Game Ramblings #109 – Dark Cloud 2

More Info from Level 5

  • Genre: Action RPG
  • Platform: PS2 (via emulation)

Admittedly the main reason I picked this one up was to test some backup and emulation options for PS2 games. I’ve been starting to notice a bit of disc rot on a couple of my older games, so I’ve been making a pass on backing all those up so I at least have some ability to play them in the future. Out of the pass I did, this was one of the games that I’d been putting off playing for a long time. This gave me an opportunity to test the emulator PCSX2 alongside some high resolution support, as well as clear the sequel to a game I really enjoyed when I played it nearly 20 years ago.

The main thing that popped out to me is how good the gameplay has really held up. Going back to a lot of older games can be tough as the gameplay is often fairly dated. This one really held up strong though. The melee combo system is basic at face value, but with modifiers in various directions and a backflip dodge on the same main attack button, there’s a lot that can be done without really moving your hand around on the controller. Ranged weapons also come in to play, with each character having their own to use.

There’s also a lot of benefit out of the character swapping, which ends up being the core of keeping combat going quick. Each character has some amount of their own core strength, and that grows in different directions as you build out their weapons. Max in particular can also pull out a giant mech, which gives some fun options around taking out larger enemies more effectively.

The way they handle the power curve also aged really well. There is no level on the characters. Defensively they gain stats by applying special items found during natural progression, so their shield and health values have a sort of built-in natural growth to them. The real core of the power curve is all around weapon building.

Kills grant XP that go straight into the weapon that dealt the killing blow. Over time this gives you weapon levels, which add to both a raw damage stat, as well as to a synthesis points stat. This stat is used to apply elemental upgrades to the weapon, which over time opens up new upgrade paths to boost a weapon to a new higher tier.

What is less documented but equally important is that these elemental upgrades play right back into the core combat. Enemies all have some amount of built-in weaknesses to specific elements, and applying upgrades to your weapons exploits that. Up against a fire elemental? Use a weapon with a heavy ice stat. Want to build out a weapon that is equal against all? Go ahead and do so. However, it was often more valuable to split the stats and let each character specialize a bit more than that.

In practice this ends up in a lot of potential variety in how you choose to build your weapon out. This sort of active building to establish a power curve instead of the more standard passive level gains of RPGs is a huge change that I really wish more RPGs adopted. While a lot of RPGs give some small crafting and upgrade options, having the entire weapon power based on your own decisions and ideas is a really powerful setup that still feels extremely modern.

The rest of the core loop around town building is still there, and is still somewhat interesting and important to the player. While the exact layout and style of the towns isn’t that important, it was enjoyable to try and craft the perfect town as I built away. As you progress through each zone’s dungeon, you grab items that provide hints in how to build out a zone’s town to progress the story. This tight loop of doing a dungeon floor, going back to your town and building a thing or two, and diving back in is really solid. Occasionally this process will hit some story points that unlock your defensive upgrade items, which becomes a driving force to really do the building process well.

Now of course, I was also using this to test out emulation, and that was a big success. It had been a while since I really tried PS2 emulation, and while performance was good the last time I tried, features generally weren’t. Luckily a lot of that has changed. The XInput emulation supported the full DualShock rumble set. The emulator had really solid support for memory cards and save states, both of which were handy for jumping in for a few minutes as I had free time. However, the visuals are the biggest benefactor. The PCSX2 emulator supported both resolution enhancements AND widescreen patching, so I was able to play this at 2560×1440 native resolution. It’s easy to brush off how important that change alone was to making this easier on the eyes, but it was huge for me and I hope the screenshots I posted really show that off.

Overall this was a big success. I was able to back up all but a couple of my PS1 and PS2 collection. I was able to test out the modern emulation tools suite. Finally, I was able to finally get around to playing this game years too late. The original Dark Cloud was a really special game that was one of the first RPGs I played on the PS2 since it came out a few weeks before Final Fantasy X. The sequel had always been in the back of my mind, but for whatever reason it kept on slipping. Luckily it really has held up well. The gameplay is still a lot of fun, and is doing things with the player stat progression that I wish more games would play with. Getting those resolution enhancements via emulation helps make it a little bit more modern to my eyes, and that really helped more than I can describe.

Mini Ramblings #2 – Ar tonelico: Melody of Elemia

  • Genre: JRPG
  • Platform: PS2

Having played the prequel title Ar nosurge on the Vita, I ran through this one on a whim without really taking much in the way of notes or screen captures, so I’m preserving this as a mini ramblings. Definitely a solid choice to go back to as a PS2 play through.

Game Ramblings #8 – Dragon Quest VIII: Journey of the Cursed King

More Info from Square Enix

  • Genre:JRPG
  • Platform:PS2
  • Also Available On:Android, iOS, 3DS (Japan Only)

Progress

  • Full Story Completion
  • Roughly 75 hours

Dragon Quest 8 is really a classic of a very core RPG.  It has a simple turn based battle system, but a good story, entertaining characters, and decent voice acting, all in a bright and large overworld.  If someone was to point at a great example of what the core mechanics of any JRPG should start at, it would be this one.  While it hasn’t necessarily aged that gracefully in the last 10 years, it’s still a fine example of the type of JRPG that was coming out at the tail end of the PS2 era, and any fans of the genre would benefit from playing this one.

What I Liked

The gameplay overall is simple, but pretty fun.  The battle system is a standard turn-based affair.  There’s some entertaining moves, particularly Jessica who has an entire over the top sex appeal category of moves to distract enemies.  In addition, the characters can essentially save up turns to pump themselves up and do enhanced damage in subsequent moves.

Visually the game has also held up really well.  It’s similar to Wind Waker in the sense that the cel-shaded style really helped simplify the visuals of the original, but have ended up holding up a lot better than “realistic” attempts of that era.

What I Didn’t Like

Unfortunately also a stand-in of older JRPGs, there were some grindy segments of the game, particularly in the late game.  As I got to the last boss, I basically had to grind to a point where I had near-max gear, as well as three characters to revive.  Once I got the three revive, the final boss was fairly trivial, but until that point I couldn’t keep up with healing to save my life.  To some extent I expect it within the genre to have to grind, but this game felt a bit overboard.

What I Was Indifferent To

The largest side-quest thing I found was the monster arena, where special monsters you defeat in the world can battle out against each other.  There’s some good prizes to be had, but I honestly couldn’t be bothered to run around finding the strongest monsters and run back to fight them out.

There is also an alchemy system for gear and item production.  I used it a handful of times for gear, but without going to gamefaqs to come up with specific recipes it’s a lot of finding books in the world that give vague descriptions of recipes that may or may not be of any use.  Helpful for end-game gear, but really only if you know specifically what you’re trying to make.