Post by Gilvan Blight on Jul 29, 2005 6:32:55 GMT -5
Quickly - skip it.
Not so quick: SquareEnix puts out a Japanese RPG on the Gameboy, should be a perfect thing a game you talk to your firends about and consider playing through twice.
Well with this one I did talk to friends but I didn't have much nice to say.
The graphics are really good rpg look with fairly good charater animation for the rpg style characters. The story was very convoluted (typical of SquareEnix) and overlyso. I was confused who was who by the end of the game. The overall plot was weak and not really that gripping.
The game system was okay but frustrating at times. Its an action RPG with a system similar to Zelda. This works well at most times but I died more then a couple of times on 'cheap hits' The weapon system was great. There were 9 different weapons you could get each with its own style of attack and properties and you could switch anytime. Most of the strategy was figuring out what weapon to switch to at one time for what baddy. Some of the weapons act as tools as well. Swords and Sicles for cutting grass, flails for jumping gaps, etc.
There was an insane number of sidequests and hidden items (again typical of SE). You have spirits that let you cast spells, you can get these more then once and level them up. All of the ones past the first are sidequests. There are 10 spirits, the highest level one I had was 3
Odd weapon building - okay this was pretty neat but odd. You find a hothouse (giant catus house) and give seeds to an old tree. Depending on the combination of seeds you grow different fruit and veggies. You then trade these to a dwarf with some form of material to upgrade your weapons. It was pretty neat. The Veg you got also depended on the day of the week....
This game had time. The time of day would change every time you changed screens the day would change from day to night onto the next day of the week. This had quite a bit of impact on the game and should have been cool but was actually just frustrating (go through town, go outside for a bit till the time changes, then go back into town to see what changed, then repeat). Dungeons I thought were inacessable ended up being open at different times of the day.
One last anti-recommendation - I actually had to buy the hintbook for this game. I got stuck so many times it was no longer fun.
Summary - some cool ideas, classic roleplayer feel but combat can be frustrating, the story isn't very good and a few of the systems are just frustrating.
Not so quick: SquareEnix puts out a Japanese RPG on the Gameboy, should be a perfect thing a game you talk to your firends about and consider playing through twice.
Well with this one I did talk to friends but I didn't have much nice to say.
The graphics are really good rpg look with fairly good charater animation for the rpg style characters. The story was very convoluted (typical of SquareEnix) and overlyso. I was confused who was who by the end of the game. The overall plot was weak and not really that gripping.
The game system was okay but frustrating at times. Its an action RPG with a system similar to Zelda. This works well at most times but I died more then a couple of times on 'cheap hits' The weapon system was great. There were 9 different weapons you could get each with its own style of attack and properties and you could switch anytime. Most of the strategy was figuring out what weapon to switch to at one time for what baddy. Some of the weapons act as tools as well. Swords and Sicles for cutting grass, flails for jumping gaps, etc.
There was an insane number of sidequests and hidden items (again typical of SE). You have spirits that let you cast spells, you can get these more then once and level them up. All of the ones past the first are sidequests. There are 10 spirits, the highest level one I had was 3
Odd weapon building - okay this was pretty neat but odd. You find a hothouse (giant catus house) and give seeds to an old tree. Depending on the combination of seeds you grow different fruit and veggies. You then trade these to a dwarf with some form of material to upgrade your weapons. It was pretty neat. The Veg you got also depended on the day of the week....
This game had time. The time of day would change every time you changed screens the day would change from day to night onto the next day of the week. This had quite a bit of impact on the game and should have been cool but was actually just frustrating (go through town, go outside for a bit till the time changes, then go back into town to see what changed, then repeat). Dungeons I thought were inacessable ended up being open at different times of the day.
One last anti-recommendation - I actually had to buy the hintbook for this game. I got stuck so many times it was no longer fun.
Summary - some cool ideas, classic roleplayer feel but combat can be frustrating, the story isn't very good and a few of the systems are just frustrating.