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Dragons encompass what it is to be fantasy; from Dungeons & Dragons
to Dragon Quest, the videogame world is rife with these mythical
creatures, keeping us in the right mindset for a fantastical journey
into the realms of a faraway land. Upcoming RPG masters Nippon Ichi
are looking to attract fans of these fire-breathing beasts with
their latest PSP release, Dragoneer's Aria. But does this game reach
the dizzying heights of their recent Disgaea
release on PSP, or is it just full of hot air?
There
are certain elements of this ever-popular genre that are vital for
the enjoyment of its many fans - a simple yet intuitive battle system,
a good balance of difficulty throughout, decent-sized areas, an
interesting story and characters that you actually care about. Dragoneer's
Aria hits about two of those five vital areas, so you would think
that as an RPG it's pretty weak. Compared to the blockbuster Square
Enix RPGs like Dragon
Quest and Final
Fantasy, this is nothing - but it is competent at what it does
and that is a feeling that's spread out over the entire experience.
This is a standard, mediocre RPG - no more, no less - and if you
go into the world of Iris expecting this then you'll come out satisfied,
rather than disappointed.
You
take the role of a training Dragoon, known as Valen, who, although
still learning the ways of the race, is thrust into a journey to
save one of his world's protectors - the Fire Dragon. A massive
beast, the Nidhogg, storms his graduation to becoming a Dragoon
and injures one of the six elemental dragons in the process. This
task forces Valen, along with his Empath (mage) companion, Euphe,
to discover just why the Nidhogg attacked during the ceremony, while
protecting the other elemental dragons in the process. This story
uses every trick in the book, yet still feels somewhat stale throughout.
There are the classic genre stereotypes, such as the ditsy Euphe,
and the 'one face fits all' hero, but they come across as being
designed to appeal to RPG fans, rather than being an integral part
of the overall plot. That's not to say that you won't be interested
by what is happening in the world of Iris; you will find yourself
compelled to discover the truth behind this place and the evil Dragon
that has caused this mess. But even so, when you do find out the
truth, it's as if the developers were trying to make a by-the-numbers
RPG, rather than an original and wholly enjoyable one, and you'll
likely predict what happens instantly. It's a shame that the story
isn't better, but it's mediocre, a word that can be used to describe
possibly every aspect of the game.
There
is one type of gameplay in Dragoneer's Aria (two if you count the
town as a separate style of play) and this is comprised of moving
your character around the map, entering battles, looking at objects
and talking to people as you go. You move using the analog nub,
with X used as the main action button throughout. An interesting
feature of the traversal gameplay is that each character can activate
a different special ability while on the field. For example, if
an enemy is pursuing your party, you can switch to a Dragoon and
activate the sprint ability. The downside of this is that the action
consumes mana at an alarming rate, meaning that you have to decide
whether it is worth jeopardising the next battle for a swift escape.
This is the first of a limited amount of original ideas that, even
if they don't work as well as planned, become a vital part of keeping
the game feeling partly fresh, rather than completely archaic.
When
playing through Dragoneer's Aria, you begin to notice something
about the world you are trying to save; it's tiny. The world map
is accessible from the beginning and you'll soon realise that a
long distance on the map may be only three screens away. This isn't
to say that you will get through these areas quickly though - in
fact the opposite is true, but more on that later. If you're looking
for epic landscapes that take days to cross however, you won't find
them here.
The
battle system is another example of why Dragoneer's Aria can only
be described as average. You select an action from the basic options,
such as Attack, Guard and Magic, but the main one you will end up
using is the Dragon Skill option, which uses a kind of magic that
reflects the dragon that the orb you have equipped is connected
to. This will sometimes be the only attack you use, as it is more
powerful than any other skill in the early stage of the game. This
is important because of the game's Final Fantasy II-style levelling
up system, where each of your skills gains levels individually and
in turn becomes more powerful the more you use it. This is all fine
until you realise the game's biggest flaw - a shared mana value.
For those uninitiated with the genre, this is the source of power
for your magical attacks and special abilities. It also doesn't
help that this value can only be as high as 10, with each magical
action and Dragon Skill using up one of these points. But that isn't
the end of the horror that entails with this joint mana count, because
your mana can only be refilled by attacking the enemy with the attack
command, or by finding special mana pools in the field. This means
that to attack an enemy effectively, you must first use up a few
turns with physical attacks, something that can cause more than
a few deaths in harder battles. Why did the developers feel the
need to add this 'innovative' feature to such a derivative title?
Their attempts to rectify the mediocre nature of the game have backfired
completely.
For
a handheld RPG, Dragoneer's Aria is of a decent length; you won't
complete it in a few hours. The problem with this though, as mentioned
above, is that this is for all the wrong reasons. Even though the
areas are claustrophobically small, you can't proceed through the
next one with ease even after fighting all of the enemies in your
current position. When you enter a new environment, running into
one of the many floating eyes to activate a battle will possibly
be the first thing you do, except for the much-needed save at the
ever present save point. This first battle will more than likely
wipe out your entire party within a few seconds, without you even
having a chance to think about what actions to take. The difficulty
ramps up with each successive room and so power-levelling is needed
at all times. If you ever feel the need to avoid battles, which
because of the fact these are visible is easy to achieve, you will
possibly have to do this for the rest of the game, as you won't
stand a chance against any foe, or more importantly, any of the
game's many bosses. Training in each area for at least an hour is
imperative to your survival, something that kills any sort of drive
to continue that you would have had at this point. This makes the
whole game feel like a constant quest for the next level, where
you're not even being encouraged to do so, which is yet another
disappointment.
Moving
onto the presentation and, once again (you know what's coming by
now, don't you?), the graphics are simply mediocre. If the last
few months of PSP releases have taught us any lesson, it's that
PS2-quality graphics can be achieved on the handheld, with games
like Pursuit
Force and SOCOM:
Tactical Strike setting the standard. Dragoneer's Aria may run
smoothly, with decent character models and enemy designs, but there
is nothing that is pushing the system. It's as if the UMD isn't
even spinning and that the PSP can't even be bothered to push the
pixels any harder. The sound though, in comparison to the lacking
graphics, is actually very good, with the music hitting the right
note at important moments, just as any good score should do. Enemies
have a decent range of sound effects, along with the different skills
in your arsenal. It doesn't save the game from the mediocrity that
ensues when playing it, but it's enough to make you appreciate just
how lacklustre the graphics are compared to the sound design.
I
pray that this is the last time I will have to use the word, but
Dragoneer's Aria is the epitome of mediocre. It doesn't just copy
other RPGs though; it attempts to be innovative with such clever
design decisions as having a single mana gauge and making power-levelling
mandatory. Though the sound design is well done and the battle system
is decent, nothing can change how average this game is. With this
said, diehard fans of the genre will find a small chink of hope
behind all of the bleakness that the game entails and these people
may enjoy Dragoneer's Aria for what it is; a mediocre (last time
promise) old-school style RPG. It doesn't rewrite the genre, but
that's probably a good thing, as I don't want to imagine an RPG
where a party shares the same HP meter and the only way to regain
this is to use up a section of the shared mana gauge...
Reviewed by Sam Atkins for AceGamez (All Rights Reserved).
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