![]() ![]() Hikaru, Umi, and Fuu, three impossibly leggy middle-schoolers, find themselves using newly imbued magical powers to rid evil from the land of Cefiro. The storyline is a textbook example of Gabriel Garcia Marquez-san's literary movement: magical schoolgirl realism. MKR can't fairly be called "old school." After nearly three years of delays, it can only be called "old." And here's the rub: In the end, the game seems little more than a final punctuation mark to the localization saga. The story of Magic Knight Rayearth itself, on the other hand, is a generic anime tale of 14-year-old Japanese schoolgirls. Filled with embroiled legal entanglements (Working Designs demanded use of the original manga's character names), backstabbing surprises (WD and Sega's infamous "E3 booth fiasco"), shifting alliances (WD switched development from the Saturn to the PlayStation, leaving MKR's future uncertain), and righteous stands for rarely held ideals (WD has finally published the game, at a loss, because it gave its word). ![]() The story of Magic Knight Rayearth's localization is perhaps unmatched in gaming history. ![]()
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