Lunar Knights: Vampire Hunters

Lunar Knights

Lunar Knights

Good night, sunshine?

I am constantly amazed. Not by anything special, you understand, but by those normal things in life that can easily be explained away by anyone with a rudimentary knowledge of science. Like the way it's possible to stand up inside a train and walk safely forwards while the outside moves at a high velocity. Witchcraft, if you ask me. Or how a television can effortlessly pulls together a signal in order to create a perfect representation of a human being. You're telling me it's been sent through the air like that? Get away! And eggs - don't even get me started.

It's exactly this kind of caveman in the future thinking that found me noticeably impressed when playing the average 3D racing game that came installed with my new mobile phone the other day. Here were visuals which barely merited a gasp, even back in the pre-graphics card era of the '90s - blocky, angular, low-res - and here's me being wowed purely because they've managed to work this feat of computational power onto a screen the size of a teabag. Clearly, it is The Future.

Such is the case for Lunar Knights. I've seen full-motion video and I've heard speech on a handheld, and I've experienced both countless times on its plug-bearing console brethren, but somehow I regress into an easily-pleased simpleton when I view the handful of cut-scenes with their full-colour animation and corresponding vocals that pepper the game. Alright, they may be about fifteen seconds long, and a bit grainy, to be sure, but, man, those production values are high.

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