Tag Archives: Level 5

Jeanne D’Arc (PSP) Review

Developer: Level 5 / Publisher: Sony Computer Entertainment || Overall: 9.0/10

Traditional strategy RPG games were epitomized by the original Final Fantasy Tactics – it’s become my own personal bar for comparing against new games in the genre. Not every strategy game is totally comparable, but when a game comes along that can be, it has a lot to accomplish before it can be considered a worthy play. Jeanne D’Arc is one of those rare games that capture a piece of what made Final Fantasy Tactics such a great strategy RPG.

One of the most important parts of any RPG is, of course, the story. Jeanne D’Arc is a fantasy-based retelling of the old story of Joan of Arc. In case you don’t know who she is, Joan of Arc was the savior of the Hundred Years War between Great Britain and France. Joan of Arc was believed to be a divine messenger of God, fighting for the preservation of France. With some additional characters that have their own smaller stories, you’ll basically go around and battle against the British and the monsters they control. This may or may not rub you in the wrong way, however. Personally, I find it kind of hokey that you are fighting the British. Granted, it is within the context of the story they are trying to tell, I just find it sort of silly, since they’re not exactly the most evil antagonists ever constructed in a video game. There’s also the awkward placement of talking Furries (such as Lion-men) that add to the fantasy element of the game, but clashes with the apparent historical accuracy of the game.

Many of the story scenes are displayed through anime videos. The anime videos are high quality and have great production values. When compared to in-game moments, these cinemas make the story. They are interesting to watch and feel like an 80s cartoon, rather than a traditional anime you’d see on TV today. The videos will also be the only time you’ll hear voice acting. The lack of voice acting hurts the rest of the game, and effecting your immersion in the storyline.

Despite flaws in the story, the gameplay is solid. This is perhaps the most polished strategy game on the PSP. Jeanne D’Arc will be a pleasant game to moderate to casual strategy gamers, but gamers that play lots of strategy games may find less to be impressed with. However, as always, it depends on what you’re looking for. For those looking for a simpler strategy game, Jeanne D’Arc will be perfect; for someone who enjoys more options (read: lots of menus) and complexity in their strategy games, it will probably be underwhelming. Even so, almost any type of strategy gamer will be finding enjoyment at some level in this title since it’s so well designed.

The most unique element of the gameplay is the Transformations certain characters use to power-up. When a character attains a certain amount of Spirit Power (SP) charge they will be able to transform into a divine knight that has a great amount of power, at which point they’ll easily plow through your foes. Defeating an enemy when transformed allows you to take an extra turn. Theoretically, you could keep taking turns forever, as long as you are able to defeat an enemy during each turn. Characters will be transformed for a certain amount of turns, so you’ll have to plan accordingly. Also, you can only transform once per battle (per gem), so you’ll have to make sure you use that power strategically.

Besides all the normal aspects of a strategy game, Jeanne D’Arc has other quirks as well. Power-ups called Burning Auras will appear one square behind an enemy you strike with a non-ranged weapon. What this basically means, is if you gang up on one enemy, each character will be able to utilize the Burning Aura to inflict major pain on your enemy. Another is Unified Guard. Unified Guard is used automatically when you have more than one ally grouped near another ally, and ups the attacked ally’s defensive stats for that action. Supposedly Unified Guard is supposed to help you, but I have not found much of a difference between not having it used and having it used. Either way, you can’t turn it off. The number of units you can have on screen at one time ranges from 4 to 7 or so, depending on the situation. Enemies can appear up to 10 or so on screen at the same time, as well.

Equipment management is a simple process. Each character has their own class of armor or weapons that they can equip, and as long as you have enough money for them, you can buy it and equip them. Shields can be equipped to any character that doesn’t use a two-handed weapon. Skills can be equipped as long as a character has an empty slot for them. They can easily be switched out between battles, and you can have up to 8 slots for skills. If you equip skills in an effective way, you’ll be able to get yourself out of tight situations more often. Skill stones (the items which hold skills) require a character to be at a certain level before they can be equipped, however. Skill stones can be sold for money as well, which helps in buying other equipment you may need. Excess skill stones can also be combined to create new skill stones by “binding” them. Binding skill stones allows you to “create” skills using two skill stones, and once you’ve found the recipe to creating that skill, you’ll always know the outcome (if you’ve done it once already) of binding two skill stones.

The game looks about as good as a PS2 game should, which is quite a feat considering it’s on the PSP. The PSP’s screen allows for wide view of the battlefield, and the resolution helps in the presentation quality of the cel-shading. The audio is also top notch, but the lack of voice acting in anything except the anime movies is a disappointing omission, at least as far as I’m concerned.

With around 40 stages, you’ll probably sink quite a bit of time into this game –
you’ll get your money’s worth and then some. Most of the stages will be in unique areas, in addition to there being a few “free stages” for you to level up at during the course of the game.

Jeanne D’Arc is a great little strategy game. Although the real-world historical aspects of the game come out a little corny in the context of the game, it doesn’t stop it from being a solid strategy game experience that will satiate PSP strategy gamers. Jeanne D’Arc is a good PSP game to have if you’re trapped under the death grip of boredom, especially at the lower-than-usual price of $29.99.

Dragon Quest VIII: Journey of the Cursed King (PS2) Demo Preview

Developer: Level 5 | Publisher: Square Enix ||

It’s been a while since a Dragon Quest game has come out. The last Dragon Quest (also known as Dragon Warrior) game to come out was Dragon Warrior VII in 2000 for the original PlayStation. Needless to say, the old Enix canon franchise now sees its latest incarnation under the guise of Square Enix and developer Level 5. Level 5 has already built up a reputation with Sony’s Dark Cloud series, one that I am very fond of, and the same cel-shading style used in Dark Cloud 2 shows through in Dragon Quest VIII.

I had the opportunity to actually play the demo for Dragon Quest VIII because GameCrazy gave me a copy of the demo disc when I finally got one of their cards to get discounts on used games. So, naturally, I decided to play it. I hadn’t had the pleasure of playing any of the previous games in the series, so I started Dragon Quest VIII with a clean slate. I was an avid fan of the Dragon Ball Z series back when it was in its popularity spike in America, so I noticed the art style of Akira Toriyama right off. Coupled with the cel-shaded look of the whole game, it gave a very anime-esque feel to the game that is very similar to Toriyama’s previous works in animation. The environments don’t fare as well from what is shown. Even though it is a demo, the areas available weren’t very impressive or breathtaking to say the least; rather, the environments in the demo were more or less just trying to accomplish what they were trying to do and little more. The areas available were an open field, a cave, and a town.

Like what was mentioned earlier, the field and the cave aren’t all that spectacular. The field had some nice colors with trees and hills, so the features of the field weren’t all that boring. The cave also had some nice colors in certain parts, but most of it was just brown. The town was also colorful, but it just felt like it didn’t have anything special to it. Of course, being a demo, it doesn’t usually reflect on how well the game will look in all instances, and I expect that Level 5 has made some nice-looking areas, and of course, to some extent, utilized the help of Akira Toriyama in that regard. The sound is nothing less than what you should expect from a Square Enix game; simply, it’s a nice fantasy-oriented orchestrated soundtrack. The limited amount of voice acting present was only available during the very important parts of the story mode. The voice acting isn’t half bad either. It should also be said that the automatic stand-out for best voice in the game is the character of Yangus, who sounds like some guy that would be in The Getaway. The main character doesn’t talk, though.

As far as gameplay goes, Dragon Quest VIII is pretty much a run-of-the-mill RPG. There’s not a lot shown in the demo to distinguish it too much from regular RPG gameplay, but there are a couple of unique things to it that go toward making it more than just normal. There are random battles — this is nothing really surprising. But what is different is that there are also extra enemies on the map that you have a choice of fighting on the map as well. Sometimes you can be forced to fight the enemies that appear on the field. So, they could be guarding a treasure or present an extra battle challenge. Battles are also fast-paced and you can get through them relatively fast if need be. What helps this is the use of tactics that you can assign to your other teammates, whether you want them to automate in a certain way or if you want them to follow your orders. So if you had your allies automated (and you can change their tactics mid-battle) you’d only really control the main character and be supported by your allies’ decisions according to the tactics you selected for them.

As for the actual story, it’s a charming adventure they have going. Even though they drop you into the middle of the story (which is probably not even in the real game as it is presented in the demo), it did interest me, and I wanted to find out more about the problem at hand (which was something about a king being transformed into a monster) and who the non-speaking main character really was. The town structure also reminded me of the 16-bit era RPGs; it wasn’t really anything in particular, but there was just something about the way the buildings were laid out, as if we were still in 2D. I also had the same feeling when running around on the field outside of the town. Whether or not the developer tries to keep that feeling through the whole game could be questionable.

The Dragon Quest VIII demo has cemented my decision in definitely getting the full retail version. If you’re able to get your hands on it, take the demo for a spin, as it’ll definitely show off some of the style of Dragon Quest VIII and what’s to be expected from the game. Judging from the demo alone, Dragon Quest VIII is sure to not disappoint.

Dark Cloud 2 (PS2) Review

Developer: Level 5 / Publisher: Sony Computer Entertainment || Overall: 9.3/10

The original Dark Cloud is known as one of the best adventure RPGs for the PlayStation 2. Thus, players clamored for a sequel, and with listening ears Sony has brought us Dark Cloud 2. If you’re a Dark Cloud fan, you will be thoroughly impressed with the effort by Sony to make this sequel truly all that it should be and more. Everything in Dark Cloud (including the translation) has been greatly improved.

Dark Cloud 2 is about a young boy, named Maximillian (or Max for short), and a young princess from the future, Monica. The story starts when Monica goes to the past from the future to stop an evil guy, only known as Griffin, from destroying the past, therefore destroying the future. Don’t ask why this makes sense, because if Griffin was going to destroy the past, how would the future be able to know he was going to if they were destroyed? Just take it for what it is, and you’ll have a fun time playing this game.

The Georama system that made the first Dark Cloud so original, (which is the aspect of the game in which you can build your own towns for people to live in) has been revamped and loaded with new features that make your towns more customizable. Not only did the Georama system get a major improvement, but the battle system, storyline, interactivity, and user interface had all been greatly improved. Dark Cloud 2 is everything Dark Cloud was, should have been, and so much more.

The similarities between Dark Cloud and Dark Cloud 2 are the same as the similarities between any of the Final Fantasy games. All that is in common between the two Dark Cloud games is the concept of using Georama to rebuild the world, and go through a merciless amount of dungeons to do so. And let me tell you right now, the best part of the game is going through the dungeons (and that’s a good thing).

Somewhat of a new aspect to the game is the ability to freely travel to and fro from the future to the past.

Graphics:
The only improvement that some may see as a turn-away from this game is that instead of the generic computer-graphic-look, the game is cel-shaded. Let me say this again, the game is cel-shaded. Even though some may see this as a bad thing, I see it as a good thing. The game looks amazing, and I believe that the cel-shading makes the game what it is.
Compared to games using the conventional computer-graphic look, every aspect of this game, visually, is amazing. The cel-shading mixed with a right amount of regular computer graphics make for a very pleasant experience. Just because it may look cartoony, doesn’t mean it doesn’t look good.

Sound:
The sound in this game is great. Every part of the game has good music. After 90+ hours of playing this game, I still have not gotten sick of any of the songs. The music makes you feel like you’re in the area you’re in, whether it be a volcano, a tower, or the future.
When the story is advancing, there is voice acting. However, the voice acting makes the game seem more kid-like, because there are a few weird voices that seem to have been made to entertain younger children, even if the game is not really made for them.

Game Play:
There are two main aspects of the game. There is the battle system and the town interaction/Georama system, as well as a few extras tossed into the gaming mix.

The battle system has improved so much since the last Dark Cloud, that it makes it easier for you to be efficient with your battle tactics. Instead of having six playable characters with different abilities (as in the first one), you have only two characters, whom each have two weapons (close and long ranged weapons) at their disposal in addition to an “alternative” mode of fighting. Max is equipped with huge wrench-like weapons (because he’s an inventor), and a gun. Max also has a huge robot named Steve. You may remember “Steve” as the talking slingshot from Dark Cloud. Well, now he’s a powerful robot that can be fairly annoying if you choose to equip him with a voice box. Steve is almost a character by himself, as he has his own hit points, weapons, and uses. Steve becomes especially useful farther along in the game, when the enemies become extremely hard. Monica is equipped with the conventional sword, and a bracelet that can shoot magic. That’s not the interesting part about her though. She’s able to transform into particular enemies you encounter throughout the game. This is fairly useful, as each of the different monsters have skills that are needed to complete tasks in the game.

The main part of the game is the dungeon-exploring. Going through dungeon after dungeon was the whole purpose of Dark Cloud, and the same goes for Dark Cloud 2. The main point is that you go to a part of a dungeon, find the key to go to the next level, and go to the next part of the dungeon. As you venture through the seemingly endless amount of dungeons, you improve your characters mainly by improving the weapons they carry. You do this by “synthesizing” or basically adding a particular item’s ability-gaining-potential to the weapon.

Synthesizing has been tweaked a bit from the first Dark Cloud. At every “level” the weapon gains from use (and depending on how advanced the weapon is), it will gain a certain amount of “synthesize points” instead of just putting a bunch of different things in slots and having them join with the weapon. The battle system is very deep, and to explain it here would take too long.

The other part of the game that you’ll be spending time with is the town interaction/Georama system. Town interaction plays a big part in the beginning, but declines as you make the towns through the Georama system. The first town, which is made by the developer, is obviously more grandiose and interesting than any of the ones you make. An interesting part of town interaction is the camera. The camera is used to document certain types of items, which is used for other purposes. However, this provides for some pretty fun photo shoots. When you first get the camera, you’ll be taking pictures of everything you see, trying to get every single item (which there are a few hundred of).

Like I said before, the Georama system had been greatly improved, and makes for some very nice customization of the towns you have to rebuild. Instead of having the actual items being provided for you to right away place on the map, you must actually CREATE them with the building materials you acquire. This makes for a less far-fetched reason for being able to make a town by yourself, out of nothing. In Dark Cloud you didn’t have to meet the conditions of the original town, except to get prizes for doing so. In Dark Cloud 2, however, you have to do 100% of what the town is supposed to have in it. An example would be “Place trees around the Elven house.” This would complete a certain condition you had to do to restore the future, because in the future’s past, the Elven house had trees around it. Also, you must have a certain amount of “culture points” which almost forces you decorate the town with certain things, to make it seem like a more believable town.

Some extra aspects to the game are the invention system, Spheda, and fish raising/racing.

The invention system comes in play when you take pictures of certain items. These pictures supply Max with ideas to be able to make a certain invention, for instance a bomb or a weapon. The way it works, is if you put three ideas together, you may or may not be able to create a “complete” idea that will allow you to create a particular object.

Spheda in this game is basically an advanced form of golf. The explanation behind Spheda is that there are space/time distortion thing, in which a blue or red sphere falls out of a blue or red distortion. The goal of Spheda is simply to put the sphere of glowing space/time back into the portal. You may ask now “why don’t the just pick it up and put it back in.” You idiot! Don’t you know if you pick up a piece of space/time you’re going to possibly change the future (as if hitting it with a golf club makes it any better…)!?! Anyhow, to win at a particular game of Spheda, you must defeat all the enemies in a dungeon, after which, the distortion and the sphere will appear at random places on the map. The dungeons are all randomly generated, so it makes for some very frustrating times. Basically, you have to get the sphere an opposite color of the distortion to make it go in (Red sphere -> blue distortion, blue sphere -> red distortion). This adds for some difficulty, as you may be able to hit the sphere into the distortion, but it doesn’t go in because it is the same color as the distortion (which is bad). Have fun with this one. Even though it isn’t a required part of the game, its still very useful getting the item out of the treasure box that falls out of the distortion after it is repaired.

Fishing. Fish raising. Fish racing. This all seems kind of boring, and let me tell you it pretty much is. But if you play your cards right, you’ll be able to get some very good items and weapons. I think its sort of self-explanatory as to what you do with the fish.

Overall:
Well, after all that we’ve been through with each other, I’m afraid it won’t even come close to how long you will play this game. I haven’t said one bad thing about this game, but there is a factor of the game becoming rather boring at times, as well as getting an “oh yay you finished an area, now go to the next one and do the same thing you did before” feeling about midway through the game. Nothing really happens during the middle part of the game, as it is really just gets you prepared for the unloading of the story, and mess of difficult enemies and bosses near the end of the game.

There are about seven different areas, all corresponding with a particular element. Such as, fire, water, wind, earth, air, and a couple of extra areas. The reason it becomes so boring, is that when you go through the dungeons, there usually isn’t any story sequences at each part. The only reason they become boring is if you’re trying to play all the way through a bunch of the dungeons at the same time. If you give it a little break in between every few dungeons, it’d be less of a bore. But to break up the monotony of the dungeons, the developers have tossed in many, many extra mini games and side quests to have fun with.