|
RPG games are incredibly
unforgiving. If there are any small problems with the game, then
this can turn all but the most astute RPG gamers away from it. However,
an RPG done well can easily become a best-selling title, and have
unanimous praise from casuals and hardcore gamers alike.
The original Dark Cloud was released in May 2001
in the US, amidst a storm of confusion about which genre the game
belonged to. The first playable demos of the game showed off the
Georama element (more on this later), yet Sony promised an RPG.
Gamers all over the world pondered about how the Georama
element of the game slotted into an RPG, and the cloud of confusion
lifted with the release of the game. And here is developer Level5s
second attempt at expanding the franchise.
The sequel has shunned the originals characters
and plot in favour of an entirely new world, with a fresh new main
character, a young boy named Maximilian (or Max, for short) in the
quiet town of Palm Brinks. The plot begins with Max overhearing
a conversation between the mayor of Palm Brinks, and the towns
circus ringleader named Flotsam. It first appears that Flotsam is
looking for a red crystal and, by some coincidence, our main character
Max has just been given a red crystal by his father. However, this
is just the beginning, as Flotsam is a henchman for an evil being
from the past, called Griffon, who is erasing key characters' Origin
Points, which stop them existing in the future. So, naturally, part
of the game takes the form of the player recreating these Origin
Points, so that the story can progress by restoring the past, and
therefore preserving the world of the future. One more playable
character comes into play later, in the form of Monica a
warrior from the future to help Max on his quest.
This is where the Georama sections come into play.
To restore the future, certain key buildings need to be recreated
in the past. For example, one of the first tasks the player has
to undertake is to restore an Elder, named Jurak. The tasks to perform
are given to the player, which never leaves the player stuck as
what to do to restore these Origin Points. They typically involve
creating a certain set of buildings/scenery, and populating these
buildings with NPCs from around the world. However, to recreate
the worlds, you need materials. This is one place where Dark Cloud
2 falls down, and it falls far. There are two ways of gaining materials:
the first is to buy them with money obtained from dungeons. The
second is to obtain it from chests, or fallen enemies. However,
both methods involve a visit to the games worst facet: the dungeons.
The game is split into chapters, with each chapter
including a dungeon. The dungeon is split into many floors. By the
later chapters, the number of floors rises almost exponentially,
and the pathway branches throughout the dungeon. This would not
be a problem, if it were not for the fact that the dungeons are
(sadly) mutton dressed as lamb. They look nice, and Level5 has successfully
managed to make each dungeon have its own personality but, by the
later chapters, fighting through 25 floors is plain monotony.
Many of these problems stem from the implementation
of the random dungeons. Level5 tried their best to break this almost
endless cycle of tedious combat, and at least they have attempted
to break them up as much as possible by adding a cut-scene in between
each floor, but this cut-scene does not make an appearance if you
are returning to a floor just to gain materials or money. So if
you are the type of player who cannot stand levelling up
in your RPG, then stay well away. This reviewer in particular considers
this to be terrible design, and a fruitless exercise.
Dark Cloud 2 introduces you to Steve,
also called the Ridepod. In essence this is just a DIY mecha and
is used to take down the strongest enemies and bosses found during
the player's travels. Steve starts off with no weapons, bar his
(albeit powerful) bare fists (although, like many entities in this
game, they can be upgraded). The upgrades that can be used on the
Ridepod unbalance the game somewhat. It only takes until the second
chapter to gain the cannon upgrade, and stroll through the dungeons
firing left, right and centre without taking a single point of damage.
However, the developers added a few enemies into the dungeons that
can only be killed by Steve. Since to successfully complete a dungeon
floor you have to obtain a gate key from one of the enemies, this
leaves an interesting situation: if Steve is disabled, and an enemy
which only Steve can kill holds the key, how can the player progress?
Sadly, the answer is to leave the floor, taking half of your gold
with you, and coming back when Steve is repaired. Yet another design
flaw, and one that will leave the player incredibly frustrated when
this happens.
Another bugbear is the difficulty of these random
dungeons. Since the enemies are randomly determined, the number
of ridepod defeatable only enemies can sometimes be
incredibly high, which will leave the player with an impossible
floor to complete, and yet another trip to obtain some more items.
The combat system is an interesting cross between
Devil May Cry and Zelda, successfully encompassing the best features
of each. It employs the lock on system that became standard after
games such as Zelda: Ocarina of Time implemented it so successfully.
After locking on to the enemy, mashing the X button will dish out
a combo, R1 parries, and holding the L1 button and subsequently
pressing the X button uses the characters ranged weapon. Also like
Zelda, the character can perform a backflip, and a lunge by pressing
up and X, although it seems a little hit or miss whether this move
is pulled off successfully or not. Sadly, throughout the game there
are never any new moves to learn, nor spells to master, and a noticeable
lack of variety in the combat. A new skill can be learnt in the
form of absorbing enemy attacks, and unleashing them again, but
that is all.
Another new feature in the sequel is that the
weapons are no longer rendered useless after breaking, and only
need a quick repair. You can now breathe a sigh of relief after
losing your most powerful weapon to this odd feature in the original
title.
Possibly the most appealing feature of the game
is the Invention System. Around the world Max will find notes, listing
the ingredients required to create a new invention.
All that must be done is to find these ingredients, and take a snapshot
of them. Once the ingredients are found, and mixed, then the item
can be made. The inventions range from simple status recovery, to
powerful upgrades to the Ridepod. Thankfully, the items to create
are fairly logically implemented, so even without the list of ingredients
(and with a small amount of savvy), a gamer can come up with a few
interesting items.
After defeating an enemy in one of the many random
dungeons, they vanish in a particle system very reminiscent of the
deaths in Final Fantasy X, leaving behind money, occasionally an
item, and also some blue crystals called ABS (EXP to everyone else).
Now this may seem like a small inclusion, but it leaves a very interesting
solution to many RPG games critical flaw. If a character is
not used often, they can be left behind in terms of skill, and end
up being so underpowered that it is a futile exercise trying to
get them experience due to their weakness. This system neatly sidesteps
the problem, as a strong character could defeat an enemy, and can
switch to the weaker character to pick up the ABS. However, some
of the dungeons introduce a Seal, of which there are three types.
The White Seal stops the player from healing, and the other two
seals essentially knock one of the characters out of play, so only
the other can be used. So if you have a character with low experience,
then this can become incredibly frustrating.
One fantastic facet of the game is the weapon
upgrade system. Each weapon has a list of elements, such as Attack,
Cyclone, Fire etc., and can be upgraded as and when the player chooses.
The effects present are subtle, yet intensely satisfying. For example,
after obtaining the Smash Hammer, add a small amount of lightning
to it. With each solid hit, a torrent of lighting bolts will surround
the enemy inflicting a huge amount of damage. These effects just
get better and better as the weapons' attributes increase.
There has been a torrent of cel-shaded games released
in the wake of Jet Set Radios stylish entrance into the videogame
arena. However, it has to be said that Dark Cloud 2s advanced
cel-shading technique is light years ahead of the gaudy efforts
of Zelda, Jet Set Radio, and Auto Modellista. It employs a gritty,
almost graphic novel appearance instead of opting for the garish
primary colour technique of the aforementioned titles. Animation
is also top quality, and for once the facial animation actually
works to a good degree. Unfortunately, the voice acting is cringe-worthy.
For a supposedly adult title, this feature is incredibly child-like.
And Cedrics coarse, husky voice is just laughable.
A game that requires 60-plus hours of play must
be enjoyable throughout, as any tedium will most likely render the
game untouchable. Sadly, Dark Cloud 2s shining moments are
outweighed by the mediocre inclusion of the random dungeon, and
the tragic design decisions the developers chose to implement. The
frustration apparent after finding out that a dungeon is now impossible
to complete, or more materials are needed to finish off your village,
can be unbearable. Dark Cloud 2 can only really be recommended to
fans of the original, or RPG completists.
|