Showing posts with label Working Designs. Show all posts
Showing posts with label Working Designs. Show all posts

Saturday, December 31, 2016

Game #64: Exile (TurboGrafx-CD) - Another Arabian Night (Finished)

Game 64

Title: Exile
Released: 1992 (December 1991 JPN)
Platform: TurboGrafx-CD (Genesis)
Developer: Renovation Games
Publisher: Working Designs
Genre: RPG
Exploration - Top-down
Combat - Action (side-view)
Series - Exile (XZR)

It always feels weirdly different jumping into a series at game two compared to jumping into an established character at the start of a new game. There's a sense of events that already took place, even if they're summed up. Characters are introduced as though the main character has a history that goes unspoken. The intro video sets out the background.
This is the only timeline for release I can find for the game
The land of Shaltar was in the midst of religious wars with different factions claiming to hold the one true nature of God and the world. The Cerjeuk dynasty was the largest, and most efficient at oppressing the masses under their law. Sadler, the main character, led a revolt last game that brought it to its knees. However, the peace was short lived as the Klispins (a not so subtle change from  Christians), sensing the weakness in Shaltar, invaded.
The didn't even bother taking out the crosses of the crusaders
Yuug D'Payne, an ally of the Klispins, sickened by the unfettered destruction of Shaltar decided that he should become the one great ruler to unite all people to end the senseless violence. An ominous voice declared it a mighty dream, and the game was afoot. Sadler begins his journey in his hometown of Assassi. He's joined by Rumi, who brings news of a spy roaming the desert.
*Plop*
The initial town helped fill in some of the past information. Sadler's traveling companions wander around town, and are recruited for another adventure after Sadler speaks to the man that saw the spy. Equipment is very straightforward to upgrade as price dictates strength. Items are bit more difficult to guess at. They fall into four categories: HP and MP recovery, and short-term AP and AC boosts. In the Japanese version these were exact drug references with drawbacks, but for the American market it was altered to more obscure names like heart poison without the bad side effects.
Sometimes I wish games would do away with the fancy names
We picked up Fakhyle and Kindi on the way out. While they're supposedly in the party, Sadler is the only controllable character. The party made its way to the desert, and found a new oasis. It was a clever trap set by an ant-lion. As a first dungeon it was a bit rough, especially with giant dragonflies appearing without much time to react. I grinded up to level 5, making it a bit easier. Also notable is the 70 second music track with a fade out and 3 seconds of silence at the end.
Action scenes are definitely not captured well with my setup
We found the body of a man clutching a letter beyond the ant lion. It was addressed to Sadler from Yuug D'Payne (leader of the Knights Templar) requesting he make haste to Homis Shrine to discuss matters of great importance. The party rested. Next stop was El-in where Sadler fought his way through many crusaders in order to reach Homis Shrine beyond. Yuug joined the party after discussing his plans to unite all people. Fakhyle and Kindi stayed behind to mind the shrine. As we parted ways, Fakhyle gave Sadler his magic stone Kamuhri.
Of course, Rumi tagged along as a plot device
Yuug laid out the plan to overthrow the Klispins. The Katari sect knows the whereabouts of something called the Holimax somewhere in the land of Ghilan. Thus we arrived in Grunoble... actually, I'm not sure how that led us to that town, but it's where the party arrived. Rumors of the Klispins invading the next town over, where the Katari sect resides, permeated from every person. As we traveled through the forest, Rumi was kidnapped by druids.
The over world map includes a camp scene with party portraits, and destinations that transition from one location to another
Combat is pretty basic, walk around a side-scrolling environment and slash or down slash enemies. Magic augments this a bit by adding three levels of fire or ice magic to a sword strike, and is toggled on or off via the menu. There's also regeneration magic that I used often. After wandering about Mosnee, I came across a sheep one of the shepherd boys in town lost. Bringing him to the sheep rewarded me with a prism, which Yuug was able to affix in an alter located inside a circle of standing stones. Somehow this act broke a stained glass window inside the nearby building, and I rescued Rumi from inside.
This has dialogue talking about needing the blood of Rumi to finish their Cosmic Fantasy has me thinking Cosmic Fantasy 2 came out after this, or it's referencing the third game that never arrived
With Rumi saved, the party headed to Albee in search of the Katari sect. We found the village burning to the ground. Our search for survivors payed off as we discovered men Yuug had sent in search of the Holimax. Their final message was that all scouts had returned, except for those sent to Caira. Another religious sect was said to be there, the Manichi whom the Katari worshiped.
This is one of the scenes scrubbed from the Genesis port
Upon our arrival in Ayodoya, the party was informed that Prince Larma went to Lanker Isle in pursuit of a woman named Mireyu. Turns out that is Yuug's sister, although he didn't react to the first mention of her name. We found the prince in a cave, severely injured.
This may be a cultural thing, but it always strikes me as odd how shocked characters are when they learn someone is related to someone else
We searched the woods for Mireyu and the remaining Katari while Rumi stayed behind to tend to Larma's wounds. The guard at the edge of the woods described a vampire phoenix called Guruda. I'm not if that's an intentional misspelling of Garuda to differentiate it, or merely an alternative one. According to the guard, it was the same bird that drained all the blood from Mani before swallowing him whole. The same man taken from history, but given more myth and legend in this game.
 The first and probably not the last time I'll see this happened at the claws of the Guruda
I found someone named Jofre in the forest who helped to take down the protective barrier of the Guruda once I brought him the diary of Mani he had dropped near the statue where the prince lay. Then I died a number of times to Guruda. At least the music in that stage is some of the best. I grinded up a few levels, bought some tonics, and finally bested the beast. I definitely wasn't using most of the tonics, especially the attack power and armor class buffs. It didn't help that I couldn't spare the cash to purchase more.
Finding the right timing for my strikes as he darted back and forth proved difficult
I rescued Mireyu, and recovered the remains of Mani. We attempted to follow the directions to resurrect him detailed in his diary, but a page was missing. Prince Larma directed us to Baiyon tower where original copy of the ritual resided. Sadler barely escaped the collapsing tower after retrieving the book. Yuug, Rumi, and Jofre were trapped within. With no time to waste, Sadler returned to Mani's body and performed the resurrection ritual after the prince translated the final page.
I question if this disembodied spirit is truly Mani as he eggs me on to find the Holimax
Additional history of the Holimax was revealed by the spirit of Mani. Shimbatha was an evil being that desired the Holimax, and battled an unnamed man after that man hid away the Holimax. Sadler was now the chosen one to bring peace to the world by finding the Holimax. The search continued in the east, in the town of Tachikawa. A man named Ninkan, held at Oniga Isle, was the last holy man from Mt. Koya that understood the teachings of master Kukai. Because of that, the jealous priests conspired and locked him away.
To rescue Ninkan I needed to retrieve the key to his cell from Mt. Koya, although it jammed in the lock anyway and I used the pick axe of one of the slaves
Ninkan suggested that harmonizing the two mandalas of light and time was the key to the Holimax. While Ninkan worked on focusing the energy into the mandalas after I retrieved them, he sent me to another temple on My. Koya to disperse some evil energy. After destroying a chimera, I was sent to light the candles in the temple of light. As I lit the candles, a vision of Kukai appeared and directed me to Yaban Chara the bohemian in El-in, one of the few able to arrange the mandalas in systematic harmony.
A rush of light blinded Sadler, and a moment later he found himself in front of El-in, the city where he first met Yuug
Yuug was there with bad news. Rumi and Jofre did not make it out alive. Kindi and Fakhyle were also missing. Yuug asked me to attend him as he made his way down a strange passage. As Sadler entered, he was struck by a strange force that shook his whole body.
Another risque scene censored in the Genesis version
Sadler and Yuug suddenly appeared in Eleusis at the time of a festival to Backos (not sure why they didn't go with the more common spelling Bacchus). Not all was well though, as many residents told of kidnapped daughters to attend Backos at his temple. I ran into Pythagoras inside. I pointed him to the exit, and continued on to the ritual room where they were sacrificing the girls. I managed to rescue a single girl, Simone, but the story line lay with Pythagoras who called Yuug, Hyram, who was supposed to be building Homis Shrine at the moment. Strange, the Homis Shrine was built in...
Magical time travel seems to be a theme to this series as well
While everyone was busy building the shrine, Sadler searched the place for Hyram after avoiding a giant blood stain in front of the entrance. I went back to question Pythagoras when no sign of Hyram was found, but he had already departed to Croton Academy. Sadler rightly assumed the blood was from Hyram. Pythagoras was troubled by the news of Hyram's death as he was the only one that knew how to turn the Heramusso into the active Holimax. The shrine was meant to focus energy, and harmonize the mandalas.
With all his knowledge we deduced he was the man we were sent to find
Sadler knew from ancient history that Hyram was dispatched by three followers. We found them in a random house at the academy. Yubelum strong-armed the other two into killing Hyram and hid his body inside that building. We returned the Heramusso to Pythagoras, and he helped us activate it, turning it into the Holimax. Finally everlasting peace will exist again... well, not really.
Turns out the whole Holimax quest was an elaborate plot to resurrect Shimbatha, who had possessed Yuug from the beginning
The final battle took place back at Homis Shrine. Shimbatha summoned a dark mirror image of Sadler, which was easily killed by timing attacks around his jumps while dodging below them. Shimbatha politely requested Sadler remove his head so he could add it to his tree of those that sought the Holimax in ages past. As a final boss he posed a good challenge.
Although the range of his attacks from off-screen is a bit cheap
I found myself having to stock up on items to survive as I just didn't have enough tonics. I'm glad there was no pretense of a final dungeon to slog through in order to face Shimbatha again. During the ultimate attempt against Shimbatha I found a rather strange bug. I started having some technical issues with the stream, so I entered the tonic menu while I sorted them out. Whatever did it, I came back to silence after about 10 minutes idling in the menu. Sound effects continued to work, and the voices and music picked up in the ending sequence.
And stay down!
Shimbatha begged once more for Sadler to deliver his head and inherent power. Instead, Sadler plunged his sword into Yuug's body, severing the material connection Shimbatha had created and honed with the Holimax. As he passed into the void, he claimed that Sadler would remain cursed (a curse possibly referenced in the first game). As Sadler turned away, he recalled Rumi's words of hope for a utopian world, and Sadler remarked that it was a fool's dream that will never be possible.




Elapsed Time: 3h37m (Final Time: 3h37m)
RIP Rumi
Combatant - As an action game, this scores well in combat due to stats playing an important role. Magic is a useful way to grind, but the majority of combat doesn't require it. Enemies aren't really varied, and most will just charge you. Experience and gold rewards even out by the end, but most of the game they seem painfully low, which makes grinding necessary.
Rating: 3
Working Design team
Admirer - Important for an action game, the controls are really nice with my only real complaint is thrusting down stops all forward momentum. The turbo buttons don't add much. The ability to grind to your wanted level is available. There is, however, nothing customizable about Sadler.
Rating: 3
Jofre chants some ancient magic, and I'm just sitting here with my fire, ice, and healing spells
Puzzler - There aren't any puzzles. The main quest is well laid out, so there's no real possibility to get lost (although Mt. Koya is a bit pain to search for all the key items). There aren't any side quests, puzzles, or mini-games.
Rating: 2
Wait, who's that?
Instigator - The story is well put together, although a bit short. It's also a bit disconnected as Sadler jumped quickly between different areas without much description about how he reached them. The NPCs were helpful in pointing me in the right direction whenever I needed it. The only thing truly lacking is a way to influence the story through Sadler's actions.
Rating: 4
That's... Rumi... the game doesn't even bother to explain how she's alive, or how Sadler returned to his own time
Collector - Only the standard fare of items and equipment with nothing to really collect. Tonic, quest items, and equipment each have a separate inventory, which is nice; however, money is so tight until the very end that I had to sell off my equipment as I upgraded them. Strength is derived directly from the cost, so it's easy to know what to drop. There aren't any collections tracked in an obvious way.
Rating: 3
Thanks Cindy, whoever you are
Explorer - I enjoyed the music when it didn't cut out or have obvious loops. The graphics were well done, and the voice acting is the best I've heard from a console game. There aren't enough areas to really dig into and explore though, and past locations are completely cut off. The actual dungeons weren't all that interesting, but at least they varied in appearance.
Rating: 3
Oh yeah, thank you too, hope you enjoyed this review
Final Rating: 18 [30%]

Overall it was a solid action game, but not a lot of depth. At least it didn't overstay its welcome. The Sadler character is interesting, and I'm looking forward to seeing how they wrap up his story in the final chapter. Especially how they explain Rumi's return, although I suspect it'll just get glossed over. At least we don't have to wait long. Next gaming year starts soon, and includes the sequel.
This woman that strips to entice the sequel probably isn't in the Genesis version either
Next up we have Soul Blazer, another game that I grew up with. It should go rather quickly. First though, we need to cut a rather odd game. Spiritual Warfare seems to be unlicensed on the NES, and I'm not sure it was released in any official capacity on the Genesis. It's a religiously focused game, but while interesting to explore it seems to be a rather blatant Legend of Zelda ripoff that doesn't offer much more than a platform for Christian preaching
Journey On, and Happy New Year

Sunday, September 4, 2016

Game #59: Cosmic Fantasy 2 (TurboGrafx-CD) - "RPG of the Year" -- EGM 1993 (Finished)

Game 59

Title: Cosmic Fantasy 2
Released: September 1992 (April 1991 JPN)
Platform: TurboGrafx-CD
Developer: LaserSoft
Publisher: Working Designs
Genre: RPG
Exploration - Top-down
Combat - Turn based
Series - Standalone (Cosmic Fantasy in Japan)

I've come to realize, it's not the bad games that slow me down when writing about a new game. It's the games like this: bland, mediocre, unpolished filler that makes it difficult to feel motivated to play another hour. Add on the trouble I've had with the physical console (still not fixed, so I mostly played without music), and I may have enjoyed it less than I should have.
Still reached the end
Now don't get me wrong. There are innovations, and good design in some aspects. The movement speed and control feel great, and diagonal movement mitigates annoying NPCs that get in the way. Fully voiced cutscenes are integrated with the story at key moments to enhance immersion. Although the voice acting leaves a bit to be desired, the animation is well done. The music is thematic, and varies well. Combat, which I'll get into later, allows the player to precisely order the actions of each character when it's the party's turn. Spells level up at certain intervals, costing the same MP for more powerful effects. With those out of the way, let us see what's left.
The introduction shows Laura scolding Van
The game opens with Van off on adventure to hunt some meat to go along with the harvest Laura and the rest of the village are gathering. Van is then free to explore the town, but upon leaving, the game takes control and walks Van to a large tree where he reminisces over his relationship with Laura. He's awoken from his daydreaming by an explosion in a neighboring town.
*Plop*
In the destroyed village Van hears rumors that the evil lord Galam has come to this quiet island in search of a princess wearing a pendant. Guess who? That's right, Laura is actually a long lost princess hidden away here to protect the world of Idea from her sealed power.
This is going to be a picture heavy post, I can see it now
Van races back to his home village to find the Galam's army has beat him there and kidnapped Laura. Combat in the beginning is rough, with most battles depleting Van's health requiring an herb after each one. Luckily the mayor in the previous town was giving them away for free. I fought my way into Abel's house, an unnamed general of the army was guarding it.
Boss battles happen on a special battle screen that's all blacked out
Abel informed Van they took Laura to the harbor where Galam's ships were just about to depart. An epic and completely pointless battle ensued with Wizda, Galam's sorceress. Van lost in a single turn.
I could probably fill this post with only pictures of the cutscenes
Only knocked unconscious, Van woke in the care of Abel. Abel described how Laura was truly the princess of Idea. The king's chief advisor, Darva, told of a prophecy. Laura would wield immense power, but it was locked until her 17th birthday. Then it could be unleashed, and would be passed on to any man that married her. Instead of preparing her for this with a proper upbringing, she was hidden away in the care of Abel, one of the king's most loyal friends, and never told the truth. So it's been for the past 17 years.
Good question, let's have some battles to break up the exposition
Abel (Ys reference?) sent me off to the mainland, capital city and home to King Remlai. He handed me a writ to prove my story. Once the king was informed, I should then seek out Darva for additional assistance. The following cave was another difficult section. Actually, whenever I only had a single character, especially one without healing magic, I always felt unprepared for the journey. Luckily I had just enough herbs to see me through to the next town. It also helped that levels fully heal a character.
Four on one seems a tad unfair guys
The next couple towns were full of people holed up from all the wandering monsters. Sailors populated a port town, but they'd all turned to drinking since they were too scared to leave. As plot would have it, I met a young junior sorceress on her way to the mainland through a secret tunnel. Of course it too was infested by monsters. So, I took Annie and her key through the rather uneventful tunnel. On the other side, she promptly left my party.
I never did find out what that Ball of Lito did
Annie was nice enough to come with a healing spell, plus some other more damaging spells. It was then I realized combat is completely unbalanced. The attack spells cost nearly all my magic (some 50 MP), while healing is a mere 10 MP. Leveling up refills both MP and HP, and levels come so quickly that before I've depleted my healing reserves I'm at full health and magic again. Soon before Annie left, Van also got the same healing spell, and now the game was broken. There are curative items, like antidotes, and sun drops (which cure paralysis). Even some spells that do the same exist. But, do you know what's missing? Actual status effects. Not once was I poisoned, paralyzed, or had even a single spell cast by the enemy.
Helpfully there's a map for each area, but things like that lone red dot on the right side in the light brown just weren't there
I found someone named Jose to vouch for me in the town next to the castle as the regular guard didn't recognize the Writ of Shura. The king gave me his sacred royal sword, which I wasn't able to equip as it showed up in tools instead of equipment. Equipment consists of weapons, armor, shields, and an amulet; the latter provides elemental protection (but since there are no spells, I don't think these really do anything). Helpfully, the shops provide a short description for any purchasable item, but that option is missing from the regular inventory. Tools are usable items (battle or map), and they're the only thing transferable between characters. Characters come and go so often though that Van should hold onto all of the unique items. The king ordered Jan, his top swordsman, to accompany me to Darva in the east.
Maybe the game will be done by then
On our way to Darva, we stumbled upon a cursed town. Once entered, we were trapped there for all time. Another traveler, Lyle, joined our party to investigate the cause. We ventured deep into the mist. A door blocked our path through a cave, so we returned to the mayor. He told of us of the contract he signed with Amon-ta to help save his village from a severe affliction. With contract in hand we were able to open the door and confront the disembodied voice of Amon-ta.
Then we fought Amon-ta...'s minions -- two sets of monsters -- to free the village
So here's another example of why the game feels unfinished. Amon-ta is not here. He has dialog, but he doesn't show up. There's no epic battle to defeat him. Where I expected a boss fight, there was what seemed like a placeholder battle with normal enemies. Then the village was freed from the curse, and dialog suggests Amon-ta was defeated. For reference it was a battle that included the regular druid enemy. Afterwards, Lyle left the party for his home village of Tista.
This game gave me a disease
I stopped in Tista to see if Lyle would change his mind, but he was busy with his pregnant wife. Strangely, we was apparently gone and missed for a few days even though time was said to stand still in the cursed town. Darva was in his temple, waited on by Annie. Jan, having important matters with the king, left the party as soon as I arrived. Darva explained through cutscenes how Galam was a pupil of his with extremely potent magical energy, but soon the lust for power corrupted Galam. My first step was to hone my own magic, and learn from the goddess Cerum herself. Currently she was locked in stone, and the scholar Clasco to the south could tell me more.
Ah, Working Designs patented nonsensical localization
Annie joined once again as I journeyed south. This next part was a trigger hunting fun fest. Clasco the scholar wasn't much help, but he told me of a wandering minstrel named Viora (probably supposed to be Viola) who lived to the southeast. At her house I met her elf friend who told me she wasn't home, but might be in Kustra to the southwest. A lady at the tavern told me she was upstairs, but wouldn't let me past as Viora was preparing for the evening performance. There I was stuck for a bit as I didn't know how to "come back later" when time doesn't really pass.
The fate of the world is at stake woman!
The key next step is to piece together that Clasco is the son of the tavern owner (obvious from other dialog), and that I going back to him magically informs the tavern owner that I need to see Viora immediately. So, Clasco's father yells at the lady to let me pass. Viora tells the tale of Cerum. She turned herself to stone because she had made immortals to end a violent war. Doing so had the opposite effect, and to remove her gift she sealed her powers in stone. However, that didn't explain how to restore her. As we headed out dumbfounded for the next step, Viora had the brilliant idea to ask her teacher, Harp, that lived far to the east. I'd actually already visited Harp, but now that Viora was in my party I could learn that Cerum had a sister, Saylis, who's tears would restore her. I got an old document explaining all this. The tears were collected in a fountain. Now, where was this fountain?
It's the fountain under Darva's temple... and Darva knew the whole time
And the whole training from Cerum after restoring her resulted in a measly 1,000 experience points and a new weapon. No new spells, no hidden abilities, not even additional mobility. Returning to Darva, he told me how much I'd grown and opened the cave path to the north. As expected by this point, Annie stayed behind to continue her training. The next town was a stopping point to meet Alan, who lost a bow and is now a coward, and Joshua, an inventor conscripted by Galam's general Diggin to create a warp point straight to Galam's castle (how convenient).
They couldn't even spring for a special Diggin boss
To reach Diggin, I had to return Alan's bow so he could tell me about a hidden passag. With Diggin out of the way Josh joined the party long enough to activate the warp. Inside Galam's castle Alan and Josh stayed behind to watch Loris, Alan's missing girlfriend. So, alone I walked over Wizda to have a heart-to-heart with Galam. However, it was too late. Laura was already his wife, and he had obtained ultimate power. He knocked me out with a single hit, and sent me flying 20 years into the future to witnessed his brilliant plan to rule the world.
Commence gloating
And that's the introduction to Cosmic Fantasy 2. Yes, the game actually keeps going after all this, no longer following the young Van. Instead, we pick up 20 years later as Cosmic Space Hunter (cadet) Babbette comes flying on the scene. She's doing her rounds of the lesser charted galaxy, and happens upon the backwater planet of Idea. As she's about to move on, her computer chimes in (in the most badly dubbed French accent I've ever heard) that a distress signal is coming from the planet. Intrigued, she forgoes the usual call to headquarters, and decides to investigate it herself.
It wouldn't be a TG-CD anime game without a bit of blatant nudity, although the steam hides certain parts
*Plop*2
Babbette is poorly equipped to have an adventure. She has gear, but no healing spells, and only a few herbs. Her one attack spell does prove somewhat useful; however, I spent most of my first few steps running away until I could find a town. The leader of the town, Jiela, was recently poisoned, and her sister, Ciela, asked me to fetch medicine from the medicine woman. In turn, she had me fetch an ingredient in order to complete the tonic. Upon my return, I found the attendant missing. She went to retrieve Jiela's sword from her home, but hadn't returned. While the medicine did its thing, I fetched the sword myself... I never did find Flora (I think that was her name).
Why wait? Pre-order today!
With Jiela in tip-top shape, both her and Ciela joined the party. We found an imposter running the town trying to convince everyone that Galam was the answer to salvation. Once defeated, Ciela stayed behind while Jiela and I ran off to fight Galam (apparently forgetting all about the distress signal or keeping a low profile). To the south was a town where a lovely girl named Serena disappeared. She was held captive by a monster, who was actually a man under a curse of an old hag. The old hag, and the imposters weren't bosses mind you, just normal enemy encounters. The monster turned back into a man named Jack, a resistance fighter against Galam's reign. Jiela decided what she really needed in her life was a man, and left the party.
Babbette found the recruitment center for Galam's harem
Nova, one of Galam's new generals, was kidnapping girls from the next town to add to his collection. I ran into and away from his goons, rescued by the younger brother of one of the girls that was kidnapped. On my way out I beat up a guard to get a letter for Nova. With it I was allowed entrance into his mansion to the north. Along the way I heard rumors of a talking cat, and in the middle of the forest, found the downed spaceship (although there was nothing to salvage). I rescued the kidnapped sister, Emily I think her name was, and found the distressed talking cat upstairs, named Pico. He told me cosmic pirates had shot down his craft while he was looking for his father.
We were getting along just dandy until Nova interrupted us
By far the hardest boss in the game, Nova crashes on the scene dealing 1/3 of my max HP with every hit. With only herbs to heal, and magic as my best damage potential, I stocked up previously with just enough to alternate 2 herbs (for health) and 1 berry (for magic) combined with one casting of magic. I had my first (and only, mind you) game over at this point. I had an M Duster as well, which randomly doesn't work, but potentially can do 120 damage. My best spell does 80 consistently. Nova dropped on the second to last attack I had. I picked up the prison key, Pico, and released the prisoners.
The only challenging battle, I barely made it through without grinding
Back in town the people rejoiced. I collected my adulation, and with nothing more to do, I left the town. A cutscene played where Babbette sounded mission accomplished to her computer, but space pirates attacked while she was away. Unable to arm weapons since Babbette had the arming chip, the ship's computer bid a hasty adieu, leaving the two aliens stranded on Idea.
There could be worse places to wait than a town where you just saved half their population from enslavement
I'm going to gloss over a lot more of the game than I usually would, but the battles are atrociously easy and all the remaining bosses are pushovers as the full party assembles. The next act began with Van regaining consciousness in the house of kindly old woman who's son, Milan, had gone missing. After getting Milan's equipment, Van headed off to the next town and rescued Pico from Galam's men.
When I sold this it was called leather, I feel like I've been lied to
The duo then ran off to save Babbette from Major Payne at Fort Dallas using skis to cross the snow. With Babbette rescued, the trio made their way through an ice cave to a town with a shrine nearby that gave me a prophecy about a cave with five goddess statues: Ein, Nolty, Sareen, Saylis, and Cerum. Awakening all five statues rewarded me with a fire staff, wind wedge (cloak), and 2000 experience. I'm not even sure this was a necessary quest, as the next area seemed unconnected. It was a forest maze with a number of tunnel entrances that all looked the same. Only two were necessary to enter, one containing a resistance member, and the second that led to the sealed door only he could open.
Even the rebel camp wasn't safe from not really a boss non-random generic encounter
On the other side of the mountain was a rebel camp. Jiela was there with Jack. Milan, the man we rescued from the forest, led us here and asked the leader to let us help. We were attacked while resting, and then the game trapped us in camp with no fights while we tried to figure out how Galam's forces got into camp. Through a lot of back and forth dialog with everyone in the camp to get the right triggers to progress the story, it was revealed that the leaders of the camp were actually working with Galam. Milan took over after we ousted them, and we moved on. Jiela was done with Jack by this point, and decided Van suited her better.
I never did find out what that was or how to reach it
I geared up at the next town before steamrolling through some haunted ruins. We then made our way to a port town, infiltrated Admiral Ibad's party, and stole one of his ships. The party set sail for the continent of Amor as the closest destination. I was then treated to a scene where Cosmic Space Hunters were alerted to Babbettes situation on Idea (her ship called in). It just so happened to be Cobra (apparently from the first Cosmic Fantasy game), and he had Pico's father among his crew.
Random boss named Barlock
As soon as the party landed they were assaulted by Galam's forces. Actually just a boss, and the first one that could drop a character in a single hit. There aren't any raise dead spells, and characters come back with 1 HP after battle. That doesn't matter much though since healing spells work just as well on fainted characters. With the way you can choose party order, there is no penalty to a character dying. Pico had a full heal spell early on, and eventually Babbette learned a spell that fully healed the entire party. We found the rebel camp to the south. There Jiela departed to make room for Jan's daughter Clea as we made our way to Darva's place.
Where we found Annie all grown up
Darva has long since passed on, but he left a message for Van: seek out Laura, for her pendant is the key to taking away Galam's immortality. Annie joined as the latest eye-candy, and we rushed the castle. We found Cobra (more like he found us) and one of Galam's generals, along with cosmic space pirates that were causing all the trouble for the hunters. Apparently the reason they're on this planet is it's considered so backwards that it would be the perfect place to hide their nefarious operations.
Kind of a hidden town with a lot of strange things exists near the castle behind the waterfall
The hidden town has a lot of cultural references, which make me think it was possibly added by the Working Designs team as a bonus. Someone named Day Shiona was mentioned, a random NPC was selling for their anti-Galam amulet, and there's a quest to find a hidden forbidden floppy. I found a TurboPlay, Joystick, and hitchhikers guide to the galaxy before I discovered the forbidden floppy. Fulfilling the quest rewarded me with 5000 experience points.
Babbette doesn't think much about this game
Van either
So, Van dispatched Hergan (who was Hergen prior to the battle), and Cobra showed up to take out cosmic pirate Vega (replacing Pico in the party). After the battle, Annie decided she had enough of the crazy plot, and let Cobra's eye-candy, Sayo, join the party. Pico stayed behind on the ship, and the rest of Cobra's crew went with Annie to "help the rebel cause."
The game then just feeds you unlimited free HP/MP items, plus high damage bombs
A short trek through the space pirates underground base, and I found myself outside a small cottage. There, Laura was waiting for Van's return, completely unguarded. She handed him her pendant, and asked him to put on end to Galam's reign. So, we killed Galam. The End. My game froze once after his final form, but playing through again got me the full ending. Laura died as well since her life force was intertwined with either the pendant's power or Galam. Heartbroken, Van ran off with Babbette to become a cosmic hunter.
And everyone laughed about this foolish game
Elapsed Time: 14h40m (Final Time: 14h40m)

Combatant - For the first 15 minutes, and the fight with Nova, combat is challenging. All other times it's a cake walk. Magic is all over the place, and only really useful during the Nova fight outside of healing. The enemies are a strange mix of random fantasy stylized creatures: living books, giant flow creatures, and walls with faces among all the goblins, orcs, and witches.
Rating: 2
Some of the enemies have cool designs, this is Vega in his combat mech that we easily destroyed
Admirer - The game manual boasts a 20 character cast. This doesn't really matter much as they're in and out of your party before you can get attached to them. In fact, even Van isn't immune to getting kicked out of the party for a while. There's no customization or advancement options.
Rating: 2
End game characters are the only ones that matter anyway
Puzzler - The main quest wasn't always clear. There aren't any side quests or puzzles, and only a single solution or trigger to find. Good luck trigger hunting.
Rating: 1
If only I had a random NPC to show me the hidden door here
Instigator - The story isn't too bad, and the voice acting is tolerable (or maybe I just have a high tolerance for it). Once Van is shot 20 years into the future, and the game goes from fantasy to cosmic, it's still an enjoyable ride even if the motivation for the pirates presence is weak. NPCs aren't very helpful, and in Working Designs fashion will more often than not have something quirky to say. The descriptions for store equipment is nice, but it'd have been better if I could examine those in my inventory as well.
Rating: 4
I know, shocking, right?
Collector - Forget collecting anything in the first half of the game. You know that royal sword Van had, or the Ball of Lito. Gone! All of it disappears when he's shot into the future. I didn't even bother to try them out, not sure how helpful they were or if they had abilities during combat. The economy is as bad a joke as the combat, and it's a good thing since there's no way to trade equipment.
Rating: 4
Oh yeah, Van got this awesome looking cosmic hunter plate armor that wasn't actually in his inventory
Explorer - The graphics are good, characters well detailed, and the animation is pretty good for the time. The music isn't too varied, but I couldn't judge it very often as my console was having trouble playing the CD audio (hopefully to be fixed by the next game). Loading character portraits caused the music to start from the beginning each time, and they loaded nearly every time a character spoke in the last half of the game. There's not much to discover while exploring, chests are mostly useless, and aside from that weird creature I'm not sure there were any Easter eggs. Exploration was limited to the current plot related continent area.
Rating: 4
I wish they all had this animated aerial view
Final Rating: 17 [28%]

By far not the worst game this year, but how does a title like this earn itself RPG of year when Dragon Warrior IV and... well this does seem to be a year lacking in standout titles. From memory, I'd say Soul Blazer was better than this. In any case, overall it's not an enjoyable game. Combat is tedious, and the encounter rate a bit too high. The story is the only thing this has going for it, and it's a hard pill to swallow. Some plot holes like, Robert, the ships computer running away from pirates because the weapon system was locked comes flying in at the last second guns blazing to destroy an escaping pirate ship.
Oh, and Laura doesn't look 20 years older
Moving on, I've already completed Final Fantasy Mystic Quest, and will write up the post soon. I should have the TurboDuo fixed in time for Dragon Slayer: The Legend of Heroes, but next to play is Ghost Lion. So I don't get too far behind blogging and playing, I'm taking a break from playing until I catch up. If I let the blogging and playing get too out of sync, I'll have trouble recalling a lot of the details.