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First impressions last. If a game starts out with a miserable attempt at melding
O Fortuna with sub-PSone quality CG, it most definitely does not give a good first
impression. Nor is the situation improved at all when the initial section of gameplay
involves wandering around brown corridors and brown rooms, fighting identical brown
enemies, twice. Surely, at some stage, somebody must have put up their hand and
pointed out that repeating the unimaginably dull prologue twice would be a bad
idea. Apparently not. First impressions last, and the first impressions of Galerians:
Ash are of a game destined for nothing.
Ash follows on from the final section of Galerians; the initial game on the
PSone. After a stereotypically poor Japanese dub, providing more confusion than
enlightenment, the games plot-heavy introduction continues on to a Matrix-style
awakening. The story isnt very complex (but clearly draws
upon superior works), and is set six years after the first game, in a world
where humans are at war with the artificially created and psychic Galerians.
Despite having plenty of firepower, the army are unable to fight off the Galerians,
and the stronghold inhabited by the humans and the cryogenically frozen Rion
are being overtaken. Whatever interest you may have in the plot from reading
this synopsis will be sapped if you play the game. Cutscenes occur all too often,
and are a mix of laughably bad voice acting, overly-complicated plot, and characters
so wooden their acting wouldnt look out of place on Hollyoaks.
Though the game fails to portray itself in a good light at the start, when
you come to actually play it, things arent too bad. Though there are only
a handful of different enemies, the combat system is intriguing enough. Ignoring
the popular method of using guns or swords, Galerians: Ash instead opts for
psychic attacks. Rion is, after all, .* Hold down a button to charge, and when
the meter is full release to execute an attack. Its a fairly basic affair.
There are a number of different attacks to switch between, each having a different
range and effect, but the basic idea is the same: charge an attack, release
it on an enemy. Theres also a shield to be had, by holding down the R1
button, but most of the time youll either be charging an attack or dodging
enemies to remember it or use it.
Its not so much the actual attacks you can use, but the battling system
itself which warrants at least some credit. Being a genetically-engineered super-man,
Rion has all sorts of nasty unnatural chemicals flowing in his veins; thankfully
some of which affect him propitiously. For example, the level of various drugs
in Rions body allows him to use his attacks. Much like ammunition for
guns in shooting games, the drugs in Rions body run out as he uses his
psychic powers. To replenish the supply, he injects himself with more of these
PPECs, as the game calls them. Very rarely will you run out of a supply for
the basic attacks, but some of the more powerful moves picked up later in the
game should be used sparingly. Also, using his psychic powers charges an AP
meter. When full, he becomes invincible and can automatically destroy any enemies
within close range. However, this saps Rions health, and if youve
run out of AP-reducing items, Rion will eventually die.
Character improvement comes in the form of immediate stat upgrades; a much
more favourable way than traditional RPG levelling-up. When enemies are defeated,
they leave behind small objects. These raise Rions basic stats by a small
amount - HP, AP, and PPEC levels. Its a very direct way of Rion improving
in proportion to how much he fights, and means each time you fight you really
do come out with something to show for it.
Though the system of battling isnt half bad, and could work well with
a bit of polish and decent implementation, it goes to waste somewhat in Galerians:
Ash. The few weaknesses there are really come through in the game. Charging
attacks is a nuisance, since they can only be used at full charge. If youre
attacked while still charging, or stop charging half way through, it just gets
wasted. When there are - and there often are - three or four enemies attacking
you all at once, the frustration at being constantly interrupted is immense.
In the original Galerians, you could have a half- or quarter-charged attack,
and though compromising the attack power, it would still work. Sadly, this feature
has been removed.
However, the worst thing of battling is the immense boredom it creates. When
battling, its always against a group of identical enemies, which spawn
over and over again until eventually theyve all been despatched. With
only three attacks at your disposal initially, its not hard to imagine
how utterly tedious the game becomes. This is only furthered by the sections
of the game which arent about fighting. For most of the time, it involves
aimless wandering along look-alike corridors, solving terrible puzzles
clearly stolen from games like Resident Evil and Silent Hill. This door
is locked. It needs a key to open is a phrase seen far too often.
Galerians: Ash often confuses itself as to which genre its part of. The
fighting system indicates a role-playing game, or an adventure game with RPG
elements. The general atmosphere created by the (truly awful) music points towards
a tense, survival-horror type game, but the level design and boring run-around
gameplay suggest otherwise. Regardless of what genre its trying to work
its way into, the game is blatant rip-off of more popular, dominant franchises.
The graphics arent necessarily bad, just complacent. The brown colour
palette definitely does nothing for the visuals, but a nice frame-rate and decent
effects make up for the lack of imagination. Though - on the whole - lacklustre,
the battling effects get the job done, and once or twice something impressive
might come along. Character models, too, arent bad up-close, though the
animation is laughably stiff. It doesnt do anything to detract from the
game but, then again, its nothing to be proud of.
As per usual with many third-person games, Galerians: Ash is constantly plagued
by camera troubles. Apparently, there are actually different camera modes, but
the difference between them is so minute it makes absolutely nil difference.
The game also implements a Zelda-style lock on with enemies, which is anything
but useful. The camera actually switches to a view below the player, so you
can only see a fraction of the screen. Since its rarely just one enemy
youre fighting, this means you cant see the others and often get
hit. It gets incredibly frustrating when you have to waste items to replenish
health, when it was all down to camera troubles.
And though you should never judge a game on your initial impressions, in the
case of Galerians: Ash theyre pretty much spot on. The game starts out
at a low, and from there, if anything, its a downward spiral. Galerians:
Ash is much shorter than the PSone original, and the replay value is absolute
zero. Rest assured that, if youre brave enough to tackle Galerians: Ash,
you will most certainly not want to replay the game after completion. The vaguely
interesting storyline fails miserably in hiding the undisputed fact that this
game is hideously boring. It doesn't fail at everything, and in fact the game
itself isn't awful - it's just so very boring. Suspense is attempted through
a soundtrack of random clickings and low warblings; the gameplay consists of
running back and forth collecting pointless objects, and the only horror youll
experience is in finding that youve wasted £40 on a cure for insomnia.
Its that dull. Galerians: Ash is just one of those many games nobody really
cares about, because it's just a wave in the flood of mediocre games today.
Whether youre a fan of the original or not, it's one to avoid.
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