Cutscenes are skippable but you’d be missing out. It jokes about inappropriate battle attire and fantasy conventions, and the localisation is possibly the best thing in the game. Suffice it to say, it’s nonsense of the highest calibre, but – crucially – the game’s tongue is firmly in its cheek. Rather than spoil any of the story, we’ll leave it to the description of the eponymous princess to give you a taste of the tone: “Solange Blanchefleur de Lux, Princess of DeLuxia and protector of the sacred blade, DeLuxcalibur.” Quite. It’s a suitably oddball (and pleasantly female-strong) cast with impossibly large swords and impossibly larger hair. The original roster remains unchanged, from the heroine who wears little more than a belt into battle to the genteel villain who got lost en route to the masquerade ball.
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Lobbies were empty at the time of review, but we’ll be sure to update if online play isn’t up to scratch. Bonus Quests offer further opportunities to level up and online multiplayer is available in co-op and versus flavours. The original four Campaign characters are now joined by a handful that were previously relegated to Free Play. Free Play allows you to replay quests using any of the fifty characters you unlock throughout the game proper. Quests are spread across multiple modes: Campaign, Free Play, Bonus and Tutorial.
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Hack-and-slash enthusiasts will certainly enjoy it, but Code of Princess won’t convert naysayers to the genre – take the score at the bottom of the page and add or subtract a point according to your appetite. You develop a satisfying flow with your chosen fighter, but after hitting a couple of frustrating difficulty spikes in the middle of the campaign, we found ourselves wishing we were a little OP. This was toggleable on 3DS but deemed overpowered, so now, once activated, it can’t be paused. You can also activate a limited number of ‘Bursts’ which drain a Magic meter for additional damage. Pressing ‘Y’ locks on to a specific foe and increases the damage dealt. It feels restrictive at first (and we’d have preferred the option to jump between rails using the more easily-pressed Z-triggers), but success relies on herding and prioritising enemies to your advantage.
Each fight screen is separated into horizontal ‘rails’ which you hop between by holding ‘L’ or ‘R’ and pushing the stick up or down. ‘A’ and ‘B’ offer different attacks, with special moves available by pressing down twice on the analogue stick before attacking. As with classic 2D brawlers, the controls aren’t too complicated.