DS

Sands of Destruction

February 14, 2010

Most RPGs feature a team of teenagers who are inexplicably the only ones who can save the world. Sands of Destruction keeps the teenagers, but flips the convention by putting them on the path to destroy the world — and no, they’re not the villains. The world is divided into two general races: the animalistic ruling class of the Ferals (led by twelve Beastlords) and the subservient Humans. Most Ferals treat Humans like lesser life forms (some more than others), and understandably a few Humans have taken exception to this. The most extreme of these rebel factions is known as the World Annihilation Front, and it is that faction which main hero Kyrie (“kee-ree-ay”) finds himself unwittingly joining.

Kyrie meets up with WAF member Morte — aka “The Scarlet Death” — shortly after a mysterious force turns his home town — and everyone in it but him — to a pile of sand. The two meet up with others along the way, eventually accumulating a party of six (three of which are active at any given time), but they’re the primary focus of the narrative. In addition to the Beastlords, the heroes will also have to deal with opposing Human factions as well as elemental forces known as Primals on their path to destroying the world. At least, that’s the goal in theory. In practice that mission statement changes (somewhat predictably, somewhat annoyingly) about halfway through the adventure, but the general sentiment is still the same.

While the story may lose some wind, the combat system remains fairly strong throughout the game. Each character has a strong attack (“blow”) and a weaker, combo-oriented attack (“flurry”) in addition to various skills (offensive “blood skills” and defensive “life skills”); these are accessed by hitting the corresponding buttons (navigating menus in the case of skills/items). Normally each character has two Battle Points (BP); each action consumes one BP, and when you are out of BP — or when you use an item — your turn ends. However, certain conditions can grant you additional BP; having a high morale, your first critical hit per turn, every ten consecutive hits in a combo, stunnning/KOing/tossing an enemy for a follow-up attack, and other factors can build your BP total to a maximum of six. Once you hit six BP, you can unleash a powerful Special Attack or Special Skill that will inflict serious damage on  your opponents (or greatly help your party). Special Attacks require a five-button sequence to be entered quickly for maximum effectiveness, with three stages of power (fast entry, slow entry, and incomplete entry); an ability granted by some items can turn that sequence into nothing but Xs for rapid entry, but the sequences are specific for each character’s Special Attack and you can memorize them with little effort (Morte’s just alternates Y and B, for example).

In addition to cash, items, and xp, winning combat will earn participating characters Customization Points (CP). CP can be spent to improve the accuracy or damage of your various attacks (cost/power for skills); regardless of the move’s type, increasing one aspect decreases the other, so some sort of balance is usually in order. As abilities reach certain thresholds you can unlock new ones and intensify their effects. Combo moves can be chained to their more advanced follow-ups to enable truly ridiculous flurries with the press of a single button and thus one BP; one character can get in a crazy seventeen hits per flurry when fully chained, virtually guaranteeing a Special Attack against an enemy that doesn’t just die outright to being on the receiving end of a 40-hit combo. 

When combined with the fact that high combos provide CP bonuses, you might think that there would be no reason to ever use the slower but more powerful blows. However, some enemies — often bosses — have an ability that increases their speed (and thus affects when they move in the turn order) with each hit they take. If you unload with a thirty-hit combo, you might find yourself on the receiving end of several devastating turns in rapid succession in retaliation. Additionally, flying enemies (and those on the upper screen for other reasons, like being enormous) are harder to combo against since you have to jump to hit them (even if your character is using a gun or whip…); blows can often knock them down to ground level for easier pummeling. It really is a nicely-balanced system that keeps things interesting, even if skills are usually vastly inferior to the attacks (except when the skills allow for hitting multiple opponents at once).

Also keeping things interesting is the “quip” system. As you progress through the story, your characters will pick up catch phrases that are retained for future use. You can assign up to four of these quips to trigger at specific times in battle; they can happen at the start of combat, when you get hit, or several other times specific to each quip.  A quip gives you various bonuses, like increased defense, higher morale, or doubling the gold earned. They don’t fire all the time, and several assigned quips can be competing for the same trigger, but they do provide a nice break to what can be an otherwise fairly mechanical combat. Kyrie’s “It’s probably my fault” quip is one of the strangest, most self-depreicating things I’ve ever heard a primary hero utter. 

Overall, Sands of Destruction is an above-average RPG on a system that attracts them. While I didn’t care for the change in tone (and the other changes that came with it) in the middle, I did appreciate the neat little combat system and enjoyed the characters. I’ve certainly played worse RPGs, and Sands provides several opportunities to customize the game from CP to quips to being able to enhance weapons at blacksmiths using items dropped by beaten foes. It may be a little trite towards the end, but it’s never boring. The quest itself should occupy about 30 hours of your time, which isn’t a bad deal for the now-standard $35 DS RPG price tag. 

Plays like: most other RPGs. There is innovation here, but still fairly standard stuff.

Pros: Unique two-screen combat system; amusing “quips”; solid cast of characters

Cons: Poor “documentation” when it comes to the nuts and bolts of the world (which elements are superior/inferior to which other ones, what certain abilities do, etc.); disappointing plot shift about halfway through; awkward automatic camera in towns.

 

Every week, it seems, a new Dragon Ball game is released. For the most part, these are forgettable releases that either feel dated or just aren’t enjoyable. On the other hand, there’s the rare release like Attack of the Saiyans, an RPG based on the Dragon Ball Z universe, that is a worthwhile purchase for fans of the series. 

The story, if you aren’t a Dragon Ball Z fan, is completely disjointed and hard to fathom. For Dragon Ball Z fans, it covers quite a few periods from the show, from Goku’s defeat of Piccolo to his marriage to Chi-Chi to the arrival of Vegeta and the other Saiyans. The story is split into roughly 15 chapters, and each one feels entirely separate, just as if each were an episode of the show.

The gameplay is old-school- no action bars, no real-time elements whatsoever. You tell your team of three fighters a set of actions to do, then the fighters and enemies all perform those actions in an order that is based on each character’s speed attribute. Each one of your characters has a standard attack and a set of special attacks that use up a portion of their Ki points. Additionally, each character has a ‘rage’ gauge that allows for super powered or team attacks when it is full.

The leveling system is old-school as well. Everyone earns experience and skill points after a fight, with experience points going toward leveling up a character’s stats and skill points being able to be distributed manually to level up either special attacks or improve their stats some more. There’s no right or wrong way to distribute the points, you can just use them according to your playing style and you’ll do fine.

The graphics are great 2-D renderings of locations from the Dragon Ball Z series. Everything from the Kame House to the Ox-King’s palace has been drawn in this style. Of course, all of this is expected considering the graphics were drawn by the same artist who did the art for Chrono Trigger and who worked on the actual series.

Despite the lack of a story I could follow, this was a game I really enjoyed playing. It brought back a little nostalgia from my time playing Chrono Trigger thanks to the artistic similarities and the older style of gameplay. In the end, this was a fun and refreshingly old-school take on the RPG genre.

Plays Like: Chrono Trigger and other turn-based RPGs

Pros: Faithful to the series; difficulty level fits the audience; graphics are good and reminiscent of Chrono Trigger

Cons: Story is disjointed and hard to follow for non-DBZ fans.

Puzzle Quest was the first game to successfully merge the puzzle and role-playing genres, but it always felt like a first-generation effort.  The level of thought and polish wasn’t there, but the gameplay was so addictive that it was worth it anyway.  Now, though, we’re starting to see the next iteration of the puzzle RPG, and, at least in the case of Might and Magic: Clash of Heroes, it’s very good.

Developed by Capybara Games, Clash of Heroes feels a lot like their previous effort, Critter Crunch for the iPhone and PSN.  You move around creatures from column to column, creating chains and combos.  The depth here, though, is in the RPG system.  Creatures level up and have special abilities, and that’s important, because you’re fighting an enemy that’s doing the same thing.  Units trigger and attack your opponent’s lines, attempting to break through and damage the player.  Each race has its own special active and passive abilities, within each race players can choose what units to use. 

The gameplay doesn’t get monotonous, as the campaign switches from race to race for each chapter.  Battle puzzles are brain teasers that also help you recognize combos better, and boss battles often have special requirements, like hitting a special boss unit or protecting a unit of your own.

The graphics are solid enough, and they aren’t the focus of a puzzle game so the simple legibility works nicely.  The sound does get a bit repetitive, but only a few puzzles and RPGs with such replay value have managed to overcome that obstacle.

This is one of those games you rarely hear about, but those who play it absolutely love it.  Be one of those who play it.  You won’t regret the decision.

Pros: Intriguing battle system, solid difficulty curve

Cons: Multiplayer’s great, but few will get their hands on this 

Nintendo’s Zelda team is making a habit of taking curtain calls lately.  Who can blame them, though?  After years of developing an engine and assets for the first game on a platform, they can turn around and deliver a second entire game in a much shorter period.  This was how Majora’s Mask worked, and Spirit Tracks, the series’ second DS installment, is in the same vein.  No one called Majora groundbreaking like they did Ocarina of Time, and no one will say that about Spirit Tracks either.  It doesn’t mean it’s not fun, though.

Let’s go ahead and get to the new stuff, shall we?  Tracks replaces a ship with a train for no real reason, and Zelda is this game’s new Navi, following Link around to assist and generally pester him.  Of course, she has no body, so she’s a bit more useful in puzzle-solving, as she can do things Link can’t.

This is very much a sequel, so the controls, graphics and game progression are almost identical to Phantom Hourglass.  Touch-screen movement has its advocates and detractors, so it’s hard to say much else about it. 

The bosses and puzzle solving elements in Tracks are very well-conceived, and the NPCs in the game have a lot more personality than your usual Hyrule citizens.  Generally, the attention has been placed on this stuff, because the engine was there.  It’s a recipe for success, and fans will appreciate the level of detail in the world.

Of course, the game isn’t perfect, and the titular Spirit Tracks are partially to blame.  Riding around in a train is incredibly tedious, even when attacks and interchanges try to make them interesting.  Portable games are supposed to get you through boring rides between places, not cause more of them.  Also, the multiplayer mode is very tacked-on, and since Four Swords, nothing has been able to achieve that level of fun.

It’s simple: if you enjoy Zelda games, get Spirit Tracks.  If you hate them, don’t.  If you’re on the fence, this is one of the good ones.  Of course, come to think of it, they’re all good ones.

Pros: More Zelda!  You know you wanted it.

Cons: Nothing groundbreaking. 

 

Drawn to Life: The Next Chapter is the next in a unique series from an up-and-coming studio. It’s the first sequel made by 5th Cell, so it was interesting to see how they would reconcile their history of original games with making a sequel. 

The Next Chapter’s story is similar to the original, with Wilfre trying to destroy the world of the Raposa. This time though, he is draining the color from the world. To stop him, you’ll have to draw your hero and then platform your way to victory.

Of course, the biggest feature of The Next Chapter is still drawing your own hero and drawing various other parts of the world. If you are a good artist, then you’ll enjoy having your creations populating the overworld and watching your masterpiece of a hero travel through the levels. If you aren’t, well, then I hope you enjoy watching grotesque caricatures of animals travel around the overworld. I fit into the latter category, and none of the things I drew looked anything like what they were supposed to look like. Luckily, you’ll often have the option of just using a model if you aren’t a good artist.

The actual gameplay is fairly standard for a side-scrolling game; you’ll beat enemies, jump across platforms, and collect coins and paint until you finish the level. The graphics all have a hand-drawn look to them and that style matches really well with the entire tone of this series. The music is catchy, though none of it is overwhelmingly good.

This is a worthwhile sequel to the original. It is well-made and an enjoyable platforming game. If you enjoyed the original or the SpongeBob edition, you’ll enjoy The Next Chapter. If you didn’t enjoy it, then there’s no reason to consider this one either.

ESRB: E for Mild Cartoon Violence-if you can watch cartoons, you can play this game.

Plays Like: Previous Drawn to Life games

Pros: Can draw many things in the game

Cons: Have to draw many things in the game