While I hate that a difficulty level is named “Gentleman’s Mode”, the first round of completing Henry Hatsworth In the Puzzling Adventure on the Nintendo DS was an absolute delight!
In comparison with my anticipated favorite DS game of the year - Puzzle Quest Galactrix, which was a bit of a disappointment compared to the original – Henry Hatsworth really surprised me with its innovative gameplay and has won itself a spot at the top of my list. As an avid action adventure addict who spent most of her time in high school newspaper period playing Super Mario Bros on PC emulators rather than “researching articles” or “conducting interviews” – I mean who really had the time to be interviewed during the school day since you cannot just pull students out of the class room or borrow teachers for five minutes – Henry Hatsworth was already great. Combat options vary from shooting a normal projectile gun, arching bombs, and circling boomerangs or using your sword in close quarters.
But add on the puzzle dimension and I am 200% hooked!
The puzzle aspect itself is very simple – just align three boxes in a row /column and they disappear – but the way that it was integrated into the combat system was very compelling. For starters, the split screen normal world vs. “Puzzle Realm” keeps a player’s attention because you have to make sure that both screens are in-check. And when you kill an enemy in the normal world (top screen) it moves on to appear in the Puzzle Realm (bottom screen), adding a double-facetedness to every combat. Not to mention the amount of time that you can spend in the Puzzle Realm is limited. You can increase the meter from the normal world by physically attacking enemies and from within the Puzzle Realm by matching the colored boxes and creating combos. Emptying the Puzzle Realm also increases your Super Meter, which dictates the projectile power meter – something that button mashers probably did not like, but a feature that really encourages players to consider ammo consumption.
And now back to the original point in writing this blog: why so much focus on the “gentleman” aspect of the game? Okay so I am a little bit late in finishing the game – after all I do have a job and kittens to look after – but that does not take away from the fact that on top of yet another male-protagonist game, Henry Hatworth went on to become even more male-centric with its “gentleman’s mode”! If Henry Hatsworth is targeting casual audiences – which it supposedly is! – then their strategy of placing such strong male predominance within the game might be limiting its success within the tween segment, as female tweens are much stronger spenders than male tweens.
Overall I just do not understand how such a great game could limit itself in marketing because of such a silly – but sexist! – flaw. I mean if we look at Gears of War, which is definitely encompassed within the stereotypically male genre of FPS , even its hardest difficulty setting is called “Insane Mode” not “Men’s Mode”.