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PLATFORM
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PSP
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BATTLE
SYSTEM
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INTERACTION
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ORIGINALITY
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STORY
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MUSIC
& SOUND
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VISUALS
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CHALLENGE
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Unbalanced
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COMPLETION TIME
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20-40
Hours
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OVERALL
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+
Deep battle
system
+
Wide variety
of races and classes
+
Large variety
of dungeons
-
Random and often cruel
difficulty
-
Multiple localization issues
- Pointless story
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Click
here for scoring
definitions
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Elminage
Original is the latest in a long line of Wizardry
clones from Japanese developers. Developed by
Starfish SD and localized by UFO Interactive, Elminage
brings a classic and often brutal style of first
person dungeon crawling to the PSP. It provides a
huge amount of depth in terms of party creation,
customization, and exploration given the open
nature of its quest. There is fun to be had in
exploring the depth in Elminage, but
getting to that requires putting up with an awful
localization, outdated mechanics, and quests that
often have ridiculously vague objectives. Elminage
will have players rolling patience saving throws
at every turn.
The story is by far the worst
element in the game. This kind of game often
doesn't try to do much with story, and Elminage
is no exception. After an initial trial dungeon by
King Dane, the player is tasked with finding the
six rings that protect the world and restoring
them to their home in a tower called the Dragon's
Fang. Players meet and fight the dark sorceresses
behind the scattering of the rings along the way,
but there isn't much dialog and the attempts at
characterization ultimately fall flat. There are
more side stories in the many side quests in the
game, but nothing proves to be any more engaging.
Localization issues don't help matters but it's
unlikely a better localization would have made
this boring tale any more interesting. It's not so
much that the tale is bad, more that it's
offensively pointless.
The graphics thankfully have a
lot more character to them. The 3D dungeons aren't
amazing to behold, looking like the low budget
creations that they are. Thankfully the game has a
large variety of small dungeons instead of a few
large ones so the graphical style of dungeons is
always changing to keep things fresh. Enemy
designs are all static 2D sprites, but come in
many different strange shapes and sizes. Players
will fight everything from an angry looking tree
to zombie dragons and maids. The location of these
monsters won’t always make sense, such as an angry
tree appearing in the underwater dungeon, but
variety is never an issue. On the flip side, music
and battle sounds suffer from a very distinct lack
of variety. What's there isn't grating for the
most part, but anyone playing with the sound
turned off won't be missing anything.
A
brawler, dragonewt, and samurai
walk into a bar... |
|
The key topic
here is the battle and character mechanics, which
is the main attraction for any dungeon crawler. Elminage
features a variety of classes and races that for
the most part fit into the typical fantasy fare. A
few classes and races such as the fire breathing
Dragonewt and the bizarre maid provide some
choices beyond the typical. Of note here is that
several of the race names are actually mixed up in
the English release, making character creation a
chore for those looking to use certain races.
Players choose some stats to apply bonuses to but
after that customization is out of their hands.
Characters increase HP and stats as they level and
magic users get new spells and MP in the classic
Dungeons and Dragons style where each spell level
has separate MP. Players are free to keep a large
roster of characters, but can only bring six
adventuring at a time.
Players progress in the game by
acquiring "fame" through side quests, which can
then be applied to a compass that points to the
next ring to be tracked down. Side quests consist
of a variety of objectives from going off to a
different town to buy an item, to hunting for
specific items in the game's many dungeons. After
an intro dungeon, every location in the game
becomes open to the player, so what side quests
are taken on and from where are completely open.
When it's time to hunt down a ring, an onscreen
indicator will show whether it is located in the
current dungeon, and if it is the indicator will
point in its direction. The rings don't always
show up in the same dungeons in every playthrough,
but their discovery always ends in a boss fight.
Here be
dragons. |
|
All this freedom is
nice, but there are a number of issues with the
execution that leave a lot to be desired. For
starters there's a clear adherence to old-school
mechanics here that make the game incredibly
unfriendly to players. Monster selection in
battles can be cruelly random, sometimes causing
the player to run into a completely brutal and
unwinnable battle in one pass through an area, and
a cake walk fight the next time. This even extends
to the boss battles, where extra monsters beyond
the core combatants are so random that if the
player is really lucky there won't be any extras
to battle with. These can make completing any
objectives an absolute chore, especially with
lower level characters, as combat is very
frequent. As characters gain more powerful skills,
attacking things becomes more manageable, but to
get to that point requires an almost unearthly
amount of patience and perseverance. At the very
least the game lets you save anywhere to make
retrying difficult sections easier.
To make matters
worse, the quests themselves have some major
issues. While many are relatively easy to figure
out, others will have players endlessly searching
dungeons trying to figure out what exactly they
need to be doing. Some quests may even require
specific classes that the player will have to swap
in and possibly level if they don't already have
that class in their party. Worse yet, translation
issues in some cases can have the player searching
for an item that has a different name than what is
listed by the quest description. Depth and freedom
are great, but contemporary games like the Etrian
Odyssey series have shown that this can be
accomplished without leaving the player lost and
clueless. It is a shame too because when not
dealing with these frustrations, especially in the
long and challenging final dungeon, Elminage
can provide some truly exciting moments.
In the end,
Elminage sticks far too closely to
old-school mechanics that just no longer provide
for a fun experience. Vague objectives, cruel
difficulty, and annoying and frustrating Dungeons
and Dragons based mechanics like level drains will
challenge the patience of even the most die hard
fan of first person dungeon crawlers. A host of
translation mistakes and quirks just make matters
worse. With a boring story providing no real
incentive to work past these issues, only those
with unearthly patience will be able to work
beyond these issues. Those that can manage to
forge a high level party will be able to access
the best moments in Elminage, but it's
unlikely to be worth the trouble.
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