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Disgaea Afternoon of Darkness returns, once more, to the bizarre, whimsical and often absurd world of Etna, Flonne and Laharl. For the Sony PSP, this tactical RPG is a port of the highly respected Disgaea Hour of Darkness. At first glance it would appear to be identical, but there are plenty of Nippon Ichi themed hidden extras tucked away, waiting to be unlocked. The story begins as Prince Laharl awakens after taking a two-year nap to find that his father, King Krichevskoy, ruler of the demon Netherworld has died. Unfortunately whilst being asleep, a number of demons have decided to take over and the prince has been largely forgotten about. Rather annoyed by this, Laharl decides it’s time to show who the real Overlord is, and goes about taking back control.
The game is split into a number of chapters, each with a wicked black-humour anime style presentation; these sadly cannot be skipped and although enjoyable can become tedious to sit through once they’ve been seen a few times, particularly given the nature of the multiple play-throughs Disgaea necessitates to see everything on offer. Travel through the levels of the Netherworld is done via the dimensional gate, giving access to the various unlocked chapters at anytime, allowing for replays or story advancement. Each level in a chapter has its own introduction (which can be skipped) and its own map layout.
To win a level, the concept is very simple: place up to ten party members on the map and wipe out all the opponents by attacking them with weapons or zapping them with magic. For each enemy killed, Mana points and HL (the game currency) is received, which can be used in other aspects of the dark and dangerous world. Each map represents a different challenge; some may have enemy bonus squares and some may have party penalisations such as health reduction each turn. These are controlled by the GeoBlocks. At first it’s a concept that seems complex and inaccessible; however, once understood, it can be used to the player’s advantage, giving much room and thought for tactics on a level.
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Basic combat is very easy; it is turn based and driven via a menu system, allowing for movement, attacking, magic and item use. However, there is a depth to this game that even nuclear submarines don’t dive down to; all sorts of team combos and stat modifiers can be used to aid (or hinder) progress. Variety and flexibility is the key here, and drives the “must keep levelling” mentality, resulting in far too many late nights or even early morning hour gaming.
Through the journey, Laharl will encounter the Dark Assembly; the Netherworld government. It is made up of a number of Senators who decide whether a motion proposed by party members is passed or denied. Motions can range from better bonus items to higher-level enemies on combat maps. Mana points and assembly rank govern the availability of these motions. To raise this rank, lone combat against several creatures most be endured; something well worth persevering with as this is the only way to reveal the hidden secret levels.
Each motion proposed costs mana points. In order to pass a motion, enough Senators must vote in favour. These mostly fail, but luckily in Disgaea, the sword is mightier than just about everything and motions can be forced through simply by bashing a few skulls together. Well this is a demon world with little regard for life and liberties, much like the Houses of Parliament then.
Along with the story levels are the random dungeon maps of Item world. Each item in Disgaea has its own environment and inhabitants. Working through each of the floors by killing all enemies on it or stepping through the level gate gives the item a power increase, which in turn will boost character stats when equipped. Some of these creatures, called specialists, can be tamed and controlled and moved from item to item providing even further stat bonuses. The isometric Item world becomes very addictive on its own and gives access to some of the most powerful weapons and armours in the game; it’s a long trip to the bottom floor.
Should Laharl manage to make it through the many levels of the original storyline and mince all overlord wannabes to a pulp, things don’t get that much easier for the anti-hero. On the second run through the game, assuming a certain condition has been met, Etna (Laharl’s trusty vassal) accidently shoots and kills him. This spawns Etna’s own storyline following a rather different path through the underworld, with an even more cutting acerbic wit. Enter Prinny Laharl, everyone’s favourite exploding stand-in.
Make no mistake; Etna mode is hard. The enemy difficulty is ramped up several notches on the “You’ve been pwned” scale; this affect is across the board, be it Item world, the Assembly or story levels, making progress somewhat slower. It will interest those who’ve destroyed Item Gods before, due to the more challenging aspect of it, it’s not one for the noobs to start with, even though possible with a slight-of-hand cheat code.
Afternoon of Darkness, like Hour of Darkness before it, offers the gamer literally hundreds of hours of entertainment in a package that suits the PSP remarkably well. The bite-sized nature of the levels and the ability to hibernate the console at any time means the game can be dipped in and out of very easily. The complexities of the customisations and battle tactics available in Disgaea can be mind boggling; both a strength and a weakness. It is quite possible to complete the game without understanding classes, Geoblocks, assembly ranks and the item world, but taking the time to learn the concepts will makes the experience all the more intoxicating.
To master Afternoon of Darkness will take months of enjoyable and rewarding hard work. Those who’ve never experienced the story and fun on offer should take a look and owners of the original game still owe it to themselves to buy this game. Even without the extra Etna storyline, it’s time to fall in love with Disgaea all over again. |