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Rising Star Games finally brings Atlus' Growlanser: Heritage of
War to the UK, almost a year after it was released in the US, and
while I would love to say that it has been worth the wait, a derivative,
largely confusing story, frustrating gameplay mechanics and some
truly awful PSOne-era graphics make it hard to recommend to anyone
but the most ardent of RPG fans.
There
is a huge amount of content to be found here, with up to sixty hours
of gameplay for those who wish to search out every nook and cranny,
along with the usual epic themes of war, love, revenge and betrayal
all present and accounted for, but the story's disjointed nature
and the script's inability to create any kind of bond between you
and the many characters found throughout the game's lengthy running
time means that you are left with a title that is big on content
but severely lacking in quality or coherence. You traverse the game's
five lengthy chapters from numerous characters' points of view,
although the main story arc revolves around Haschen, a young man
who was orphaned as child and is critically wounded when the town
where he was raised gets attacked by the altogether unpleasant water-based
Screapers. Haschen is saved by an operation that for reasons neither
logical nor explained gives him an array of abilities that are very
useful for when the Screapers inevitably make their return.
Before
you get to grips with this unsurprisingly moody, largely muted main
character, you first get a chance to set the scene seventeen years
earlier, as you take control of Seldous, another of Growlanser's
many orphans, who you will learn next to nothing about, other than
the fact that he isn't exactly the biggest fan of war. Seldous sets
off in an attempt to put an end to the war that is raging between
the island continent's three warring kingdoms of Grangale, Naylern
and Cyriltia. Although not explained fully, we do learn that this
island has been split off from the rest of the world by a magical
barrier and that the aforementioned Screapers are roaming the surrounding
seas, only too eager to feed on any humans asinine enough to enter
the waters or build their villages next to the sea (surprisingly
enough, there are quite a few people who do just that). Then there
is the matter of the earth gradually rotting away, thus leaving
little to no food for those lucky enough not to be killed by the
Screapers, war or other array of nasty looking beasts wandering
the land; needless to say, the outlook is bleak.
On
your travels you will meet an array of characters as you stumble
across a bizarrely powerful weapon, later labelled the Admonisher
by its finders. This weapon is subsequently used to force peace
upon the warring kingdoms for fear that they will be blown to bits
if they decide to kick up a fuss; maybe not the obvious way to resolve
war but a successful one nevertheless. As you can imagine, this
forced peace is understandably strained, as Seldous and his newly
formed PMB (Peace Maintenance Brigade) hold peace talks with the
warring kingdoms at the end of a very large pointed gun, or laser
if you want to be precise. While this section does serve as an interesting
introduction into the state of the world, all the time spent levelling
up Seldous and co. is subsequently wasted as the story shifts focus
to Haschen.
With
his new skills and position with the PMB secured, you set off on
your journey, one that is played out from many different perspectives,
something that does become annoying thanks to constant changes in
character control putting you back to square one with regards to
stat development. Although this shift in perspective could have
been used to good effect with regards to emotional development and
extended exposition, the story never strives to make all that much
sense of the plot's many strands and poorly constructed character
arcs. While the personal relationships between the characters prove
mildly entertaining, thanks largely to the beautifully hand drawn
anime animations from Satoshi Urushihara, the bigger picture often
gets lost in translation. Speaking of translation, you should really
watch out for the often appalling dialogue that the mostly talented
voice actors have to deliver completely straightfaced.
With
the story proving a huge disappointment, one would hope that the
battle system might prove to be the game's saving grace. Sadly this
isn't the case, as some questionable design choices, along with
some very infuriating AI, make what is essentially a solid underlying
battle mechanic as infuriating as possible. Battles, which inevitably
make up a huge part of a game such as this are split into two types:
regular and mission-based. The first of these are the random but
largely avoidable battles that you encounter as you traverse the
large, uninspired game world. Although avoidable, you will need
to partake in quite a few of these to get your characters up to
the levels required for the more difficult mission-based battles
later in the game. These mission-based battles are unavoidable and
often come complete with multi-conditioned achievements that need
to be completed to move on.
Battles
are played out in real-time, with you left to control either just
your main character - with the rest of your party controlled by
the often suspect AI - or the entire party, manually controlled
as you lead them into battle. Sadly, each option comes with its
fair share of problems. As battle commences and you choose your
characters and mode of attack - either basic attack, magical spell
or Knack (a basic ability), you have to wait a set amount of time,
depending on the form of the attack chosen, before your character
recharges and can once again be picked for their next move. While
this approach works fine for the most part, with a pause in battle
allowed at any time to oversee each character's condition or to
plan your next wave of attack, it can lead to some truly infuriating
moments, thanks to some of the game's poorly implemented mechanics.
The
biggest of these problems comes surprisingly enough from the terrain.
Due to its fixed nature, characters seem to find themselves stuck
on a regular basis, meaning that you will have to cancel their current
action and manually move them back into position. Although merely
annoying for the most part, for certain mission objectives this
wasted time and potential attack can mean the difference between
success and defeat. Another problem stems from the choice to make
each command enemy-specific, meaning that while you may choose a
certain approach for one enemy, once they are defeated your allies
may well charge blindly on towards the next enemy, regardless of
whether or not a different approach is required. This of course
leads to even more manual movement and more wasted commands on your
part.
Although
these problems do become a nuisance, when the AI isn't striving
to annoy, the battle system actually works pretty well, allowing
for a wide range of tactical approaches to battle. This is especially
the case in the simpler random battles that allow for some interesting
experimentation. You can change your approach, along with your party
members' inventory and items, with ease mid-battle, thanks to the
simple and easy to access command menu. The magic casting system
also adds a nuanced and tactical twist to encounters; with magical
attacks generally taking longer to charge, the time increasing as
you increase the rank of each spell instead of the amount of magic
points required to cast, time becomes of the essence. The problem
is, enemy attacks lead to longer cast times, meaning that a strategic
positioning of magicians away from enemy clutches becomes all but
essential to success.
Sadly,
the above mentioned problems are not so easily overlooked in the
target-specific mission battles. Beyond the issue of wasted commands
causing huge problems for timed-based objectives, there is also
the matter of the conditions for victory seemingly changing at the
drop of a hat. Although these changes do keep you on your toes,
thanks to the bizarre design choice to keep the conditions for victory
updated separately from the basic command menu, checking these updates
becomes an unnecessary, time-wasting chore. Why Atlus would choose
to have these updates in the system menu, meaning that you have
to completely exit the battle to see what needs to be done next
is anyone's guess. It takes you out of the moment and separates
you from the battle, leaving what should have been an epic, story-driven
encounter as a disjointed mess.
When
you do win battles, be it regular or mission based, you inevitably
pick up experience with which to further develop your characters.
Beyond this you also get the added bonus of picking up ability plates
to learn and upgrade each character's three skill sets of magic,
innate skills and knacks. These plates are attached to weapons and
armor and are assignable when that item is being carried. They then
need to be infused with 'knack' points, which are collected via
won battles, to learn specific skills. To enter these knack points
into the plates, you first need to set them to a character's 'active
flow'. From there you need to take into account how each plate has
specific arrows, meaning that skill plates can only be attached
with corresponding arrows on another plate. Although this is an
interesting enough system is theory, thanks to limited space on
the grid, combined with the inability to chop and change, or even
sell unwanted plates until later in the game, the system soon becomes
cluttered and tiresome.
Almost
every aspect of the gameplay in Growlanser falls somewhere between
average and disappointing, but at least in the case of the graphics
you know exactly where you stand; you will quickly find that it's
easily one of the most underwhelming visual experiences you are
likely to come across on PS2. Sure, the hand drawn characters are
nice enough, but really, that's about it. The landscapes, although
varied enough in a clichéd sort of way, are drab and uninspiring,
while character models are poorly rendered with limited and generally
weak animations. Character attacks also fall comfortably on the
side of disappointing, with little fanfare for even the most powerful
of attacks later in the game. To make matters worse, these stronger
attacks trigger poorly designed cut scenes that make everything
else on screen grind to a rather unpleasant halt. On the back of
titles such as Odin
Sphere - a true graphical work of art - it's amazing how far
Atlus' usually high graphical standards have slipped for this latest
release. The audio fares better, with some decent voice work, but
when you consider the at times truly awful dialogue and the pleasantly
forgettable soundtrack, it's far from enough to save this package
from complete mediocrity.
Fans
of the series will probably find something to like in Growlanser:
Heritage of War's forty or more hours of gameplay and selection
of extras that include a battle arena and fairy contest; for the
rest of us though, there is little to be found here other than an
extremely average RPG that seems to do its best to exasperate its
already lengthy list of shortcomings.
Reviewed by Liam Pritchard for AceGamez (All Rights Reserved).
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