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There are defining moments in every gamer's experience - moments
that link you to a game forever. One of my best moments is the Jedi
Training area in Jedi
Knight II - the combination of John Williams' lifting score
and the catharsis of coming into your powers really struck me then
and continues to this day. Not included amongst these iconic moments
is an early play session with Dragoneer's Aria. I was in bed in
the evening, had played some of another PSP game and then switched
to this one. I had already played a bit - enough to get past the
first series of cut scenes and into the area where I had some control
and engaged in combat. I started playing and had to wait for area
loads, for drawn-out battles, for cut scenes - for everything. And
before long I found myself nodding off to sleep during a battle.
So that is my singular memory for Dragoneer's Aria - it managed
to take me from very awake to fast asleep within about twenty minutes.
Dragoneer's
Aria tells the story of Valen, a novice dragoneer with hair in a
long braid done nicely enough to make women jealous. He learns of
the history of the land in which two mighty dragons once battled
and the good dragon was defeated by the evil dragon. But as he fell,
the good dragon split into six parts and spawned elemental dragons
to watch over the land. For a long time the dragons have worked
together with the powerful warrior dragoons to protect the lands.
Valen is to graduate when suddenly everything goes wrong and the
balance of good and evil is suddenly shifted, as a massive dragon
attacks and everything is torn asunder. Now it's up to Valen to
set out to find the surviving dragons and work to defeat the evil
Black Dragon. The thought of playing a game in which you work side
by side with dragons is terribly exciting, and many of the details
of the game - from the combination of real-time and turn-based elements
to crafting to fully voiced characters and more - have all the makings
of a great RPG. Unfortunately, not a single one of those elements
is compelling and the overall impact of the game is that it is a
boring and frustrating grind.
Once
you are out of the initial scenes, the game feels very much like
Blade
Dancer - you run around the world with small parts of the map
visible at any given time and generic enemies floating around the
paths. To move to a new area you simply run to the end of the map,
denoted by a thicker line, then you make the transition automatically.
Touching any enemies launches you into a battle, so if you don't
want to battle then you simply evade the floating enemies and continue
on your way. Also on the field are traditional save points to allow
you to save your progress as you progress.
Here
is the first of my pet peeves - give me some control! Brave
Story put some value to my time by allowing me to speed up combat
and other elements of the game. I really appreciate it when games
like Brave Story and Etrian
Odyssey allow you to break free of the confines of the linear
flow of the game and keep things moving at a reasonable pace. Other
games let you move more quickly through cut scenes and dialogue,
but Dragoneer's Aria seems determined to hold you captive as long
as possible while it spoon-feeds you the story and battles.
The
combat system ... no, let me come back to that ...
Visually
the game looks very nice but isn't up to par with many of the current
PSP releases. Blade Dancer would be a good comparison here as well.
The choice to localize all voice acting is somewhat of a mixed bag;
there are some nice voices and accents, but the overall quality
of the dialog and voice acting is not very good. There is a lesson
here - if you cannot assure perfection in your voice acting then
let the player read, since reading mediocre writing and translation
is much more forgivable than listening, since you tend to read for
content and listen for nuance. Having both in this case tends to
be the worst of both worlds.
Camera,
controls and load times are all in the 'fairly acceptable' range.
The camera is entirely controlled by the game, but this isn't a
real problem since battles themselves are carried out on the exploration
field and aren't direction-based. The load times feel long compared
to current games, but going back to games like Blade Dancer once
again, Dragoneer's Aria feels more like a game from a year or so
ago, when fairly lengthy area load times were commonplace. However,
compared to more recent games, the load times are noticeably long
and slow the game down even more.
The
controls are also adequate, though navigating across the field can
be a real pain, especially if you don't want to battle every single
enemy you see. This is one thing that Blade Dancer did much better
- not only could you see enemies on the field, you could tell their
relative strength and leader, and realistically avoid them as you
move from area to area. This is a great ability, since you no longer
have to deal with what Spiderweb Software's Jeff Vogel calls 'the
trash' as you move along through early areas at higher levels where
the enemies would give you little experience and only waste time.
The problem in Blade Dancer is that the areas are like corridors,
so you cannot really expect to avoid enemies - meaning that the
entire system is pretty much useless. In this case a random encounter
system would have been preferable, since then you assume constant
battle-readiness rather than assuming that you have any control
over when battles occur.
The
combat system should be my favorite part of this game, and
given the amount of options and items available it really seemed
as though all concerns about story and pacing could be put aside,
as I dug into the battles. Unfortunately, the combat system is as
flawed as the rest of the game and, like the story, the biggest
problem is that everything happens so slowly that it is constantly
boring. Kill a really tough enemy? Yawn. Lose half your party? Yawn.
And so on. In combat, each character selects an action from a menu
and then your turn plays out. There are standard attacks and special
attacks based on the elements or dragon stones you have equipped.
You can choose to guard, which is a sort of roulette wheel that
determines how well you do so. Once all selections are in, the order
of battle proceeds based on each character's agility rating and
eventually it ends.
It
is perhaps fitting that Final Fantasy II was recently released,
reminding us of how terrible its combat system was even when it
first came out. It is even worse with the benefit of hindsight and
therefore completely mind-boggling that Dragoneer's Aria would utilize
such a similar system. Mana is required for almost every non-standard
action, but it is something you can only gain by attacks and guarding,
failing to replenish in any normal sort of way. Even worse is that
all of your attributes level through use. This isn't inherently
evil, as it works quite well in the Elder
Scrolls games, but in a game with limited, non-regenerating
mana, you are constantly faced with the conundrum of needing to
use skills to improve them and being afraid to use them too much
for risk of draining your mana, and further concern over what enemies
you'll meet while trying to escape down the corridor-like maps.
For
my final comparison to Blade Dancer, I'll talk about the crafting
system. That was the best part of Blade Dancer and while I didn't
truly expect Dragoneer's Aria to reach that high, I expected more
than what is on offer. Most games either make crafting too hard,
unnecessary or too easy. Dragoneer's Aria is a case of overly simplistic
crafting. You get the recipe, get the materials, press a button
and you're done. I'm not asking for the complex alchemy schemes
of Two Worlds, but something a bit more complex or risky would certainly
have been nice.
If
Dragoneer's Aria was a book then it might be called 'A Series of
Mediocre Events'. However, it is a game that essentially boils down
to two key attributes - boredom and frustration. It's amazing to
me that as I played this game I was constantly referring back to
Blade Dancer, a game that I thought was deeply flawed - and thinking
that it was better in almost every way! There is not a single element
here that I would call bad, but the way they are assembled makes
for an experience almost completely devoid of enjoyment. I relish
long games and have no problems when a game makes it clear that
I will have to level grind to survive - those are all part and parcel
of being a RPG lover. But games that seem to go out of their way
to waste my time raise my ire like nothing else I know.
Reviewed by Michael Anderson for AceGamez (All Rights Reserved).
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