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Lufia: The Ruins of Lore

Box shot

May 30, 2003

Platform: Nintendo Gameboy Advance
Developer:
 Atlus USA
Publisher:
Atlus USA
Reviewed by: John "tanta07" Kellogg

 

 

Gameplay: [8] Graphics: [7] Audio: [7] Replay: [8] Overall: [7.5]

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Pretty much everything about the Lufia series of games screams "cult following." The series has so far spanned three different consoles, with Lufia and Lufia II appearing on the Super Nintendo, a sequel appearing on the Gameboy Color, and now Lufia: The Ruins of Lore appearing on the Gameboy Advance. While Lufia was heralded by many as a series worthy of Final Fantasy-like accolades, it has just not received as much attention as Squaresoft's baby. In essence, Lufia: The Ruins of Lore is as solid an RPG as I've seen in the last few years. The main disappointment, however, is that it seems to underachieve in so many areas, namely innovation. I realize that the RPG market seems to shun any sort of deviation from the norm, but this game takes the safe route in so many areas that it often times just feels like its just going through the motions. The story is nothing you haven't seen a million times, the battle engine is very familiar, and the dungeon crawling will seem like second nature. That being said, while Lufia: The Ruins of Lore fails to really make itself stand out in any meaningful way, it wisely chooses to borrow only the RPG elements that actually work. By taking this "better safe than sorry" route, Atlus has created a game that is guaranteed to satisfy the masses, but is guaranteed to fade into the background once more innovative titles come along.

You start off the game as a boy named Eldin. And you'll just love this: Eldin lives in a small little village, and as you start the game he is waking up in the morning! Okay, okay, so there are like 45 other RPG's that start off exactly this same way. As you try and learn what is going on details are a little sketchy, but the main gist is that an evil empire is starting to force its influence into the rest of the land, even going so far as to bend the ear of the local government. It seems that it is all part of bigger plot to (::cue dramatic music::) awake an ancient beast and TAKE OVER THE WORLD! Bwahahahahahaha!

::ahem:: Sorry about that. Yes, the plot is hackneyed. Most of the characters are somewhat flat, and aren't given much of a history. Honestly, though, a thin plot can easily be compensated for with fun gameplay, and luckily, Lufia really delivers in this area. I had enough fun just playing the game that the plot never really concerned me all that much.

Gameplay
Lufia: The Ruins of Lore does offer some deep and interesting gameplay elements, even if they are not all that innovative. The game borrows heavily from many different popular franchises, such as Final Fantasy, Golden Sun, Atlus's own Tactics Ogre, and even a little bit from Pokemon. The main gameplay is your standard RPG fare; you travel from town to town, talk to the citizens, and gain clues about where to go to next. Along the way, you fight battles and gain experience, while buying your characters new gear and items. All this is really nothing new, but Lufia adds a little of this and a little of that from other games to make an interesting gumbo. For instance, they have added a "job" system, similar to the ones found in Final Fantasy Tactics, or the Tactics Ogre series. Granted, it is a much-simplified version, but it adds a layer of depth nonetheless. You can assign a certain set of skills to each one of your characters and make them stronger in that area as they gain experience. For instance, if you choose a fighter job for a character, he will learn new fighting combos and offensive attacks. If you choose the priest abilities for him, he will learn healing spells and support magic. What makes this an interesting aspect of the gameplay is that after you learn a set of skills from one job, you can then switch jobs and learn a totally new set of skills, while still retaining the old skills. For instance, your fighter will still remember all of his offensive skills while he is learning the healing spells. This makes an opportunity for some very deep character customization (or you can just make all of the members of your party Uber-Characters if you wish to take all of the challenge out of it).

Dungeon crawling in the game is also not immune to borrowing from other games. The most widely games that Lufia nicks from is Golden Sun and Wild Arms. While wandering around in the dungeons of the game, you will be presented with certain puzzles that either have to be solved by moving blocks and crates (a'la Golden Sun), or you have to switch between characters to take advantage of their specific abilities (Wild Arms). For example, Torma has the ability to use a whip to swing you across certain gaps, or he can hit switches from a great distance with his whip. Rami has the ability to light torches, or burn certain key items, and Eldin can swipe through plants with his sword. With this in mind you will have to switch between each of your characters to make full use of all of their collective abilities in order to navigate the Lufia dungeons. Many of the puzzles will involve some sort of combination of this character-swapping, along with pushing around blocks or hitting switches. The puzzles really aren't that difficult, and the game is very forgiving in the fact that you can always reset the puzzle to start over again. Really, you're much more in danger of getting hopelessly lost within the dungeons than getting stuck on the puzzles – due to the fact that Lufia does not offer a world map.

There is also the monster-collecting aspect of the game. As you fight monsters and gain experience, you will also collect "discs." These discs are specific to the area in which you are fighting the monsters, i.e. cave discs, field discs, etc. Ultimately these discs can be used to capture monsters. If you soften up a monster a little bit in the battle, you will then be able to throw the disc at him and hopefully capture him. If you are successful in capturing the monster, he will join your party as another combatant, and you will be able to upgrade him and give him weapons and armor. You can evolve your monsters by giving them different types of fruits that correspond with their abilities. For instance, giving a monster with a natural water affinity an aqua fruit can make him stronger, as most monsters are a little too weak when you first capture them to be of any real help in battles. The character that threw the disc to capture the monster will be the monster's keeper, and the monster will grow loyalty toward that keeper as the game progresses. You will have the option in battle of "fusing" the keeper and the monster to make kind of an Uber-Monster, but it will only last the duration of that particular battle, so you will need to use it wisely.

You also have the option of using a link cable to trade your monsters with friends, as well as exploring the Ancient Cave together to get valuable items. What is this "Ancient Cave" I speak of, you ask? I will talk more on that later.

Battles are your standard RPG turn-based affairs, with a few little twists thrown in. Though, once again, these modifications are mainly twists lifted from other games. You will be able to attack an enemy, which will occasionally result in a bonus hit that does double damage. You can also choose from a list of spells to use. These are spells that your character has gained through experience, and will vary depending on what job you have selected for him. Using spells in battle will use "AP" points; the stronger the spell, the more points you will use out of your pool. Your characters will all also have an "IP" meter. These are special points that will allow each character to pull of a super-duper, deluxe attack. Any character that is the keeper of a monster that is in battle will be able to fuse with that monster and unleash some major whoop a** for the rest of the battle. IP points are kind of hard to come by, though, as the gauge only fills up as your character takes damage. It's pretty much like the "limit break" concept from Final Fantasy.

There aren't necessarily random battles in the game, because you can see the enemies on the screen and you can try to avoid them. The problem is that every time you move, the enemy also moves, but in your direction. If you stand still, of course, so does the enemy. But once you take a step, the enemy will randomly head your direction. Where this becomes extremely annoying is when you are trying to gain the advantage for the start of a battle. Advantage is everything in Lufia. If you manage to run into the enemy while he is facing away from you, you "surprise" him, and you not only get to attack in the first round with no counterattacks from the enemy, but you get to keep attacking first throughout the rest of the battle. This bizarre caveat creates an oddly unbalanced advantage that will literally make or break battles for you. Herein lies the problem: since the enemies move randomly with your movement, it's very, very difficult to run into them squarely to make sure they don't run into your back or sides, thereby "surprising" you. Due to the fact that the enemies found throughout Lufia are no slouches allowing them an initial round of attacks can be absolutely devastating. The fact that the monsters move randomly compounds the problem, as you might be surprise attacked repeatedly at any one point in the game.

I had mentioned the Ancient Cave earlier, and I wanted to give this part of the game its full due, since it becomes a very big part of the experience. One thing that does set Lufia: The Ruins of Lore apart from a lot of other RPG's I've played is this innovative idea for moving your characters up a level. Essentially, the Ancient Cave is just what it sounds like: a large, expansive abyss, which you can enter at any time to fight monsters and gain experience. There are 60 levels in all, and each level is randomly generated. Every level is filled with chests that when opened will either reveal monsters or rare items. One such rare item is called the "Providence" which is used to exit the cave. You will fight a boss at the end of each level in order to advance to the next one, after which you will return to your camp, in order to use healing items and equip new armor and weapons. If there are any complaints with the Ancient Cave, one is that since each level is random in nature, finding a Providence in order to leave is also random. I am sure you can ascertain why this could put you in an awful fix if your characters are hanging on by a thread and there is no Providence in sight. All in all, though, the Ancient Cave is a great idea; it gives characters the opportunity to advance levels as much as they see fit, thereby not giving anyone an excuse for being under-prepared for the later stages of the game.

Graphics
As GBA titles go, this is a very good-looking game, although probably not the absolute best quality graphics you have ever seen on the console. The character designs are deformed and cartoony-looking, and are very reminiscent of the graphics seen in Golden Sun. Even during story segments, little emoticons appear over the characters' heads, which is also straight out of Golden Sun. Besides these few gameplay elements though, that is where the comparisons end. The battle graphics are pretty much your standard fare; the enemies and heroes are given a few different attack animations that come off fairly glitch-free. The spell animations are very nice to look at, although mostly they fail to rise above what you've come to expect from hundreds of other RPG's over the years. For instance, cast "Cinder," and you throw a little fireball at the enemy. Cast "Frost," and a little snowflake is thrown at him. You get the idea. Well, hey...at least there's no slowdown, right? Errrr...right?

For some disturbing reason Lufia suffers from some very bad slowdown, and I'm not really sure why. Pretty much anything in the game can trigger the slowdown. Walking through towns, fighting enemies, standing in a shop, all can suddenly get bogged down. The only time this really becomes a major annoyance is when you are wandering around through a dungeon, and since you're lost and want to get out of there anyway, slowing down the game even further just gets frustrating.

Audio
In this department, Lufia really strives to excel. And for the most part it really does succeed on this front. The soundtrack really is pleasing to the ears even if it does not really set itself apart from the competition most of the time. The tunes themselves are arranged well, and at times really do mange to evoke some emotion. Again, with the limited audio hardware available for the GBA, I'm impressed if you can just manage to have songs in the background that just aren't crappy. I may be aiming a little low here, but Lufia does have some very pleasing tracks that even manage to get me to hang out in certain areas for a while just to take in the music. For the most part, though, the music will just kind of blend into the background noise, and will serve as filler more than anything you will try to download from Kazaa. The sound effects are pretty much average on every front; you have your usual "blips" and "bleeps" to signify doors opening, monsters noticing you, etc. A notable exception would be the sound that Eldin's sword makes as it breaks jugs (it just sticks out to me, I don't know why). As usual, everything sounds much better with headphones; the puny GBA speaker just does not do justice to games that actually try to sound good.

Lufia: The Ruins of Lore is a solid addition to the Gameboy Advance's RPG library. It is not outstanding, by any means, but it is fun enough to warrant a purchase for any RPG fan out there. After playing through the gaming equivalent of a 70-hour gaming orgasm with Tactics Ogre: The Knight of Lodis, I was really expecting a lot more from Atlus on this one. It shows flashes of inspiration in some areas, while being content to rehash ideas in others. If you're the type who wants another fun RPG romp without worrying about trying anything new, you'll have no problems with this title.

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