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In 2007, most of the game genres we know and love have already been
established, the bar-setting games released and enjoyed, the parameters
of what that type of game requires have already been set, the clichés
created and instilled. This status quo has caused game design to
spiral into itself, with quality taking the form of a vertical spectrum;
a small sect for the elite, a decent chunk filled by the above average
and a majority cut for a cesspool of mediocrity, shovel-ware and
every terrible thing between. Then stagnation sets in.
Every
once in a while though, a developer releases a game that becomes
a beacon of change, softly emitting a pure, adventurous light through
the fog of yellow journalism, advertisement and imitators. I'm talking
about true innovation, revitalization, the opening of clogged pours
and a dozen other day spa terms - not just a clever repackaging
of what already exists. For console strategy RPGs (or S-RPGs), the
first that used to come to my mind, especially as an American gamer,
is the first installment in the Final
Fantasy Tactics series. But that game's crown was easily usurped
by NIS's Disgaea, originally released on the PS2 before making its
triumphant appearance on the PSP. What was once a near perfect title
has become only that much more faultless with a brand new alternate
storyline, multiplayer and the ability to quick save at any moment.
Disgaea: Afternoon of Darkness is the epitome of S-RPGs and any
fan of the genre, new to the series or not, would be a fool to let
this game escape their grasp.
Very
few games will smack you over the head with dementia quite like
Disgaea, especially right off the bat. Within the first thirty minutes
of game time you should find yourself scratching your head, questioning
the sanity of those in charge of the story. The game opens in the
Netherworld (essentially Hell, ruled by demons) with Etna, vassal
to the recently deceased Overlord, King Krischivskoy, attempting
to wake the King's son, Prince Laharl, from his two-year slumber.
That doesn't sound too weird, right? Well, I didn't have a chance
to mention that she is using just about every weapon known to man
with little to no initial success - including guns, axes and so
forth. Real dangerous stuff. Depending on whose storyline you are
pursuing - the original Laharl or the new Etna (accessible via a
code at the menu screen) - this scene becomes a pivotal moment that
rockets Disgaea into the far reaches of idiocy and drive it to the
very end.
Though
it never really strays from the obtuse and off-kilter, it does however,
begin to change into a what is best described as a pack of sour
Fun Dip. The zany, sour story is picked up and dipped into packets
of sweet, sticky sugar - a feat handled almost exclusively by Angel
trainee Flonne. But regardless of how much Laharl decries these
positive emotions being forcefully integrated into his life, their
inclusion solidifies the narration into the perfect mix of demons
being evil and love, friendship and devotion. Yet, at the same time,
this can cause the story to fall into a predictable groove, with
Laharl doing or saying something 'bad' and then Flonne 'showing
him the light.' Thanks to a top notch script and high quality voice
acting though, these moments never significantly harm the overall
experience. Having played with both the Japanese and English voiceovers,
I can safely make the claim that the two are on par with each other
and you will be pleased regardless of your preference or choice.
I have to give some additional praise to the English voice actors
though, as they more than adequately hold their own against their
Japanese counterparts, which is quite the compliment considering
how bad dubs can be. The actors picked up and developed their character's
speech tendencies with charm and grace, meaning that all of Etna's
sly comments, Laharl's freak outs and Flonne's moments of awe are
portrayed naturally. The work put into every facet of this game's
storytelling shows how much time and effort was poured into the
whole game.
I
didn't find sight of it in the PSP version, but the original U.S.
publisher, Atlus, found that simply adding an English voice track
wasn't enough - they had to add to the soundtrack with a track from
the now defunct punk band, Tsunami Bomb. They saw this as a positive
addition, but after hearing the song, I can tell you that it was
not. Though I did have to track the song down online, since I couldn't
remember it anywhere in the game. For the music that was already
in the game, there is plenty to enjoy. Boisterous and mischievous,
there are plenty of goofy, over-the-top tunes to keep your toes
tapping during battle. The main theme that loops inside Laharl's
Castle can grow old after a few hours of time wandering its halls,
but that's a minor complaint against an otherwise fantastic soundtrack.
Now
we enter the part of the review where I tackle the issue of gameplay.
If you have played Disgaea before then you know just how many words
it takes to explain what makes this game tick - all you need is
to know how all of that fits onto the PSP. The entire PS2 classic
has made the transition to the UMD, leaving nothing behind on the
cutting room floor. A little texture smoothing and a proper adaptation
to the PSP's wonderful 16:9 screen sees Disgaea looking sharp instead
of dated and it's hard not to smile during effect-heavy attacks
that are no longer hampered by slowdown (instead of what Final Fantasy
Tactics PSP receives, which drowns in slowdown). Along with the
aforementioned Etna story mode, returning players also have local
multiplayer modes, where you can pit your team against someone else's
in various battle types. Then there's the fact that Disgaea was
meant to be enjoyed in a portable fashion, as you can suspend gameplay
at any moment, playing right into the PSP's capabilities. You no
longer have to put your life on hold to travel endlessly down into
a weapon - you can just suspend and pick it up later!
For
those of you not versed in the ways of Disgaea, well, prepare for
a read. It takes the standard concepts in S-RPGs, namely grid- and
turn-based action, weapons and magic battles, to create its foundation,
builds the first few floors normally with not-so-new though well
executed ideas before unleashing what were ingeniously fresh concepts
and genre-altering elements to create one whacked out but hard to
not stare at in awe for weeks battle system. This game is just so
mammoth that it can be at times unbelievable and intimidating. Enough
meandering though - let's break this down, starting with what's
not new.
First
up we have the Formation Attack System, the Dynamic Battle System
and the Team Attack... System. As you can tell, Disgaea is big on
giving everything a silly name and designating it as a system, except
for the last one - it just felt lonely without system attached to
it so I just went ahead and took care of that little problem! The
Formation Attack System is a simultaneous attack that can involve
up to four characters and can quadruple the damage inflicted, be
it against your enemies or your allies, so it's pretty self-explanatory
as to why you would want to use this system as often as possible.
The
Dynamic Battle System is one of flexibility and preference. Each
battle starts with your team off the field, hidden under a shiny
'home base' panel. From here you can pull out however many characters
you want to (up to a certain map-specific limit) and arrange them
around as you please. This means if you are immediately forced into
a corner, you'll want to rush out guns a blazing; or if slower tactics
are necessary, you can send a couple characters out to test the
waters or lure enemies back to the base. Find yourself on the wrong
end of a weakness? Simply return any of your characters to the 'home
base' - as long as their HP is above 0 - and swap in someone more
suited to your current situation - and at full health! To keep this
from becoming a huge point of abuse, the amount of characters you
can have out at any time decreases every time one of your allies
dies, so this isn't a game of throwaway armies.
Team
attacks allow you to tag-team an enemy with up to three nearby allies
- as long as the initial character is using a regular attack. The
catch is that whoever is going to form up a team attack has to be
right next to the attacking character - diagonal does not count.
This can really come in handy when a situation where a weak attacker
is needed to deal some damage and normally could not do so alone.
Prop them up against some stronger allies and if the numbers play
out in your favor, those additional attacks can more than make up
for one non-existent one. You won't be able to use these team attacks
every time you have the proper characters lined up though, as its
activation is based on chance, which is based on an affinity level,
which is...well, based on a couple more parameters!
Having
made it past the familiar floors, we have finally reached what can
be considered the bottom of the uncharted territory - the Dark Assembly,
item inhabitants, the ability to pick up and throw things and the
Geo Panel system. At this point, especially to S-RPG fans that jumped
on the NIS bandwagon after this (including titles such as Disgaea
2, Makai
Kingdom and Phantom
Brave), these are not so mind blowing. But at the time that
I, and many others, first played through Disgaea, they were quite
revolutionary. S-RPGs had fallen into a comfortable, simplistic
vein that led many of them to bleed together into a blur of anime
armies moving around on squares - something that this game would
have become if it stopped right here. An amusing story and working
strategy components can only go so far when you've played a decent
amount of games that fit under the same light.
The
first, and possibly strangest, of the unknown floors belongs to
the Dark Assembly. Here, your characters spend earned mana to take
placement tests to increase their ranks, create new characters (who
consider the creator their 'reporting officer') and attempt to pass
bills that affect everything from the types of items and their prices
in the store to enemy difficulty to experience to be gained in future
battles. With the bill-passing system, you select a proposal you
would like to attempt to pass and ask the Dark Assembly to cast
their votes. If you are lucky enough to land a yes then your work
is done and you can reap the rewards. If your proposal is voted
down - the most likely event early on in the game - you can choose
to either walk out with your tail between your legs and try again
later or take up arms and beat a yes out of all those who disagree.
Now that's diplomacy at work!
I
realize that the picking up and throwing concept being integrated
in a S-RPG is rather underwhelming in text form, but it ends up
sneaking its way into your battle arsenal and becoming an integral
move. At first, the most obvious way to use this ability is to throw
around your allies to other parts of the map, some that are inaccessible
any other way. Some examples of how that can come in handy is you
could throw an ally ahead to expand their attack or healing range,
throw an ally out of the heat of a battle so they have a chance
to recover or, if you are feeling a bit evil, throw an ally onto
your 'home base' to kill everyone within (highly recommended if
you want to unlock some of the hidden endings).
As
you progress through the game, even more strategic possibilities
make themselves known, with the Geo Panels taking the cake here.
If you have seen any screenshots of Disgaea then you may have noticed
the rainbow coloring if many of the squares on the battle grid.
These colors correspond to Geo Panels, little pyramids that, if
placed on a colored square, can imbue all other squares of the same
color with battle-changing attributes. Geo Panels can do everything
from increase the damage dealt or defense of all that stand on the
right color to causing damage and inflicting status effects. That's
not all they can do for you though; by destroying a Geo Panel on
a colored square of a different color, all the squares take on the
color of the now defunct Geo Panel. Anyone standing on a square
while it changes color takes damage, including other Geo Panels.
With careful planning and maneuvering, it is possible to take out
all the colored squares in a level, dealing huge damage to everyone
standing on them while also pumping up the bonus gauge, which rewards
said pumping with additional experience, money and items post battle.
Regardless of how you approach the Geo Panels, take note that failure
to learn how to manipulate them even moderately effectively will
lead to a quick demise in this game.
Picking
up and throwing is the only way, other than just flat out destroying
them, that you can use the Geo Panels for your own benefit. Found
a panel with a helpful effect on plain ground or on a color that
isn't close to you? Want to do the opposite and remove an effect?
Either way, just pick the Geo Panel up and throw it on another color
or no color at all. If you want to nullify the effect of a Geo Panel
temporarily, just pick it up and hold it in your hands - though
you take damage for every turn you still have it in hand. Those
are just a handful of the examples I pulled off the top of my head
- spend some time with the game and I am sure you will create more
of your own!
Inhabitants
are enemies that make their homes within nearly all of the game's
items, weapons and armor that add special effects and stat bonuses
- randomly selected from 25 types - to the user of said items. These
inhabitants can raise attack power, hit points and resistances to
the equipper to increasing the amount of experience and money gained
from defeated foes. But that only scratches the surface of Inhabitants!
By entering the Item World, an area accessible through any item,
Inhabitants can be subdued, allowing them to be combined with others
of the same title and then moved between items. This means you can
fill up an item with inhabitants and easily make even the most mediocre
item into a demon smashing machine or impenetrable armor. Now take
that and add it to a rare item and hot damn!
At
first, this system is overwhelming, especially Item World, the 100
floor deep 'dungeon' embedded into every item. Essentially, every
item has a set rarity when it is acquired, based on what and how
many Inhabitants exist within it, giving it stats that are unique
(trying to get the same item twice is near impossible). By entering
Item World, not only can you gain the Inhabitants, but you can level
up the item by clearing floors. The more floors you clear, the higher
the item levels up, not to mention your characters keep all the
items and experience they earn along the way. The catch is, you
can't leave with all your progress at any time - you can only exit
every 10th floor unless you have a certain item, you don't gain
full recovery after every floor, enemies grow stronger with each
level and every 10th floor has an extra tough boss character.
But
don't let all those parameters and depth keep you away from it,
as spending time learning what each of the inhabitants does and
how to effectively traverse the Item World and how they can help
will pay off in spades and take the edge off the game's slowly increasing
difficulty. If anything, at least just focus on acquiring and leveling
up Statisticians, the experience-raising inhabitant, and watch your
characters level faster and more frequently. The Item World may
not be a feature that could be implemented into every S-RPG as it
is, but the idea of leveling up your items instead of just casting
them aside when you buy better ones is one that even today, five
years after its original introduction, is phenomenal. While this
was originally a feature that forced players to choose between their
lives and their game, as time between save points can very easily
last into the hours, the PSP's ability to suspend gameplay allows
Disgaea even more freedom to tangle you into its web. If you are
into level grinding or a completest then be prepared to invest far
more time into this game than you may have planned to - it can suck
your life away and there are literally hundreds of hours
of gameplay in the Item World alone.
Finally,
we reach the last of Disgaea's gameplay revolutions - transmitigation.
This is where you take a character, switch their class to a higher
one, then start all over at level 1. Now you might be asking yourself,
"why would I want to do that, especially with this character I raised
to a high level?" By doing so, not only can your character change
to a more powerful class, but transmitigated characters keep their
weapon and spell levels, and depending on how much mana you spend,
you can inherit up to 100% of the stats earned beforehand. And no,
level growth from new level 1 is no different than original level
1. Transmitigate a character with items stacked with Statisticians
and you'll be back to your old level in no time, better than ever!
The ability to transmitigate in any class-based game, regardless
of genre, makes so much sense now and it becomes hard to keep the
crave for it quiet. Just as the Item World personalized items, transmitigation
personalizes characters, which is important here as created characters
have no bearing on the story at all and is often the case in nearly
all games featuring a character creator.
When
I first sat down to write out this review, the plan was to crank
it out with little delay, as I already had a rough draft for the
PS2 version for a year or two now. But the deeper I reached into
the game for my second adventure in the Disgaea world, the more
details that I'd forgotten began to reemerge from the dust in my
brain. As I continue to reiterate, this game is obscenely deep -
far deeper than any console title I had played before it and it
easily rivals the only other game I have played with this much replayability,
which is the mighty Elder
Scrolls IV: Oblivion. There is so much in this game that I know
for a fact I didn't experience all that it has to offer, even after
a second play through. Yet it is this near endless replay value,
pushed even further with the newly included multiplayer modes, that
will leave nearly every player it enamors playing it for years to
come. Sounds like $40 well spent to me.
Disgaea:
Afternoon of Darkness is one of those once in a console lifespan
type of games, the kind that set the bar far too high for the remainder
of the generation - and even for itself - leaving a new console
war to (hopefully) reignite the ingenuity and innovation of developers
and lead to the next great genre revolution. Despite being five
years old, the dust has hardly settled on this title, leaving it
just as engaging as it was in 2002. The move to the PSP works wonders
for it too, with the ability to suspend the game at anytime and
the crisp widescreen picture fitting perfecting over the existing
product. Whether you have played the hell out of Disgaea on the
PS2 or have yet to stare into its hypnotic glow, there has never
been a better time to dive down into the Underworld.
Reviewed by Tony Peters for AceGamez (All Rights Reserved).
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