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Lunar Legend
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June 13, 2003
Platform: Nintendo Gameboy Advance
Developer:
Media Rings
Publisher:
Ubi-Soft Reviewed by:
Shane "search66" Johnson |
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Gameplay: [3] Graphics: [6] Audio: [8] Replay: [2]
Overall: [4.5] |
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I've taken much criticism from many
other staffers here at netjak regarding RPG's. In fact another writer IM'ed me
stating: "There is life beyond Square." While I'm sure that this is fact
and not opinion, I rarely come across a current RPG that ever matches the
appeal of the classic Final Fantasy games.
To be honest, I’ve never played Lunar on the Sega CD or the PSOne; and the
obsolete Sega CD is one of the few systems that I've never owned. Even though
the console wasn't quite popular, the legacy left by Lunar was. Before delving
into the handheld version, I was told of great storylines, subtle humor and
top-notch graphics. For the most part the fans were right. But for some reason
they failed to mention anything about the pathetic battle system, bobble headed
NPC's and horrible management system...
I'm sure you can just taste my cynical nature here, and even with sarcasm aside
Lunar has many positive features. One of Lunars’ better sides combines strong
plot accompanied by some wonderful humor. While the storyline has been done
dozens of times in countless RPG's (goto "X" number of critical points and
obtain "X" to save/become "X"), the awkward humor keeps it interesting. At
first I thought the humor was just bad "Engrish" or a bad translation.
Later I discovered that the developers had a great sense of humor about them,
thus inspiring the comical nature. The personality of the designers truly shown
through Legend, and it was one of the few things that made the game playable
until the end.
Plot and character development is arguably the most important factor in creating
a successful RPG. As much as I tend to agree with the statement, it's not
everything. You can't expect to enthrall gamers with story alone, and without a
solid battle system and well developed management system the game is nothing
more than a "choose your own anime adventure". I'm not an RPG purist at all, but
the ineptness of both the battle sequences and management system is downright
embarrassing. Lunar Legend is your coach-class, entry level RPG for the GBA,
and has truly been dumbed down for the popular portable. I think what irritated
me the most was this horrible battle system (if you could call it that).
While fighting relies on your standard turn-based play, controlling the events
are totally impersonal and anything but fun.
The first and most obvious flaw within the battle presentation is the annoying
overdone random battles. In the very first 30 minutes spending traveling in
circles to complete a "puzzle" ( I say that tongue-in-cheek), I can't
remember how many battles I encountered. It was completely unnecessary and
irritating. Not only did it stop the flow of the mission, but also it was far
too easy. After about the tenth battle, I didn't even look at the screen. To add
insult to injury, after only 30-40 minutes into the game my characters already
reached double digits in experience. I was totally shocked. But wait! There's
more! If you weren't annoyed by the onslaught of random pointless battles, the
mechanics of the battle system definitely will.
Luckily Ubi-Soft incorporated a way to trudge through the never-ending random
battles: It's called auto. I'm not sure if this "feature" was in other
Lunar games, but I find it to be the most enigmatic feature ever
introduced in an RPG environment. The "auto" feature simply tells your
characters to go ahead and keep attacking until everyone is dead. Kind of ruins
the point of role playing, don't you think? Oh but wait! You can use the
"tact" feature if you prefer. The "tact" option supposedly uses AI to attack the
enemies. In theory it's function is to have stronger allies attack stronger
enemies and weaker allies to defend or finish the baddies off. Sure it sounds
good, but in reality it just takes yet another aspect of RPGing out of the
picture. Aside from "tack" and "auto" you can choose "man"; which let's you play
the old fashioned turn based way.
A competent management system is crucial to not only the development of your
characters, but also keeps the game flow fluid. Without hesitation, this system
is probably the clumsiest one that I've ever come across in an RPG. The menu
system is lifeless, and equipping items is uninspiring. Clunky and lifeless is
the best way to explain the management system, and many improvements must be
made for Lunar to become successful for future releases.
If you are keeping score, that's one out of three on the requirements for a
successful RPG (story, battle system and management). For a casual RPG
gamer like myself, I'm shallow like that and can deal without an intriguing
story. But skimp on the other two factors makes me a very very sad button
master.
Once you swallow your pride and get around the idiosyncrasies of the mechanics
of the game, Lunar Legend dovetails. On one hand the character development and
interaction is enjoyable, as well as the much needed comic relief. But on the
other hand, small annoyances just rub salt in the badly wounded gameplay. One of
the most irritating annoyances was the "jumpiness" of the NPC's.
<gripe>Walking into a house, NPC's look like they are jogging in place, and
are having a crack fit. While it took me some time to accept the "emoticons" in
Golden Sun, this caffeine-like withdrawal jumping made me twitch every time I
saw it. Spastic NPC's is something that can't be ignored, and leaving the scene
isn't always so easy. Transitioning from screen to screen is quirky at best.
Nearing the edge of certain "scenes" must transition to another screen; thus
hindering the flow. This happens far too often, and the continuity of levels was
totally ruined. </gripe>
Playing off of the Golden Sun topic; one of my most obvious gripes with the
second in the series was the overall "open-endedness" of it. Lunar
Legend,
however, keeps the flow of the game running nicely. Sure it's quite linear, but
that isn't always a bad thing... especially when it comes to story-based RPG's.
I always knew what I was doing, and where I was going; and there were very few
times that I had to backtrack to find something I lost or forgot. This is a
blessing and a curse for most whop are considering buying the game. I was able
to finish the game in 20:13. I never had to go to gamefaqs (you know you do
too sometimes, so don't give me crap) and rarely stumbled for the chain or
pattern of events.
With little replay value, Lunar Legend obviously focused more on media rather
than gameplay. Actually, I had mixed reactions to the visuals... There were
plenty of nice cut scenes (single frames) that portrayed some respectable
anime, and the color scheme of the game was top-notch. To be honest, if you are
a back-of-the-box-looker the game looks amazing. The contrast of color patterns
and the detail of backgrounds look wonderful. I would agree, but the animation
of these pretty graphics needed much more life. Battle scenes were choppy and
lacked any sort of fluidity whatsoever. Battle visuals were fairly bland, and
spells were laugh-out-loud out of proportion (either too big or too small).
So yes, looking at screen shots the game seem worthy of accolades; but in
reality it just doesn't pan out. Fortunately, one of the strongest assets to the
game has to be the well-developed soundtrack. I thought Golden Sun had some
great tunes, but Lunar truly takes the prize out of the two. My only gripe goes
hand-in-hand with the before mentioned poor "transitioning". The soundtrack
changes from loaded screen to loaded screen. This just puts the exclamation
point on the inadequacies of the screen transitions...
Great sound and story can't salvage any game that doesn't include solid
fundamentals. Lunar Legend slips through the cracks of living up to its name...
a legend. This doesn't mean that Lunar is a horrible game, but its
definitely not for RPG veterans. This would be a great game to introduce younger
gamers to the RPG scene. The simplistic battle system, elementary character
building and straight forward linear play should cater to those gamers yearning
to dive into the role playing genre.
The true tell-tale sign of a great RPG compared to a good RPG is how you feel
after completion. With other great RPG's over the years, I had a true connection
with the characters and was always a bit saddened once my adventure came to a
halt. In this case I felt nothing. In fact I felt that over time I was playing
the game simply to review it. That is something that I never wanted to feel and
it goes against every wire in every netjak staffers body...
For the day that we succumb to play games for reviewing purposes and not for the
love of it all, is the day we should retire our weathered controller…
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