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Review By: Joshua
Fishburn |
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| Developer: |
Enterbrain |
| Publisher: |
Sammy
Studios |
| # of
Players: |
1 |
| Genre: |
Adventure |
| ESRB: |
Teen |
| Online: |
No |
| Accessories: |
Memory
Card |
| Date
Posted: |
4-1-03 |
If there is
one thing I have learned through years of playing video games
and the few anime films I have seen it is not to piss off the
mother computer. Better yet, in the case of "Galerians:
Ash", don’t create the mother computer in the first
place. High jacking the plot from various anime and game plots,
the game distinguishes itself by providing a unique and creepy
weapon and powerup system, downright evil adversaries, and a
fairly interesting story (much of it told through awesome
cinemas). I should also mention that it is a direct continuation
of "Galerians" on PSOne, which I have not played.
Aside from these perks, "Ash" unfortunately also
features annoying camera problems and questionable gameplay and
sound design in places.

The intro
and instruction manual do a great job recapping the story of the
first "Galerians", and you even spend the first part
of the game playing through the end of the first game’s story.
It goes like this: Dorothy, the mother computer in charge of
Michelangelo City, questioned her existence and who her masters
are. Her creator, Dr. Steiner tells her, that humans created her
and must do as they tell her, much like humans do as God
commands of them. This seemingly quelled Dorothy’s confusion,
but under the surface she was setting out to become a God. The
frightening conclusion of her philosophical inquiries was called
the "Family Program". By running gene experiments on
people at the hospital, she created a group of people all her
own with special psychic powers: these were the Galerians.
Seeing
Dorothy’s uncontrollable behavior prompted Dr. Steiner to
create a virus program, and a launch program for that virus,
that would destroy Dorothy. He then implanted the launch program
into his son Rion and the virus program in to his research
assistant Dr. Pascalle’s daughter Lilia. Dorothy learned of
this virus and murdered Rion’s parents and kidnapped him. She
decided to use Rion to hunt down Lilia by turning him into a
Galerian. He lost his memories as a result, completing Dorothy’s
plan, or so she thought. After destroying most of the Galerians
and making his way to Dorothy, Rion ran the virus program and
consequently his brain crashed and he died. Just before the
virus program was loaded, Dorothy ran the program to create Ash,
the Last Galerian, whose singular purpose is to destroy all
humans. "Ash" takes place 6 years after the events
described above, with Rion revived and hiding out in a military
base. Michelangelo City has been destroyed by nuclear war and
the army base is the only place for Lilia and Rion to hide out.
The goal of the game is simple: destroy all the Last Galerians
and prevent Ash, the Last Galerian, from reviving Dorothy.
Seeing that Ash is a walking nuclear reactor that chomps Uranium
for fun, this will not be an easy task!
You will
spend a lot of time walking in this game. You will also spend
some time dispensing of monsters, some of them former people
mangled by Dorothy or one of the Galerians. Actually, the
gameplay consists of walking, talking to people in the military
installation, and vanquishing foes. You will collect PPEC’s
(Psychic Power Enhancement Chemicals), some randomly placed
around the environment, others dropped by defeated foes. These
chemicals are your method of attack, defense, and
"leveling-up". I say leveling up because Rion never
actually has a level, but collecting red PPEC’s will increase
the maximum of his HP, AP, or an individual attack PPEC. The
attack PPECs range from a machine-gun like attack (called Nalcon)
that targets an individual foe to a broad-range lighting storm
attack (Breakaron). There are five attack PPECs in all. Along
with these, there is a shield PPEC that will defend you against
enemy attacks. These 6 PPECs can each be upgraded to level 3
(they start at level 1) by finding Skips (dropped by bosses and
more powerful enemies). Increasing the level of the attack PPECs
makes them more powerful/faster. As for the shield, it covers
more of your body as you increase its level. The actual way you
use these powerups, by injecting them into your body, adds a
sort of frightening dimension to the game.
The AP gauge
is also interesting. Think of it as being poisoned, and when
that poison reaches a certain level your body just overloads.
Although this overload gradually destroys you, it also releases
all the dangerous substances in your body thereby destroying any
being around you. So, you get the idea. It adds an element of
strategy to the game: when does it help you to be
"shorted", as it is called, and when would you rather
use your standard weapons to defeat enemies? The Delmetor PPEC
can be used to reduce the AP meter to zero, while the
Appolinator PPEC raises it to its maximum level. Appropriately,
the AP meter increases when you use your attack PPECs, but also
increases when you are in an anxious situation, such as facing a
large group of enemies or a boss, or when you are in an area of
high radiation, or while using your shield.
So, the
powerup system is cool, but how does the game play? Not as good
as I had hoped, unfortunately. Although this game is sort of a
"survival horror" type game, the control is much more
like Silent Hill than it is like Resident Evil. I felt in good
control of Rion throughout the game, but I couldn’t shake the
clunky feeling of the game. It is not unbearable; there is just
something I can’t quite put my finger on that makes it feel
sluggish. Also, as with a lot of 3D games, there are pretty
frequent camera issues. I often found myself looking at Rion’s
face while trying to target enemies off screen. This is not such
a problem with regular enemies, but when this happened fighting
some of the tougher Galerians it resulted in an essentially
instant death. I found the challenge of the Galerians to be
welcome, but some gamers may be put off by the inconsistency of
it. The difficulty of the Galerians correspond to their
personalities, e.g. Spider was the easiest to defeat because of
his quiet and reserved personality, as opposed the Parano the
super-freak.

Much worse
from the problems listed above, the pacing of the game was quite
slow and often boring. Although the story motivated me to play
on, I cannot say that I enjoyed much of the gameplay. It
consists of a lot of running around mixed with some battling.
Unfortunately, this running around is compounded by the fact
that you must do certain events in a specific order to advance
the game. This is nothing new for games, but I have never played
a game that felt so much like this was done exclusively to
extend the gameplay. For example, in one section of a game you
will be searching for a key. By checking a service log, you can
find out who has this key, but if you talk to him before you
check the service log he will not give you the key. Hmmm…maybe
I am over-reacting, but this kind of thing really gets to me
when playing a game. Fortunately, Lilia offers up hints as to
what to do next, so go to her if you are lost. The only
particularly exciting parts of the game were the boss battles.
The bosses all have a variety of attacks and finding a good time
to attack will be the primary challenge in facing them. Most of
the bosses were challenging, with some of them requiring me to
restart quite a bit before I beat them.
"Galerians:
Ash" has pretty average graphics, with the highlights being
the cinemas and some of the special effects. All of the
cinematics are great, especially the ones featuring the Last
Galerians, who just ooze personality. Although the graphics are
average, with bad aliasing problems and just an overall bland
look, the special effects pick up the slack and add some style
to a lot of the environments. For example, the first room you
see in the game has a reflective floor that is interesting and
symbolic if you consider what is in the room. The battle against
Spider is also very impressive looking, with webs across the
room and dust particles falling from the ceiling. These effects
definitely help spruce up the game.
The sound
design is another hit or miss aspect of the game. While the
ambient effects are chilling and well done, they are over-used.
For a large percentage of the game, the sounds in the background
will suggest an urgent situation that is not reflected in the
gameplay. There should have been more of a distinction between
the really critical moments in the game and the times that you
are simply wandering. Also, some of the sound effects chosen for
the menu are totally inappropriate. While transitioning between
sections in the menu screen, there is one sound effect that I
can only compare to someone banging loudly on a cooking pan. I
think that people will agree with me when I say that sounds made
from selecting options should be relatively neutral, not in your
face and annoying.
HIGHS:
Intriguing
story
Creepy
atmosphere and slick style
Cool
powerup system and character leveling
Challenging
bosses
LOWS:
- Dull gameplay
- Frustrating
camera problems
- Some
translation problems (in game and instruction manual)
- Strange menu
sounds
FINAL VERDICT:
After seeing
the cover of the instruction manual for "Galerians:
Ash", I had high hopes for the game. "The instruction
manual?", you are probably asking. Yes, it is definitely one
of the coolest covers I have seen. So, in spite of all the
negative hype I had heard about the game I thought: "This
might be a pretty awesome game". To be sure, the game has a
very well done cyberpunk style, a well thought out story, and good
presentation overall. The most important thing that the game lacks
is engaging gameplay. Is the story really worth trudging through
the often-stale game? It might actually be, depending on how
desperate you are for a cool futuristic story or if you become
engaged by the interesting Last Galerians in this plot. For most
people, I would recommend a rental to decide if this game is
really for you. Good music and sound compliment a game that just
needs more polish and better pacing.
Overall
Score:
5.5
Additional
Media:
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