable.