The Great Chronicle of Console RPGs Thread

broadbandmink

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Game No. 144


Title: Final Fantasy X
Developer: Square Product Development Division 1
Platform: PlayStation 2
Release Date: July 19, 2001 (Japan)

Comment: I hardly think it would be an exaggeration to claim that the arrival of the tenth main installment in the Final Fantasy series was eagerly anticipated among video game journalists and players alike, seeing as it was the first entry to be released for a sixth generation console. Along with a number of technical advances, the game featured various redesigns to the gameplay formula, as well as other changes noted below. It introduced fully three-dimensional environments and took an approach to how the in-game world was presented and explored that differed significantly from preceding entries in the series. It reinstated more realistically proportioned character designs, similar to those of VIII, and introduced voice acting. In addition to upholding the unofficial tradition of substituting the character customization system of the immediately preceding entry with a new one, the development team discarded the long-standing Active Time Battle system in favour of a new design called the Conditional Turn-Based Battle system. On the aural side of things, the title marks the first instance in which the series' veteran composer Nobuo Uematsu collaborated with others in writing the soundtrack, namely Masashi Hamauzu and Junya Nakano. Met with widespread critical praise upon release, X also went on to accumulate sales second only to those of VII.

The story starts in medias res, where the game's main protagonist, a teenage athlete named Tidus, recounts how he and his companions ended up in their current situation. Tidus, a summoner named Yuna, and several other individuals have joined forces in their attempts to vanquish an enormous, fierce creature known as Sin, which has wreaked havoc on the world of Spira.

While gameplay still generally rests on a foundation laid by prior installments, the visual presentation has now fully entered the three-dimensional realm. As a reflection of this, the game is viewed from dynamic camera angles that pans depending on the current surroundings, and the expansive overworld, a staple of the series up until this point, has been removed. Instead, exploration is conducted through smaller, segmented locations that are introduced gradually as players progress. As per usual in this franchise, the game features an assortment of optional mini-games, including an underwater sport called "Blitzball".

The system for character customization in this entry is called the Sphere Grid. Accumulation of Ability Points still plays a central role, as they replace experience points entirely. Party members acquire Ability Points through battle participation and once they have amassed a sufficient amount of these points they will gain a so called Sphere Level. Attaining a higher Sphere Level allows the character in question to move around a grid of interconnected spheres, each representing a stat boost or new abilities of various kinds. Yet, in order to actually gain what the given sphere offers, one must also spend a so called sphere item of the appropriate type. While each character starts off with relatively distinct specializations, it is possible to utilize this system to have party members gain enhancements and learn abilities that are initially closer linked to other characters. There are reportedly three different versions of this grid, one unique to the North American release, while the two others are only available in the International and PAL versions of the title.

The battle system has received a substantial overhaul in the form of the aforementioned Conditional Turn-Based Battle system. Thus, combat is once again entirely turn-based, without any filling gauges, although still occurring through random encounters. The order by which each participant will act is dictated by their Agility stats and is visually represented by a vertical display on the right edge of the screen. The amount of party members one may bring into fights simultaneously has yet again been reduced to three. But this time around, one can switch to a character not currently part of the active party whenever one see fit. Trance mode has been replaced with a new variation on the Limit Break formula called Overdrive. As before, a meter must be filled in order to activate an Overdrive attack. Initially, this mechanic works like in earlier installments, requiring the character in question to suffer a sufficient amount of damage before it can be executed. But through the Sphere Grid one can unlock other means that enable party members to unleash these strikes. These include attacking enemies, employing other abilities, and using items. In order to learn additional Overdrive techniques the different party members must engage in diverse activities, some part of the battle system while others can be found outside of it. Reinstated from VIII is an interactive element to these abilities, as they generally can be further strengthened by inputting precisely timed button presses. Furthermore, the summoning system has been redesigned. Called Aeons in this particular installment, summons can only be called forth by Yuna, and once summoned they replace the entire active party. This will last until the player withdraws them, the battle has been won, or they are defeated. Summons come with their own stats, spells, and Overdrive attacks, effectively making them separate party members of sorts.

Worldwide sales figures for the PlayStation 2 version of Final Fantasy X exceed 8.3 million copies. Critical examinations appear nearly unanimous in their acclaim of this title. Most praise seems to have been directed towards the graphics, frequently described as a stellar showcase of the PlayStation 2's hardware capabilities; the soundtrack, which has oft been cited to feature a wider assortment of styles than those of its predecessors; its perceived lasting value, estimated to range from 50 to 80 hours depending on whether or not a given player will choose to explore the game's contents beyond the main quest; and the story, for its themes, plot twists, and characterizations. Other lauded features include the Conditional Turn-Based Battle system, which reviewers appear to have considered a welcome reworking of the series' combat mechanics; the Sphere Grid, due to the varied options it has been deemed to present for character customization; the voice acting, seemingly regarded as solid in general; and sound effects. However, even though critics have showered nearly every facet of this title in commendations, there is one particular design decision which a substantial amount of examiners have responded to with pronounced rejection: the absence of a traversable overworld. Reviewers have repeatedly argued that presenting the world by way of a predetermined path makes for a thoroughly linear experience and bereaves the game of much of the element of exploration they maintain formed an integral part of previous entries in the series. And while they commonly acknowledge that the game opens up at a later stage in the main quest, this doesn't appear to have swayed their opinions in this matter in a more favourable disposition. Even so, if top games lists and readers' polls that have been printed in various publications throughout the years are any indication, this particular issue doesn't seem to have diminished X's reputation as one of the most popularly and critically revered role-playing games released for the second PlayStation platform, and indeed in the course of the sixth generation of consoles.
 

broadbandmink

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Game No. 145


Title: Growlanser II: The Sense of Justice
Developer: Career Soft
Platform: PlayStation 2
Release Date: July 26, 2001 (Japan)

Comment: The second installment in the Growlanser series was initially only released in Japan. Western players would have to wait three years until both this title and its immediate sequel was released in a compilation entitled Growlanser Generations.

Taking place during and after the political conflicts between the kingdoms of Rolandia, Burnstein, and Ranzack of the first game, the events recounted in this title are told from the perspective of Wein Cruz, a novice knight of Burnstein. During his time at the knight academy he befriends Maximillian Schneider, with whom he performs his exam. Having passed the final test, Wein wishes to continue his military service, but Maximillian wants to pursue a career in politics instead. After he parts ways with Maximillian on good terms, Wein departs to sign up for his first assignment.

One progress through the campaign by way of a world map dotted with numerous interconnected points. Each point represents an individual location. On some of these battles take place, while others hold towns, villages, and other places where one may gather information, rest at the inn, or purchase equipment. Battles are viewed from an isometric projection perspective and graphics are completely two-dimensional. The Real-Time Mission Clear System of the first game appears to have been retained. The title eschews grid-based movement in favour of a mechanic where a given unit may go anywhere within the confines of a circular area which represents the movement range of a particular unit. A feature of central importance to character customization is the so called Ring Weapons. As the name suggests, these come in the form of rings which transform into different pieces of weaponry depending on who equips them. Ring Weapons may be found on fallen enemies and can significantly alter stats for units whom players assign them to. Furthermore, Ring Weapons feature slots for Gems, which may bestow units with further benefits, including various buffs and new spells. Gems come with different potency levels and therefore they can only be placed in Ring Weapons with slots of the corresponding level and above. The system for experience accumulation and character progression from the first game returns in this installment in a seemingly unaltered state.

Yet again, sales figures elude me and I regret to inform that I have not been able to find reviews of this game in its stand-alone form. Even though Growlanser Generations seems to have been met with a generally favourable critical reception, those examinations treat both titles as a single unified package, thus leaving me unsure of whether or not any further comments upon how The Sense of Justice has been greeted by critics derived from such sources would give a fair impression of how this particular entry in the series has been judged on its own. Thus, I will refrain from making any further statements in this matter.
 

CaitSeith

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Hmm... are you omitting the Dragon Ball Z RPGs for some reason?
 

Hawki

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It took me until Red & Blue to come across an RPG on this list that I actually played. :(

Looking back, the first RPG I played was Secret of Mana on a friend's SNES (I had no idea what to do), got caught up in the Pokemon craze like everyone else my age, and then got a 'proper introduction' to the genre with Golden Sun: The Broken Seal, which to this day is my #3 game of all time, and #2 RPG.

Anyway, moving on:

Entry 130: Played Gold/Silver/Crystal back in the day. I will concede that they're better games than Gen 1, but Gen 1 has the larger nostalgia factor for me. These were also the last main series Pokemon games I've played. Problem is that for me, Pokemon's never been that big on story, and for the most part, story is a big factor me in games regardless of genre.

Entry 145: Golden Sun. Well, you know how I feel about that. :) Does it count as a console RPG since it's on the GBA? Meh, whatever - always glad to see Golden Sun get some love.

Anyway, seeing that you've reached the 2000s, I might be able to say "I played that!" more.
 

broadbandmink

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CaitSeith said:
Hmm... are you omitting the Dragon Ball Z RPGs for some reason?
I mainly omit titles when I find that the information available is insufficient to build an entry upon. That was a primary reason for my initial decision to not include the various early Dragon Ball Z RPGs. But since I'll gladly do requests, I will make retroactive entries for the games in the franchise that fits the scope of this thread released up until 2001 when I've covered all other titles I want to include for that particular year.

Hawki said:
It took me until Red & Blue to come across an RPG on this list that I actually played. :(

Looking back, the first RPG I played was Secret of Mana on a friend's SNES (I had no idea what to do), got caught up in the Pokemon craze like everyone else my age, and then got a 'proper introduction' to the genre with Golden Sun: The Broken Seal, which to this day is my #3 game of all time, and #2 RPG.

Anyway, moving on:

Entry 130: Played Gold/Silver/Crystal back in the day. I will concede that they're better games than Gen 1, but Gen 1 has the larger nostalgia factor for me. These were also the last main series Pokemon games I've played. Problem is that for me, Pokemon's never been that big on story, and for the most part, story is a big factor me in games regardless of genre.

Entry 145: Golden Sun. Well, you know how I feel about that. :) Does it count as a console RPG since it's on the GBA? Meh, whatever - always glad to see Golden Sun get some love.

Anyway, seeing that you've reached the 2000s, I might be able to say "I played that!" more.
Then I guess I'm sort of your opposite. Stories don't make or break a game for me. If I find a given game's mechanics compelling, I will keep playing regardless of whether the story piques my interest or not. That said, people play video games for all manner of reasons, so your perspective is just as valid as anyone else's.

As for your question, I guess that depends on your definition of a video game console. I have chosen to be relatively inclusive and treat handhelds as smaller, more portable consoles. Given this definition, I'd say that Golden Sun fits the category of a console role-playing game.

Oh, and thanks to both of you for posting! Always nice to get some discussions going.
 

broadbandmink

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Game No. 146


Title: Golden Sun
Developer: Camelot Software Planning
Platform: Game Boy Advance
Release Date: August 1, 2001 (Japan)

Comment: The subject of numerous rave reviews upon its original release, Golden Sun has come to be regarded by critics and players alike as one of the premier role-playing games for the Game Boy Advance. The title was also one of the earlier in its genre on the handheld to attain a greater degree of commercial success. Reportedly discontent with how Sega handled support for the development of the three scenarios that made up Shining Force III, Camelot decided to part ways with said company and enter a partnership with Nintendo. While they initially focused their resources on a pair of Mario-themed sports games, this third outing under their new publisher most definitely fits the scope of this thread. Originally envisioned for the Nintendo 64, the game was instead geared towards the Game Boy Advance when the development team was made aware of the GameCube's existence. Due to the relatively restrictive hardware of the Advance, Camelot had to divide what was initially intended as a single title into two halves.

The game is set in a fictional world called Weyard, whose existence is intrinsically tied to the four classical elements. In ages past, people found a way to harness these elements for their own purposes by making use of an entity called Alchemy. However, when the various civilizations that populated Weyard were thrown into armed conflict against one another, Alchemy eventually came to be considered the primary cause for the widespread destruction. In an attempt to seal Alchemy away, the four Elemental Stars, each tied to one of the four elements, were hidden beneath the dormant volcano of Mt. Aleph. Untold generations later, three youths named Isaac, Jenna, and Garet conduct research under the tutelage of a man named Kraden on the very same mountain. But their efforts are interrupted when four Adepts, wielders of elemental magic, appear, intent on securing the four Elemental Stars for their own use. They force Isaac to hand over three of the Stars, but before they can obtain the fourth the volcano erupts. In the ensuing escape, the Adepts take Kraden and Jenna captive. Later, Isaac and Garet are approached by the guardian of Mt. Aleph, who charges them with the task of preventing the four Adepts from using the Stars to light the four Elemental Lighthouses scattered across Weyard, thereby instigating the return of Alchemy.

Outside of combat the game is viewed from a top-down perspective and graphics are entirely two-dimensional. Gameplay reportedly features numerous staples common to the genre, including a prominent exploration element, interaction with NPCs, procurement of increasingly powerful equipment, dungeon crawling, and puzzle solving. Puzzles apparently incorporate the game's spell system to a comparatively great degree. Although all recruitable party members are spellcasters, what elemental specialization and assortment of spells they will possess is determined by what Djinn they are currently bestowed with. Djinns are acquired through exploration, oft requiring players to defeat them in combat before they agree to join. These beings will, when distributed among the playable characters, affect their character class, hit points and Psynergy points (i.e. their magic points). Furthermore, players may assign more than one Djinn to a single party member in order to confer them with otherwise inaccessible character classes and accompanying stat and spell options. Battles occur through random encounters and are viewed from a third-person perspective with the active party in the foreground. In addition to the usual combat commands, which include standard attacks, item utilization, and an option to flee from encounters, the aforementioned Djinns are an important facet of battles. In combat, Djinns may be put in either "Set" or "Standby" mode. When placed in "Set" mode, a Djinn can grant a party member special abilities and spells tied to a certain element, but once a given character makes use of one of these abilities the Djinn assigned to them are put in "Standby" mode. In this mode, all of the class and stat-related boosts as well as special abilities bestowed upon the party member in question cease to be in effect. Instead, the given Djinn may be used to conjure a potent summon attack. The power of such summon strikes can be further enhanced by drawing upon the combined might of up to four Djinns of the same elemental affinity when these are all put in "Standby" mode. This does not come without drawbacks, however, as a Djinn must regenerate for several turn after a summon attack is executed before it can revert to "Set" mode. Emerging victorious in battle net the party with money, experience point, and the occasional item, while defeat will inflict a cash penalty and return the party to the last visited sanctum. The party may also be exported to two additional game modes outside of the main game. In one, players can have their party battle progressively harder computer-controlled foes in an arena. In the other, two players can have three out of four party members from their respective lineups square off against each other by way of the link cable accessory.

Golden Sun has sold nearly 1.8 million copies worldwide. Professional reviews appear to pile acclaim onto the game, especially the graphics, which have been commended for the colour palette, particle effects, and rotational effects present during the start of battle sequences, but critics have also directed repeated laudations towards Motoi Sakuraba's soundtrack. Other commended features include the options for character customization presented by the Djinn system, the setting and its accompanying background lore, and the sound effects. Having said that, the decision to end the game's story with a cliffhanger seems to have divided reviewers. And although writers for various publications do not appear to consider the title to suffer from any major issues in terms of game mechanics, the 20-25 hours of content the game has been estimated to offer has been deemed to provide players with a relatively short experience.
 

broadbandmink

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Game No. 147


Title: Jade Cocoon 2
Developer: Genki
Platform: PlayStation 2
Release Date: August 30, 2001 (Japan)

Comment: The second installment in the Jade Cocoon series features the same setting as the first game but the events depicted takes place during a later epoch.

The plot is set a century after the occurrences depicted in the first title. Cocoon Masters are now referred to as Beasthunters and the protagonist, a man named Kahu, aspires to join their ranks. But before he can attain the title, he must pass a series of tests at the Temple of Kemuel. However, things take a turn for the worse when Kahu encounters a fairy named Nico who puts him under a lethal curse. But soon thereafter, Kahu learns of a way to cure himself from the temple guardian: Levant, the protagonist of the first game. Levant tells him of a flute and four magical orbs which hold the power to lift the curse placed upon him. And so, Kahu sets out to retrieve these artifacts.

Gameplay is still viewed from an overhead perspective, but this time graphics are entirely three-dimensional. Plot progression is apparently performed by travelling through gateways situated inside the Temple of Kemuel, which acts as a hub of sorts throughout the course of the game. The temple also houses the Room of Life where one will be able to hatch, store, and merge Divine Beasts (which were called Minions in the first title); an arena in which players can fight other Beasthunters for cash rewards and take advancement tests in order to increase the amounts of Beasts they can bring into battle; Kikinak and co., a general store where one can purchase all manner of equipment; and the Lounge, where players may take on side quests in return for various rewards. The mechanics surrounding Beast breeding and merging has reportedly been subjected to a number of alterations. Beasts are still divided into categories corresponding to the four classical elements, and merged Beasts derive stats, abilities, and elemental types from their parents. But this time around, players must first obtain eggs from which these Beasts can hatch. Once hatched, the player can level them up in combat. Upon reaching level 15, they can be merged, and during their climb to the max level of 20, they will undergo four stages of evolution, each more potent than the last. Merging, on the other hand, does not involve the fusing of two different Beasts any longer. Instead, one must pair a given Beast with a so called Seed Beast, which can be obtained by battling creatures called Kalma. Once again, battles are turn-based, occur through random encounters, and allows for Kahu to participate directly in combat while equipping himself with various weapons and armor. A major new addition to the battle system comes in the form of the so called Beast Amulet, which allows players to place their Beasts in slots across a square grid. Each side of said grid corresponds to one of the four elements and can be rotated as one see fit during combat. Although Beasts can be placed in any available slot, they can only perform attacks when placed in one tied to their own element, but that restriction can be mitigated by merging them with Seed Beasts possessing attacks and special abilities tied to other elements. Finally, the multiplayer component of the first title returns and allows for two players to utilize saved Beast lineups in order to challenge each other in the aforementioned arena.

As was the case with its predecessor, I have been unable to locate sales statistics for the Japanese portion of the global market. Having said that, elsewhere Jade Cocoon 2 have accumulated sales landing at approximately 100,000 copies. Critical reception appears to have been generally favourable. The graphics seems to have attracted the most widespread praise, with the character designs in particular receiving recurrent positive remarks. Other recipients of laudations include the remodeled battle system and the reworked monster breeding mechanics. Yet, the plot doesn't appear to have fared as well with critics, as it has oft been cited as lacking in surprising twists. Likewise, the soundtrack has been perceived by various writers as too muted to make any lasting impression upon listeners.
 

Cap'nPipsqueak

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What are your thoughts on the new Shadowrun games (Dragonfall and Hong Kong)?

Graphically, they're a lot like the SNES version, with the isomeric view, but much prettier. You don't have full range of motion, though - you basically click from point to point to move your character in each area and combat is turn-based.

You have a lot more options for character creation as well.
 

broadbandmink

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Cap said:
What are your thoughts on the new Shadowrun games (Dragonfall and Hong Kong)?

Graphically, they're a lot like the SNES version, with the isomeric view, but much prettier. You don't have full range of motion, though - you basically click from point to point to move your character in each area and combat is turn-based.

You have a lot more options for character creation as well.
Haven't played either of them, I'm afraid. But what I've seen (trailers, video reviews, etc.) has definitely piqued my interest. So they're on my "to-play list" (even though that one is rather massive).

People I have spoken to have compared the games favourably to titles as diverse as Star Wars: KotOR II and Wasteland 2. Do you think those are fair comparisons?

Oh, and while we're at it. An acquaintance of mine told me of an upcoming game called Copper Dreams he thinks will appeal to people who've enjoyed the new Shadowrun titles.

Here you go. Watch and judge for yourself:

 

Cap'nPipsqueak

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broadbandmink said:
Oh, and while we're at it. An acquaintance of mine told me of an upcoming game called Copper Dreams he thinks will appeal to people who've enjoyed the new Shadowrun titles.

Here you go. Watch and judge for yourself:

Wasteland 2 and Copper Dreams are almost exactly what the Shadowrun games are like, same sort of turn-based combat, same point to point movement outside of battle, and you have a lot of options when it comes to leveling up your characters. The Shadowrun games not terribly demanding games either - they both play perfectly on my laptop and it's at least five years old.

I'm not sure in what respect the games are compared to KOTOR - I have yet to play that game. If you mean in the extent of storyline depth, I can agree with that. Your runs can be carried out multiple ways as well - it's not just 'do this and kill anyone who gets in your way' or 'get that and kill anyone who gets in your way.' There is a run in Hong Kong that plays out almost exactly like an episode of CSI. If you find enough clues and work out the way they all connect, you can complete that run without firing a single shot.

Sometimes just having the right speech ability can get you what you want.
 

broadbandmink

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^ Nice! Sounds like Copper Dreams might be worth keeping tabs on.

The people I spoke with were discussing gameplay and if I recall correctly they mentioned that all the games in question offered players multiple approaches by which one can solve various quests. By the look of it, it seems as though your observations align with theirs.
 

Cap'nPipsqueak

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broadbandmink said:
^ Nice! Sounds like Copper Dreams might be worth keeping tabs on.

The people I spoke with were discussing gameplay and if I recall correctly they mentioned that all the games in question offered players multiple approaches by which one can solve various quests. By the look of it, it seems as though your observations align with theirs.
Just finished a run in which you could either talk your way into where you want to go, or end up shooting your way in. I'm coaching the other runner into saying the right things to get past a security cordon. She promises that she'll tell them exactly what I say.

Unfortunately, a guy starts an argument with me right after that and now I have to keep track of two conversations, knowing that my runner will repeat anything I say. So this guy's is pissed with me and I'm trying to talk him down while desperately trying to find replies that will work in context with both situations...
 

Cycloptomese

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I just now found this thread and it's awesome! Way to be, putting all of this together. You seem to have skipped Legend of Dragoon... or maybe I just missed it?
 

broadbandmink

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Game No. 148


Title: King's Field IV
Developer: FromSoftware
Platform: PlayStation 2
Release Date: October 4, 2001 (Japan)

Comment: Having been left in a state of dormancy for five years, the King's Field series reemerged on a new generation of hardware with a fourth and (assumingly) last installment.

Players are cast in the role of Prince Devian of the Azalin Empire, who has been assigned the task of returning the cursed Idol of Sorrow to its original resting place, the Ancient City, in order to end the suffering it has caused his realm.

As before, the game is viewed from a first-person perspective and maintains the seamless world structure of the previous two entries in the franchise. The reliance on locating keys has reportedly been decreased in favour of quest and puzzle solving. The combat and spellcasting mechanics of the previous games have apparently been left unaltered, save for slower movement speed. The inventory system has received a design overhaul, as it now provides visual representations of individual pieces of equipment Devian is carrying around. A new mechanic allows one to swim underwater, thus presenting players with further areas to explore.

King's Field IV has sold approximately 100,000 copies. Yet, like the preceding entry in this chronicle, these figures do not include Japanese sales, as I've been unable to find reliable statistics for that particular region. Having said that, the game appears to have met a decidedly mixed critical reception. Seemingly every aspect of this title has been met with praise from some critics, disapproval from others. The graphics, for instance: The textures have been lauded for the level of detail they exhibit, but detractors maintain that this is offset by a choppy frame rate. Furthermore, several reviewers have pointed to the slow pace at which one walks and runs as well as FromSoftware's trademark demanding level of difficulty as especially divisive features, leading these writers to argue that the game's commercial appeal would probably be restricted to a niche audience.
 

broadbandmink

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Game No. 149


Title: Wizardry: Tale of the Forsaken Land
Developer: Racjin
Platform: PlayStation 2
Release Date: November 15, 2001 (Japan)

Comment: The first installment in a PlayStation 2-exclusive spin-off series within the seminal, otherwise predominantly computer based Wizardry franchise. Published by Atlus in North America and Ubisoft in Europe, this first entry was also the only to receive an international release. While these titles retained the main series' trademark first-person perspective and emphasis on dungeon crawling, they reportedly added several gameplay elements more commonly found in Japanese role-playing games.

The plot is set in the fictional kingdom of Duhan. Shortly prior to the start of the game, the kingdom was struck with a catastrophic event known as the Flash, killing thousands and leaving the realm in a permanently frigid state. The calamity also brought about the creation of a dungeon which the player-created protagonist intends to explore.

As mentioned above, the game is viewed from a first-person perspective and players start off with creating their protagonist. One may choose from four classes, five races, and three moral alignments. In addition, one receives a number of attribute points to distribute. Once players have finalized their character they will emerge in a town situated above the dungeon. This town will serve as a hub of sorts which players can return to between their expeditions to the dungeon. Players ought to bear in mind that the game doesn't permit one to save whilst exploring the dungeon, so progress must be saved while in town. Travel from one place to another inside the town is performed by choosing from a list of locations: The guild hall is where one may create new party members from scratch or reform the party; the inn allows one to rest in order to refill hit and magic points as well as level up; the church provides services to cure negative status effects and to revive fallen party members; Vigger's shop is where one can purchase new equipment, craft new spells by making use of various magical stones, remove cursed gear, and have items of undetermined value assessed; the tavern allows one to recruit or sack premade party members as well as receive quests by the local populace. A party may consist of six members, including the player character, and certain potential recruits can be found inside the dungeon. Dungeon exploration is performed in real-time but combat is turn-based. Battles occur when players physically collide with smoky shapes representing the enemies in question and appear to be fairly straightforward. Combat options include: attacking; taking a defensive stance; using items; cast spells; and flee. In addition, a formation system is included that enables players to place their party members in a front or back row, depending on how well-suited they are for short or long range combat. Successful battles net the party with experience and gold. Once a given character has reached a certain level they may choose to upgrade to an advanced class, given that the party member in question meets the attribute requirements. Even though alignment is chosen during character creation, the choices made by the player during the game may alter the party members' moral dispositions in one way or another, and there are even items to be found or purchased that can change the alignment of those characters that use them. However, such substantial changes to party members' characteristics will in turn affect a mechanic called Trust. Trust enables the party to unleash potent combos called Allied Actions during battles, but this requires that the party members have accumulated a sufficient trust level and that they are of the same alignment. Upon completion of the main quest, the game unlocks a randomized dungeon with an infinite number of floors to explore.

Once more, I have been unable to find any sales figures for the Japanese market, thus leaving the statistics I can present here incomplete. However, if these sales are any indication, Tale of the Forsaken Land appears to have been met with commercial disinterest, insomuch as it has sold less than 10,000 copies in North America and Europe combined. Reviews seem mixed in the opinions they exhibit. The graphics appear to have been regarded as competent, if not exceptional, with dungeon design and enemy models receiving repeated approval. On the other hand, the hand-drawn artwork for assorted NPCs and recruitable characters seems to have received more unanimous praise. Additionally, story presentation has frequently been pointed to as one of the stronger facets of this title, with reviewers appearing especially enthusiastic at how characterizations and dialogue is handled. That said, the audio department has divided critics. Particularly the sound effects, which have been argued to both enhance immersion and diminish it. And while most seem to speak in positive terms of the individual tunes that make up the soundtrack, writers have deemed them too few in numbers and to short in length to avoid unnecessary repetition. Furthermore, this aural aspect has often been linked to what appears to have been considered the game's chief shortcoming. Although critics have expressed admiration for the adherence to tried and tested dungeon crawling mechanics as well as the implementation of more modern party interaction elements (i.e. the Trust system), they nevertheless contend that these features do little to divert attention from the repetitive nature of dungeon exploration, thus leading them to question whether a title such as this would find an audience beyond those willing to accept a throwback to gameplay conventions that predominated during the infancy of role-playing video games.
 

broadbandmink

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Game No. 150


Title: Legaia 2: Duel Saga
Developer: Prokion
Platform: PlayStation 2
Release Date: November 29, 2001 (Japan)

Comment: The sequel to Legend of Legaia, Duel Saga elaborated on the combat system of its predecessor while it also reworked the mechanics concerning magic usage.

Yet again, the plot is set in Legaia and follows Lang, a teenager born with the mark of a serpent, identifying him as a so called Mystic, a group of people who are shunned by the rest of society because of their ability to summon spirits known as "Origin". Lang, however, has been adopted by the captain of a militia stationed in the village of Nohl. The Vigilance Corps, as they are called, are charged with the protection of the Aqualith, a crystal which secures the village's water supply. When the game starts, Lang has recently been enlisted into the militia and shortly thereafter the Aqualith is stolen, prompting him to commence a search to regain it.

Once more, the game is viewed from an overhead perspective, but this time graphics are entirely three-dimensional. The game's exploration facet adheres to well-established conventions of the genre, featuring an overworld dotted with towns and dungeons to investigate, NPCs to interact with, shops to trade with, and an assortment of mini-games to engage in. Once players have advanced to a certain point in the main quest, they will gain access to camping sets that allow them to restore the party. Camps can be set up anywhere on the overworld map and at preset locations inside dungeons and comes with an additional mechanic that lets players cook meals for the party, thereby granting them assorted boosts, given that they have acquired the recipes and all the necessary ingredients. The Ra-Serus of the first installment has been replaced with the above mentioned Origins. Most playable characters possess an unique summon of this kind, each tied to a specific magical element and capable of aiding the party in overcoming various obstacles in dungeons as well as bolstering their abilities in battle. As was the case in the first title, battles are turn-based and occur through both random encounters and scripted events. The Arts system and the accompanying Arts Points are still in place. The mechanics underlying this system is pretty much unaltered, as it still relies on directional button combos, allow players to discover new Arts by experimenting, and increase the number of strikes that party members can string together as they rise in experience levels. But, Arts are now divided into more subcategories. The most basic ones are called Normal Arts and can be performed without expending Arts Points. Super and Hyper Arts pack more of a punch but do cost Arts Points, while Variable Arts are combos undertaken cooperatively by two party members. Finally, Mystic Arts combine a given character's strongest attacks with his/her Origin abilities in order to provide the most powerful attacks of this kind, but also requires more Arts and Magic points than any other category.

As was the case with the first game in the series, Japanese sales statistics for Duel Saga have eluded me. Elsewhere, the game has sold in excess of 250,000 copies. The game appears to have met a decidedly mixed critical reception. The most widely praised feature seems to have been the battle system, due to the many approaches offered by the revamped Arts system. Beyond that, however, little appears to have elicited enthusiasm among critics, although I should stress that they mostly haven't outright panned any aspect of the title, either. Nevertheless, several reviewers have argued that the game presents players with little in the way of gameplay that hasn't already been done before (and better, in their opinion) and have thus doubted the game's potential appeal to veterans of the genre. In addition, they have repeatedly surmised that it may fail to attract any greater degree of interest among beginners, as they believe such players may deem the product's mechanics too dated.
 

broadbandmink

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Due to a major oversight on my behalf, the most recent inclusion to this thread can be found above at entry no. 144.

Having said that, the next entry in the usual running order will be added tomorrow.
 

broadbandmink

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Game No. 151


Title: Baldur's Gate: Dark Alliance
Developer: Snowblind Studios
Platform: PlayStation 2
Release Date: December 4, 2001 (North America)

Comment: If Summoner had been an indication of things to come, Baldur's Gate: Dark Alliance was arguably where the levee broke. Although generally considered not as influential as the main games in the franchise, the title nevertheless went on to garner positive reviews and strong sales. While there are earlier examples of console role-playing games developed by Western development teams which have achieved the former, Dark Alliance greatly eclipsed these in sheer number of sold copies. Based on the third edition of the Dungeons & Dragons ruleset, the game is an action role-playing game with a prominent hack-and-slash element similar to that found in the Diablo series. According to the sources I've perused, it is also the first real-time adaptation of said edition. Recognizing the commercial success of the original PlayStation 2 incarnation, Black Isle Studios, the game's publisher, assigned teams to work on ports for Microsoft's Xbox, Nintendo's GameCube, and, later on, the Game Boy Advance. A PC version was planned (a task presented to the folks at CD Projekt, no less), but got scrapped when Interplay Entertainment, the parent company of Black Isle, entered a legal rights dispute concerning the Dark Alliance trademark. While it is probably fallacious to give this title sole credit for developments that would occur in the years that followed, when both American and European developers would increase production of original content in the genre that was specifically aimed at consoles, one might argue that Dark Alliance marked a turning point after which Western role-playing designs began to compete more successfully from a commercial standpoint in the console market.

The story takes place in the Forgotten Realms campaign setting, more specifically the Sword Coast and the Western Heartlands in the Faerun continent, and follows the exploits of Vahn, a human arcane archer, Adrianna, an elven sorceress and, and Kromlech, a dwarven fighter. Upon their arrival in the city of Baldur's Gate, the party is beset by a group of thieves led by a man named Karne. The trio is aided by members of the city watch who subsequently brings them to Elfsong Tavern in order to recuperate. However, an encounter with ferocious rats in the tavern cellar unexpectedly turns into an endeavor to track down associates of the thieves they confronted earlier, which in turn gets the party entangled in a larger conflict between the Harpers and an alliance of disparate factions led by an unknown figure.

The game is viewed from a rotatable top-down perspective and graphics are entirely three-dimensional. Players start out with picking who of the three protagonists they wish to play as, each sporting different configurations of predetermined stats, combat styles, feats, and spells. Vahn's abilities revolve around ranged combat, while Adrianna's are oriented towards her magical prowess, and Kromlech's focus on enhancing his skills in melee combat. Game progression is reportedly linear and the main quest is divided into three acts. While side-quests do exist, they must be completed before a given act has been completed or they will be lost for the remainder of the current playthrough. NPCs must be quest-related for players to be able interact with them, but shops are apparently readily available throughout the game and offer armour, weapons and various items for purchase. The game features an inventory with a weight limit. Once this limit is reached, one must remove something before additional items can be picked up. Should the player wish to sell some excess gear, the trip back to a shop can be shortened by using a so called Recall potion, which works as a two-way teleport mechanic. Battles play out in real-time and occur when players encounter assorted enemies in the field. Combat options include attacking with the currently equipped weapon, making use of feats/spells, blocking, toggling between melee and ranged weaponry, as well as consuming health and mana potions. Upon defeat, the various foes drop items and cash, as well as net the player character with experience points. Levelling up bestows players with points to distribute among their feats and spells. The amount of points one gets to allocate corresponds to what level one has advanced to (you get two points to spend at level 2, three at third level, and so forth). Additionally, every fourth level, one is granted a single ability point to allot to one of the six main attributes: charisma, constitution, dexterity, intelligence, strength, and wisdom. Once the game has been completed on any difficulty setting, players are presented with a mini-dungeon called the Gauntlet which must be completed by playing as Drizzt Do'Urden from the novels of R. A. Salvatore. Also, completion of the Gauntlet unlocks Extreme mode, a New Game Plus feature which must be played through using a character imported from a previously saved game. Should one manage to finish the main quest in Extreme mode, Drizzt Do'Urden becomes available as a playable character in the main game. Finally, the game features a cooperative mode wherein two players may team up to finish the main quest.

Across all platform releases, Baldur's Gate: Dark Alliance has sold in excess of 1.6 million copies. Professional reviews appear generally favourable, with critics recurrently pointing to the graphics engine and the cooperative mode as the game's foremost assets. As for the former, reviewers have expressed particular admiration for the textures, animations, lighting effects, and solid frame rate. Other repeatedly praised aspects include the voice acting, the combat controls, and the different play styles offered by the three playable characters. Several writers have deemed the latter facet instrumental in providing replay value. Having estimated the main quest to last roughly 15 hours at most, they seem to have thought of this arrangement as a fitting compensation. On the other hand, critics have exhibited comparatively frequent discontentment towards the soundtrack, the plot, and the relatively low quantity of side-quests, in which the former has been opined to lack distinctive tunes, the second has oft been dismissed as predictable, while the latter has been argued to further shorten the duration of the title.
 

broadbandmink

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Game No. 152


Title: Growlanser III: The Dual Darkness
Developer: Career Soft
Platform: PlayStation 2
Release Date: December 6, 2001 (Japan)

Comment: Remaining as productive as ever, Career Soft released the third entry in the Growlanser franchise less than six months after the second had hit shelves. Like The Sense of Justice, The Dual Darkness was at first only available in Japan. When it was finally released in the West, it formed the second part of the Growlanser Generations compilation.

From what I can gather from the little information I've found, it appears the plot takes place in a different setting than that of the first two games in the series. The story details events that unfold in the continent of Kirschland, where the soil has yielded increasingly meager crops for some time. As a result, wars have erupted, both among and within the nations that dot the continent, over what little food there is to be found. One such nation is called Xironia, home to Annette Burns, daughter to the president of the country. At the start of the game, she finds a man named Slayn lying unconscious at the base of a rock formation. Upon being tended back to health, he turns out to be suffering from amnesia. However, as his memories steadily return, it seems that he is somehow linked to the ongoing crisis. Thus, Slayn and Anette join forces in an attempt to investigate his past.

Players start out by choosing the star constellation under which Slayn was born and his blood type, both of which will determine his stats, abilities and personality. However, the latter can be altered by players depending on what dialogue choices they make during the course of the campaign. The game is once again viewed from an isometric projection perspective and graphics are completely two-dimensional. The world map dotted with interconnected points of the preceding installment has been scrapped in favour of a freely traversable overworld, scattered with towns and other smaller locations. Battles occur through random encounters and may randomly feature special scenarios that provide certain bonus awards. It appears the Real-Time Mission Clear System is still in place. Spell casting has received a new cooperative mechanic, where two combatants may combine their spells into a more formidable attack. Should they cast the same spell, the result is a more highly levelled version of the same spell. On the other hand, should they cast different spells, it will yield a unique combo spell. The Ring Weapons system has been retained in a seemingly unaltered state. Yet again, it appears the system for experience accretion and character progression has been left untouched. Finally, this title incorporates a New Game Plus feature, where armour, gems, items, and rings obtained during a previous playthrough are carried over into the new one.

Once more, I have been unable to locate sales statistics, and reviews I've found examines the game through the Growlanser Generations compilation. Therefore, I will refrain from commenting any further on how The Dual Darkness was critically received in its stand-alone form for the same reasons I cited in my entry for The Sense of Justice (No. 145).