| Dark
Cloud
|
|
Review By: Christopher
Coey |
|
|
| Developer: |
Level
5 |
| Publisher: |
Sony |
| # of
Players: |
1 |
| Genre: |
Adventure/RPG |
| ESRB: |
Teen |
| Online: |
No |
| Accessories: |
Memory
Card |
| Date
Posted: |
12-08-01 |
Balance.
This is an interesting, and complex part of game development.
Not only is it one of the most difficult aspects of a game to
work out, it's ultimately one of the most important. The
'balance' in Dark Cloud is easy enough to figure out. As in
nearly all RPG games, the characters start out weak and fairly
powerless. The enemies in the early levels are challenging, yet
obviously weak themselves. As the characters grow (in this case,
as their weapons become more powerful), the enemies grow in
power, and the difficulty of the dungeons increases. For most of
the game, the power balance is well done. However, since the
general 'level up' system is weapons based, the characters
themselves do not become any more powerful. The player can
collect 'gourds' to improve their characters thirst meter, but
the whole 'thirst' things is more of a nuisance than a
challenge. There are also items that can increase a specific
characters defense value. The problem is, each character is
relatively weak defensively compared to the enemies. The more
powerful enemies in each dungeon, no matter which dungeon, can
pretty much kill any of the characters in one or two hits. Even
when ALL defensive items have been found and used, the gameplay
involves mostly hit-and-run attacks by the player, while trying
to not get hit themselves; especially in the final couple of
dungeons.
Apparently,
the original Japan release was quite a bit scaled down compared
to the US release. Well, more accurately, the US release had a
number of things added before it hit the shelves. Immediately a
couple of questions come to mind: Was the Japan version released
unfinished? Were the additions put in place to improve gameplay,
or to add features to the game? The executives at Level 5 deny
that the Japanese version was 'unfinished', but also insisted
that the additions are in place to improve the gameplay
experience. I came across this information before I had a chance
to play the game. I was told that the 'improved gameplay
experience' came by way of an additional 20 hours of gameplay
(from the estimated 40 hours of gameplay on the Japanese
version); a ton of new weapons; and an added 99-level dungeon.

So, I jumped
right into the game. I played through seven separate dungeons.
All told, about 40 hours of play. I was getting a little bored
of the game. Not a whole lot of new experiences after the first
couple of dungeons. Still fun, still a good game, just rather
repetitive. Then I remembered what I had read about the 99-level
dungeon. Hmmm, wait a minute, all the dungeons so far have been
around 20 levels or so. I wasn't happy at the prospect of a HUGE
new dungeon. Then, suddenly the game ended, I had killed the
final boss. Huh? Oh, THEN the 99-level dungeon 'opens up'. So,
now that I've already cleared the game, I'm supposed to go BACK
and work through another 99-levels of dungeon? Apparently THAT
was the 'improved gameplay experience'. Yippee! Well, stupid me,
I decided to give it a try. After all, I had already spent over
40 hours playing the game. Plus, that's my job, right? To review
video games and report the results to you guys out there. My
report is: don't bother! The 99 levels took me about 15 hours or
so to trudge my way through. Of course, along the way I managed
to max out TWO weapons, in their final forms. But I didn't need
weapons that powerful when I killed the final boss, so why would
I need them now that the game is over? After 99 levels, there is
another new boss, but he's insultingly easy to beat. The reward:
a new weapon. Granted, the weapon is really powerful (and in the
end, this game becomes ABOUT the weapons), but as I said before,
the game is over, so why bother? I went back and tried killing
the final boss with the new sword (which I had also maxed out.)
The final boss has three forms. Each form took TWO hits from the
new sword to defeat. Not much of a climax after 60 hours of
gameplay.
If I play a
great game and it turns out to be too short, at least in the end
I can't expect a whole lot of reward for the few amount of hours
I spent playing. However, if I spend 60 hours playing a game,
building up my characters and weapons to their most powerful in
order to take on the big baddie at the end; said 'big baddie'
better be pretty freakin' BIG and BAD. This was not the case
with Dark Cloud. Once you figure out how to hurt the
bosses, it's mostly a matter of hitting them a couple of times
then watching the final animations.
HIGHS:
- Finally a
half-decent RPG for the PS2
- Interesting
weapons based experience/level system
- It's
certainly not too short
LOWS:
- Repetitive
- Did I
mention repetitive?
- This game
is kind of repetitive
FINAL VERDICT:
If you're
itching for an adventure/RPG game for the PS2, this one is pretty
good. Not prefect, maybe not even great, but good. At this point
I'd say 'if you like RPG games', wait for Final Fantasy X.
'If you like adventure games', go play Zelda: Majora's Mask,
OR buy a GameCube and hold your breath until they release a new
version of Zelda for the new system. There's nothing really new
here. We've seen each these elements in other games (the
world-building goes way back to Act Raiser for Super
Nintendo, World Maps like in the mentioned Zelda and Final Fantasy
series, and dungeon crawling like in a whole slew of titles), but
Dark Cloud handles ALL of these elements in one package.
Personally, I really got into the game when I first started
playing. I loved the weapons system, the self-replicating dungeons
ARE pretty cool, and the story and characters are developed enough
for the player to get immersed in the game. My advice is: play the
game until you clear it, and don't bother with the final dungeon.
While playing the added 15 hours of gameplay, your thoughts will
turn from 'this game is pretty good', to 'this game is pretty
boring'.
Overall
Score:
7.7
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Media:
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