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Review
By: |
Daigohji |
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Date: |
04/07/2003 |
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Released: |
02/10/2003 |
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Publisher: |
Bandai |
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Developer: |
Bandai |
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Platform: |
PS2 |
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Rating: |
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Intro:
You know, I never could play MMORPGs for a long time. The interaction with other
players is something I love, but I really can’t do
without the satisfaction of being able to slay a big, mean final boss. It brings
the game full-circle and gives me an immensely
satisfying sense of completion. That’s why I thought this was
a really cool concept- simulate an MMORPG, right down to the point where
NPCs act and talk as gamers, not as characters, and
yet give it the story arc of a true console RPG. This is a truly
unique idea, and could have been pulled off fairly well.
Randomly-generated dungeons to enhance replay value? Even better! Rock on!
Unfortunately, “could have been” is as far as it goes. The resulting game is
shallow, repetitive, and
extremely short. “Random” dungeons are the same six or seven rooms glued
together in different ways, occasionally, retextured, with strikingly similar
monsters and a rather small variety of items. Combat
is little more than x-button mashing.
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Combined with a system that discourages level busting, the
result is a cool idea that was executed all wrong. If we’re giving points for
concept, I can understand why this game has often scored so highly. However, I
give points for the game itself. This is about to get ugly.
Plot:
This started out quite cool. A super-popular MMORPG with an OS very much
designed for it- the game of the future. However, something is causing people to
fall into inexplicable comas during gameplay. You see,
there’s this Book of Twilight thing, and it does
something. It has something to do with this girl in
white and a huge demon whose name is never formally revealed but which your
character apparently magically figures out at some point. This is the
exposition.
It’s also all the plot you get. The rest of the game is a random dungeon hack.
Occasionally, you’ll see something that sounds like it
should be plot-related, but nothing develops. This is supposed to be the first
of a four-part series, but it truly feels like no more than an introduction. I
started off excited, but that feeling drained within a tiny handful of hours. I
wanted to see some development, but I got nothing. After a short time, it was
all gameplay. That was not necessarily a positive thing.
Graphics:
Mixed bag. Character designs are varied and stylish, and the modeling is decent.
Characters are somewhat limited in terms of animation. Additionally, I feel the
need to make a huge complaint about the dungeons here. Randomly
generated, they are the same few room types arranged different. They are
not decorated in any way. All the walls are
textured the same. They are unfurnished. Even when you advance to a new type of
dungeon, the walls are merely retextured- everything
else stays the same. If it weren’t for the automap, you’d get lost in a second-
every room looks exactly the same as every other room. It’s easy to fall asleep
playing this. Come on, where’s the attention to detail here?
Gameplay:
Repetition. Repetition, repetition, repetition. Repetition, repetition. Still
with me? This will give you a good feel for what it’s like. Remember, you don’t
have any more plot-
it’s all gameplay. Combat is accomplished by standing in front of a monster and
hitting the X button until it dies or you die. Item use is governed by a menu
interface that completely wrecks the flow of battle and takes forever to manage.
Your fellow party members are strikingly dumb- they just attack over and over.
They won’t use special moves or heal unless you specifically direct them to do
so using the same clunky menu. They will simply stand there and take hits until
they die, even if they have the capacity to heal themselves. Aren’t these
characters supposed to be fellow MMORPG players? You’d think they could look out
for themselves just a little. Scratch gameplay points and realism points for
this mistake. After a very short while, this total failure of AI becomes very
annoying.
The skill system implemented here is positively poor.
Weapons and armor contain skills. You can use this
skills when you have the correct armor equipped. Your character, as he levels
up, gains nothing but HP/SP and stats. No moves are ever learned, and they
change every time you change your equipment. There is no incentive to gain
levels here- it’s easy to find the best items from the list of extremely similar
equipment, and then no monster can stand before you. There is no immediately
apparent gameplay balance.
Dungeons, however, are the thing that will really make you cry. They are
randomly generated, and by randomly generated, I mean you will see the same six
room shapes a million times. Nothing ever changes- there are similar rooms,
containing similar monsters and (often useless) treasure, and there are hundreds
of them. Occasionally, the textures used for the walls and floor will change,
but that’s all. Every dungeon feels like every other dungeon. Even plot-forced
dungeons follow the same rules. They are not unique in any way, There are no
puzzles. This is enough to bore even an old-school
gamer such as myself, and I really can’t recommend it. The camera, additionally,
bites. You must be able to see an enemy to attack it (even if it’s within range
and your character model is facing it; I’m not sure what the logic behind this
is), and control is clunky.
The only good thing here is the Data Drain system, which is unique. Your
character (and yours only) can invoke an attack called Data Drain, which vastly
reduces the power of a target enemy, and can make invincible bosses damageable.
In addition, you get an item. However, every time you do this, you spread a
viral infection over the server. This causes random chaos, and if it hits 100%,
you die. Fight enemies to lower the percentage. This is a cool feature, but not
nearly enough to save the game.
For some reason, despite all these flaws, I didn’t have an utterly terrible time
playing it. I’m not sure why. Not that I got to play it much. Even with side
quests, even with random-dungeon level busting, I only
squeezed 11 hours of gameplay out of this. Given as this is part one of a
four-part series, and given the low level of detail throughout, this could
easily have been released as a single game on a single disc. This is what upset
me the most. I think they want my money.
Sound:
Present but forgettable. Markedly normal music presides throughout town, field,
and combat alike. I wish I could say more, but I’m having such a hard time
remembering any of the songs that I really can’t. In .hack’s defense, a sub/dub
option is provided, giving you the choice of Japanese or English voice actors.
English dubbing of Japanese is typically awful, so I dared not touch the English
option.
Fun Factor:
Press X. Press X. Press X. Run through door. Make sure it isn’t the room I came
from. Erm, can’t tell- it’s
the same room on both sides. Monster. Press X. Press X. Press X. Press X. Run
through door. End another
dungeon. Pick another dungeon. Press X. Press X. Press X. Oh wait, I beat the
game. Yes, the plot develops so little that I had no idea that the final boss
was the final boss until after I killed him. Actually, I thought he might be the
first boss, seeing as he was the first one with a real name
or story tie, and I was only 10 hours in. Boy, was I
mistaken!
Overall:
I like originality. I have a huge collection of quirky, relatively unknown games
that are so creative in design that I couldn’t help
but buy them. However, they have one thing in common. Gameplay. 11 hours of
repetition is not worth my $50. I just can’t do it. If all four volumes were
released as one game, which they could easily have been, I might possibly have
considered it. However, there’s just not enough substance here for me.
2 planets
Daigohji
Rating:
2 out of 5 Planets
Talk about .hack:
Infection >>
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Buy It
Amazon.Com |
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