Having ended up bed bound thanks to an infected insect bite on my foot I've sunk quite a few hours into this today, after draining my GBA micro's battery on FFVI and reading my way through a pair of books. I'm hooked; it's far better than I expected it to be.
It's been tailor made for the DS, and this is its main advantage. It is entirely stylus driven if you want it to be (there are button controls too) and this works very well. Tapping menu options and leading your character about is so much better than having to navigate through menus the traditional way; it's very close to having a mouse. Tap your character at the right moment before they are attacked and you'll reduce damage. Doing the same before they attack boosts your damage. The game uses both screens and to good effect. Quite often it will use both screens together to display one giant image. At other times it will show a map, your characters' details, the position of the planets, and more. There are no loading times, unlike a few DS games I've played. There is FMV, which surprised me. I was aware the DS can do it, but the only game I had heard of using the ability was FFIII.
If I had to describe the game itself in a single word I think I'd go for 'fun'. I knew the plot was clichéd nonsense about a bunch of students setting out to rescue their teacher; I didn't expect the game to pull a Dragon Quest VIII and continuously make fun of this fact. I'd say that so far it takes the joke further than DQVIII did. Another similarity to DQVIII is the silliness of the enemies: cute, funny names, amusing attacks. I encountered a group of frozen coral creatures which attacked by sneezing at me! Fun describes the gameplay aptly, too. Battles have pace and are lively, and wandering around the world is enjoyable. It's easy to restore your health, and you can save anywhere and at any time. The difficulty is quite forgiving, but I have noticed a step up in battle difficulty now I've left the second proper world.
Magic deserves a paragraph or two of its own. Uncommonly for a JRPG you'll be spending a lot of time using magic. Your magic points regenerate each time your character's turn begins, and it doesn't take long before you are regenerating enough to use your basic magic effectively for free. Magic does far more damage than physical attacks. Sounds too good, right? Better spells cost a lot more to use. Some spells use a percentage of your total magic gauge instead of a fixed cost. Then there's the starsign system, and this is where things get lively.
Each character and enemy has a starsign. Each starsign represents an element: fire, water, earth, wind, light, dark. In best pokemon style each element is strong against one type and weak to another. Light and dark sit outside the circle; they are strong and weak against each other and behave normally against the other 4 signs. I mentioned a planetary position tracking display earlier; this is an important element of the game. As the planets orbit the sun they enter and leave zones of space which give them boosts, and this passes on to all spells of that type. Meaning that at any one time at least one type of magic is boosted above its normal strength. Dark and light are effected by the day/night cycle, with (shockingly!) light being boosted during the day and dark during the night. Time is always passing, so conditions can change during a battle. The difference made by having a magic type boosted is very noticeable.; if you plot things well you can do obscene amounts of damage. I did a light based attack against a dark based enemy and got a bonus for attacking it with something it was weak against, for it being daytime, and for tapping my character at the right moment. I did 1104 points of damage, where normally I'd do around 400 - 450. Enemies can do this to you too, though so far it’s always been to a lesser extent to prevent your party being wiped out in a single round.
Another neat magic related feature is the way ranks and group targeting work. Characters in the front rank will only ever target one enemy; they take and do more damage. Characters in the back rank cannot use physical attacks, and will always target groups. When a spell is aimed at a single enemy it does all its damage to that one enemy; when it is aimed at a group the effect is spread out. For example a spell which does 500 points will do 500 to one enemy or 100 to 5 enemies. Even if there is only one enemy spells fired from the back rank will not do as much damage. The effect applies to healing spells too. This adds quite a bit of extra thought fodder to battles.
The game is highly unusual in that it has a mix of overall battle styles. Some areas have random encounters, with the rate set low enough that you can wander several screen lengths before having to fight. Other areas have visible enemies which you can avoid or battle as you like. Quite a few areas have no battles at all.
I'm not sure I approve of the common health restoring item. They might be described as gummy sweets, but how could I approve of eating frogs!? Gah! The latest item of armour I've found for sale is a frog t-shirt, bearing the description "What could be more fun than a shirt with a froggy design?". I shall take this as an effort at appeasement, and refrain from sending some knights around to have a chat with the developers.
My biggest, and thus far only, real complaint is the character design for the party and other important characters. It's awful. Awful. The main character is simply embarrassing, and the rabbit/girl mutant thing is so bad I can’t stand the sight of her.
It has the best line of RPG dialogue ever.It’s got pirate beavers too.Hey - that's my friend's head! He needs it to live! Give it back!
:sigh: Well, that's my sitting up break. Back to lying down with my foot propped up, before the infection starts spreading again.![]()
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