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And now, introducing Blue Dragon, the Marmite of the gaming world!
For those overseas readers who might not know what I'm talking about,
Marmite is a yeast extract spread that has a real love it or hate
it flavour, and Blue Dragon is just the same - while going down
a storm in Japan, it's divided the Western gaming world like few
other titles. Some gamers are massively disappointed with it, while
others are loving every minute (and, believe me, there are a lot
of minutes in this massive three disc game!) However, I've not had
a Marmite style reaction - instead of love or hate, I find myself
merely quite liking it.
Our
story begins in the rather desolate village of Talta, where peppy
young Shu and his sensitive, intelligent friend Jiro are prepared
for the return of the Land Shark, a fearsome creature that appears
every year to terrorise their village, heralded by the sky darkening
with mysterious purple clouds. Their defeat of the creature marks
the beginning of a grand adventure that will take them all over
their world, meeting many different races and exploring faraway
places and strange civilisations, as they seek to end the threat
of Nene, the purple-skinned old goblin creature with really bad
glasses who is intent on causing havoc throughout the realm.
That
in a nutshell is the story of Blue Dragon, although it doesn't by
any means do the story justice. To say too much more would be to
begin spoiling what is a fun if unexceptional RPG saga of child
heroes rising to defeat an evil nemesis, so I'll leave it there
- suffice to say though, there is plenty to discover along your
journey, with many varied locations to visit and explore.
My
initial impressions of Blue Dragon weren't that positive. For starters,
the cartoon graphical style of the game makes everything look really
cute - none of the many enemies you face are fearsome (or particularly
imaginative), and even the bosses are usually quite sweet looking.
This immediately throws up the problem that it's hard (but not impossible)
to become immersed in the world and care about the saccharin sweet
characters, although you probably will grow to love Shu's never
give up attitude, Jiro's calm demeanour and the crush he holds for
their orphan companion Kluke, crazy little Marumaro and gutsy teenager
Zola, the only member of your party who's even vaguely sexy (but
again, in a cutesy way). The enemies meanwhile are fairly standard
in design, from clunky robots with big eyes to flying fish, giant
rats, poo snakes (yep, they're snake-shaped poos with arms and legs!!),
swordfish (with actual swords), steel monkeys, armoured turtles,
giant bears, and much, much more. Discovering new enemies is fun,
but there's rarely any wow factor due to the cartoon style, despite
how excellent the graphical quality throughout the game actually
is.
Every
environment really is rendered with loving care, from the ruins
of ancient civilisations infused with advanced technology to the
sprawling deserts, mountain canyons, lush forests and marshy swamps.
Jibral City is without doubt one of the finest looking locations,
a living, breathing city full of characters to interact with and
the grand architecture of the main castle, adorned with all manner
of plush décor. The enemies and indeed your party are all wonderfully
animated too, with a range of attacks that are beautifully executed
but constantly lacking the wow factor of Final
Fantasy, a shame given that one of the makers of FF was involved
in the creation of Blue Dragon. Even the most impressive elemental
spell effects and physical attacks lack real impact and so the repetitive
animations of the turn-based combat become something that you will
most likely endure rather than enjoy, as you grind through the endless
battles in between each city/village hub where you can have a rest,
interact with NPCs, search for all manner of goodies in the scenery
and stock up on supplies.
The
sound meanwhile is fun like the visuals, with appropriate sound
effects for attacks, monster noises and the discovering of items,
along with a range of very catchy and sometimes atmospheric, usually
upbeat tunes, which fit each location very well and always enhance
the atmosphere. Often evocative and usually engaging, the musical
ensemble on offer here is the audio highlight and it's unlikely
that many of the tunes will start to grate unless you spend too
long in one area (Jibral's grand royal theme can become tedious
after a while, for example). The voice acting is well executed;
it's fun, over the top and clichéd, fitting in with the often clumsy
and basic dialogue that you can overlook because it fits in well
with the cartoon style and comes off feeling like a modern day kids'
cartoon such as Pokémon or Yu-Gi-Oh (although just a little bit
better on the whole).
Probably
my biggest disappointment early on however is Blue Dragon's almost
total failure to innovate or move the RPG genre on in any meaningful
way. While there are a few neat touches and creative new features,
this is very much a by-the-numbers RPG of the old school tradition,
splitting action between traversing across the 'fields', entering
turn-based battles and exploring hub locations where there is no
fear of being attacked. One of the best innovations is undoubtedly
the flexibility you have while out on the field though; throwing
away the annoying tradition of constant random battles, you can
see enemies out on the field and attack or avoid them as you wish,
meaning that you can either zip through or hang around to attack
the endlessly respawning monsters that appear as you traverse each
area. That isn't anything unusual, but your abilities on the field
are - you can force weaker monsters you've already defeated to flee
in your wake, become invisible so that no monsters can spot you,
stun them with bombs then attack from behind for an extra battle
advantage or attract them to pursue you relentlessly, among many
other possibilities.
You
might wonder why you'd want to attract monsters, but this soon becomes
clear after you've experienced your first Monster Fight. In a very
nice touch, some monsters prioritise attacking each other over attacking
you, so if you engage the right combination simultaneously then
they'll be busy fighting each other while you lay waste to them.
Pulling the right trigger pauses the action and brings up a circle
that shows you all monsters currently in range - if you have multiple
monster types in range whose names turn yellow then it means they'll
fight each other; if not then you've just got a multiple stage battle
on your hands, although in another nice touch if you take on multiple
monsters at once, you get a stat boost at the end of each round,
making the next round that much easier.
Once
into the combat, it's turn-based bliss (or tedium, depending on
your views) all the way. Your initial party of three, eventually
expanding to five, all take turns to lay waste to the opposition,
and the picture at the top indicates the turn sequence for you and
your foes, allowing you to focus on foes whose turns are coming
up first. You can also set your formation for front or back, with
members at the back doing less damage with a physical attack but
taking less when attacked, while remaining just as effective when
it comes to magic. The same goes for enemies, except they're in
two rows, and the back row cannot be physically attacked until the
front row is vanquished (one monster on the field can represent
half a dozen or more in a battle, and they might be accompanied
by other monster types they're allied with too).
When
it's your turn, your party member can attack, defend, change formation
position, use an item or use a special ability, such as Mow Down,
where you attack all enemies in the front row, or Control, where
you take control of one monster and use it to attack another. While
this sounds limited, there is a great deal of depth and variety
in the excellent class system, which is one of the finest I've come
across in an RPG. Each of your five characters has had their shadows
transformed into fearsome, magical monsters, with Shu's being the
titular Blue Dragon, and it is these that actually perform the attacks,
either swooping in to hit their foes or launching elemental magic
attacks. However, you're not stuck with your starting class - as
you gain experience and rise through the levels, every so often
you can unlock a new class, or Shadow as it is called, for your
characters, then you can switch between them whenever you like.
So, while Shu starts off as a Sword Master, you can if you wish
change him to a Monk for example, whose speciality is Charged Attacks
for enhanced damage. After a while you gain various skills in that
class, so when you change back to Sword Master you can bring the
charge skill with you and charge up your Sword Master attacks for
even more damage. You can only equip three skills (plus the base
skill granted by your chosen shadow), but once you've acquired a
range of skills from two or more shadows, you can pick the Generalist
shadow, which grants you extra skill slots as you rise through the
ranks (your shadow levels up separately to your character) and the
ability to wear more accessories, which enhance various stats.
This
skill system gives you tremendous flexibility to customise your
party exactly as you want. For example, while Shu might stay as
a Sword Master (using those charge skills as well if you rank him
up as a Monk), Kluke can focus on her Black Magic skills (using
six elemental attacks, the four elements plus light and dark) and
Jiro can stick with White Magic for healing and curing status ailments
like stun, poison, paralysis and sleep. Barrier Magic skills nicely
compliment Jiro's skill set (granting abilities to protect and enhance
your party) while Kluke can use Support Magic to inflict ailments
and weaken enemies. Or you could do it the other way around - it's
entirely up to you. The amount of skills available across the various
classes (Assassin and Guardian are the final ones I've yet to mention)
are tremendously varied, granting such abilities as reducing the
cost of purchasing items and spells, gradually recovering MP or
HP either in battle or while walking around on the field, absorbing
MP/HP from foes after a successful attack, stealing items or gold,
and more. It'll take you some time to explore them all and unlock
every ability, and there's more than enough here to keep you occupied
and to outfit your party exactly as you desire.
The
stats themselves are as you'd expect, including HP and MP, attack
and defence, magic attack and magic defence, and agility (for turn
frequency in battle). You can gain permanent enhancements to these
through special items or by equipping accessories in your four slots,
with the special accessories that go into your Generalist slots
being the ones that are generally the most potent. Items meanwhile
can do almost anything that you can do with a skill, and you'll
pick them up frequently by searching the scenery wherever you go
- pipes, rocks, barrels, pots, counters, plants, monitors, tables...
you name it, you can search it! And you even get something for nothing
in this game, which you'll understand if you search Jibral thoroughly
and locate the Nothing Man, yet another of the many very nice little
touches scattered liberally throughout the game.
It
all sounds pretty great really, doesn't it? And to a degree it is
- I'm thirty hours into my adventure and haven't even explored half
of the world map yet, while the story is still unfolding at a nice,
gentle pace, having experienced many grand cut scenes and big boss
battles already. However, I often find myself getting impatient
as I search every last bit of scenery for hidden treasure, or enter
into the umpteenth battle against familiar enemies to get the experience
to level up and discover some new skills. My mind wanders and I
find the whole thing a bit tedious at times - yet I can play for
hours and don't want to stop when I finally do tear myself away.
The game has an almost hypnotic quality, which will doubtlessly
be soporific for those who don't like the game and find themselves
nodding off due to the repetition and familiarity of the combat
and scenery searching.
Another
problem is that the game is very easy; I've only died a couple of
times so far and those instances would have been avoidable if I
didn't want to have all my party revived from a knockout so they
could all get the experience (KOs are pretty rare anyway), so you
don't have to bother doing much battling or searching at all if
you don't want to - you could just charge through the game fairly
easily and follow the story, although if you don't fight much at
all then you probably will have to level grind a bit in the later
stages, as enemies do get gradually tougher as you progress.
If,
however, you want to discover every secret, unlock every chest protected
by the various coloured barriers, and max out your characters then
you've got hundreds of hours of gameplay time ahead of you. The
game world is huge and there is much to see, do and discover, which
is why the warp machines are so handy; once activated, you can warp
back to a previous location at almost any time (you can't warp from
battles or some areas) and re-explore for new goodies now you can
lift a coloured barrier, take back an item to someone who needs
it in one of the many NPC mini-quests, or just go back to discover
new Monster Fight combinations or gain experience. There's a comprehensive
record of all your accomplishments too, including a list of every
item and monster you've discovered on your travels.
Blue
Dragon is already a fantastic success in that it has achieved exactly
what it set out to achieve - namely to cause a surge of interest
in the Xbox 360 in Japan and get units flying off the shelves. It's
a Japanese RPG through and through, and the Eastern audience are
lapping it up. However, while it's undoubtedly one of the best looking
and most consistently polished and flawlessly constructed games
I've ever come across, with masses to discover and a very nifty
class and skills system, its many neat touches and features can't
hide the fact that it's a very straightforward old-school RPG, whose
repetitive action can get tiresome and whose cutesy graphics will
fail to inspire, or even impress, some people. If you're a big fan
of RPGs then you owe it to yourself to give Blue Dragon a try (and
by that I mean at least ten to twenty hours, because it takes some
getting into). If however you've never really liked the genre then
there's absolutely nothing in Blue Dragon to change your mind. It
really is very much down to personal taste as to whether or not
you'll enjoy the quirky world of Shu and his pals and there really
is only one way to find out - play it for yourself. I've done all
I can to guide you; now the final choice is entirely up to you.
Reviewed by Geoff Holland for AceGamez (All Rights Reserved).
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