Archive for Game Reviews

Quick Review – Growlanser: Wayfarer of Time

Since the very beginning, Growlanser’s had a sort of cursed existence in the US.  The first game, on PSX, never came over (nor did its PSP remake).  The second and third games came over courtesy of Working Designs, but Sony of America only allowed it if they were sold as a pack and (as I recall) budget priced.  Atlus localized Growlanser: Heritage of War (I like to call it GrowHOW), but by that point the series had pretty much no fanbase on the continent.

Quick history on the series – the Growlanser games are Careersoft’s continued effort at strategy RPGs now that their Langrisser games have been concluded.  They’re pausable, real-time strategy games focused on a small number of playable characters (usually up to 4), with a sort of ATB system reminiscent of Grandia (e.g. you can delay opponents’ turns by attacking them).  The hallmarks of the series are its varied missions, politically focused stories, and interesting / unusual / creepy character designs by Satoshi Urushihara, most famous for his work on Record of Lodoss War and in *cough* hentai.

Luckily for us few fans of the series, Atlus was willing to publish the PSP remake of Growlanser 4 (with additional characters, ending paths, etc) as Wayfarer of Time.  Though some aspects leave something to be desired – specifically, voices were cut from the US release – textually it’s a very impressive effort, since the game includes such a large variety of response patterns and branching paths.  Despite the large volume of text, all of it reads very naturally.

Wayfarer of Time is considered by the series’ hardcore fans (not me – I’m a fair weather fan and don’t like to import much) to be the best in the series, and it’s easy to see why.  The politics behind the primary conflict in the game – between the militaristic republic of Dulkheim and the stable kingdom of Valkania – is shown in detail, and offset by lesser conflicts, some of which are more traditional JRPG fare (Angels vs. Humans).  Character relationships are built up and change as the war progresses, and tough decisions eventually need to be made.

One of the interesting features of the game is the large number of side-quests, many of which are hidden.  For example, there are characters whose life or death depends upon you doing certain things prior to story events.  In my own play-through, I missed at least a couple of these.  The difference story-wise is often minor, but that’s pretty understandable from a writing point of view.  There are also three distinct routes, although one is only available on a second play-through and another is determined based on a (fairly) arbitrary matter of character recruitment.

Play-wise, the difficulty curve seems a bit on the steep end for the middle of the game (~10-20 hr point of 28ish overall for me).  Each mission in the game has a “Mission Complete” (ideal) outcome, as well as Mission Clear (OK) and Mission Passed (barely won), and many are pretty much un-Complete-able unless you know what you’re getting into ahead of time.  This isn’t a huge deal, though, as only a few endings require certain battles to be Mission Completes.

Overall, the game’s my favorite entry in the series thus far (having played 2, 3, 4, and 5 now) and one of the best RPGs available on PSP.  Hopefully we get to see the rest of the Growlanser games in English as well.

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A few Suikoden Tactics thoughts

Over this weekend, I finally beat Suikoden Tactics, the Strategy RPG semi-sequel to Suikoden IV.  As a long-time fan of the series, I had intended to beat the game for some time, held off by two things.  First, Suikoden IV wasn’t very good and the story never resonated with me.  Second, Suikoden Tactics has the much-maligned feature of permanent death for non-story characters.  When combined with the grid elemental system and a massive set of things enemies can do, it’s extremely difficult at times to predict whether a character will die in any given situation.

Since I beat Suikoden IV for the second full time just a few months ago, the time was right.  I didn’t start the game with much gusto, but at about the 15-hour mark (~25 hours total in the game), suddenly everything clicked and I finished Tactics in two days.  There were two successive epiphanies I had:

  1. Suikoden Tactics is totally unlike any other Suikoden game in that it is about 5:1 game:exposition ratio.  If you play it hoping for more plot, expect to be disappointed.
  2. Tactics has an arguably better implementation of many Suikoden mechanics than the core Suikoden games do, for three primary reasons: complexity, variety, and difficulty.

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Paladin’s Quest Review

In the vein of games like Arcana and 7th Saga, I picked up a copy of Paladin’s Quest.  Unlike the former two, I find Paladin’s Quest to be quite tolerable in difficulty, if unintuitive.  All three have their strong points, but PQ is by far the most playable.

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Some thoughts on 7th Saga

I’m not sure I can call this a “review”, but I do want to write down a few things about the much-maligned (and rightly so!) 7th Saga.

First off – it is a difficult game, but only in its form as The 7th Saga.  The 7th Saga is a cruel, unforgiving grind-fest of a game which will offer only a few lines of dialogue for every hour of wasting time fighting the same enemies over and over.  I spent 16 hours trying to play this game in its “original” US format, and I got perhaps a third of the way through.  More than ten hours were spent not trying to progress – not even exploring, or side-questing, or talking to villagers – merely trying to survive in the new area where suddenly I was once again in grave danger of dying in every single battle.

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Review – The Last Remnant

I’m still not entirely sure how I feel about The Last Remnant.  On the one hand, its Akitoshi Kawazu pedigree shines through, with an incredibly nuanced battle system that never fully makes up for its terrible plot.  On the other hand, that battle system is really very good and worth playing the game for on its own, it’s just that the plot was made even worse – seemingly deliberately – to balance things out.

Kawazu has a long history of working on the SaGa games, and it is entirely reasonable to call TLR a stealth entry in the series, since it has many of the hallmarks.  Aside from standard battle system/plot dichotomy, there’s a wonderfully imaginative world that very little is actually done with, entertaining side characters that never really break into the third dimension, incredibly good music that has only bits and pieces of substance to go with, and enough sidequests to deliberately avoid the main story for hour on end.  Atmosphere is fed in small spoonfuls for completing hour-long quests, while stat increases are passed out like candy on Halloween after every single battle.

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