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Dokuro (video game)
2012 video game From Wikipedia, the free encyclopedia
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Dokuro is a video game developed by Game Arts and published by GungHo Online Entertainment originally for the PlayStation Vita[2] with later ports to iOS, Android, Microsoft Windows and Nintendo Switch. The player controls Dokuro, who must save a princess after the Dark Lord wants to marry her.[7]
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Gameplay
The player is Dokuro, a skeletal worker for the Dark Lord.[8] One day, the Dark Lord captures a princess and forces her to marry him.[8] Dokuro sees the princess crying which breaks his heart and he thus decides to help her escape the Dark Lord's castle.[8] Dokuro can flip switches to open up paths,[9] carry the princess after drinking a potion,[9] as well as others. The game's levels grow steadily more complex as the game progresses.[1]
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Development
The game uses a graphical style that imitates artwork in a children's storybook.[8] The game's director, Noriaki Kazama, previously worked on gory video games such as Ninja Gaiden Sigma under Team Ninja.[10] Kazama said that after he had a baby, he browsed through children's books at the bookstore and was inspired by the art style.[10]
Reception
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Reception
The PlayStation Vita and iOS versions received "generally favorable reviews", while the PC and Switch versions received "mixed" reviews, according to the review aggregation website Metacritic.[11][12][13][14] In Japan, Famitsu gave the Vita version a score of 34 out of 40.[17]
IGN said of the PlayStation Vita version, "Stunningly beautiful and exceptionally fun to play, Dokuro belongs in the library of every PlayStation Vita owner."[7] Joystiq claimed that "Despite the bony exterior, Dokuro feels like it has a real soul, like it was made by people who truly loved and believed in it. It's inspired, well-made, and thoroughly enchanting."[8] Game Informer, however, gave the same Vita version a mixed review, stating, "Between its unforgiving nature, unbalanced difficulty, and humdrum puzzles, I wouldn't have pressed on through Dokuro if I wasn't reviewing it. Rarely did I feel that fun "a-ha" moment that makes puzzle games exciting; instead I found tedium and frustration. I surely wasn't as devoted to this game as Dokuro was to the princess."[18]
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