Month: June 2000

Final Fantasy Mystic Quest – Review

This game just wasn’t very well-received here in the United States, and I can see why. Square’s local resources were used on this game when we could have gotten Final Fantasy 5 (Supposed to be called FF Extreme) instead. In a nutshell, this is the diet version of Squaresoft’s standard-bearer, Final Fantasy. It’s geared toward a younger (or first-time RPGamer) audience and by consequence doesn’t give much depth into anything. With that..

Gameplay: Gameplay was fairly decent. The battles are menu driven and turn-based (no active time battle.) World navigation is very limited – there’s nowhere to get lost to on the world map because the navigation takes you straight to landmark after landmark. Good, but not great.

Visuals: What stunning visuals. Ok, maybe not. Gotta give Square credit though: when you weaken enemies in combat, they begin to change to reflect this (giving a visual indication that they’re about to kick the bucket.) That was pretty good, I guess. Keeping in mind that this game came at a very early time for the Super Nintendo, I think these graphics were very decent.

Music/Sound: I really like the music out of this one. There isn’t really a main theme that the soundtrack, but all the individual songs are very good. The battle themes impressed the heck out of me. I can’t remember who composed for this game – I don’t think it was Nobuo Uematsu, but whomever that person was, they did a great job. Sound effects were also very decent, none of them seemed out of place or inappropriate.

Originality: Not really much to be had in this game, unfortunately. I could see why – if I were Squaresoft, I wouldn’t want to waste any creative abilities on a game that’s going to be geared toward the US anyways. ^_^ It might seem pretty original to a ten-year old that is playing this for his/her first RPG, though.

Story: Same thing as Final Fantasy. Collect the coins, restore the elements, go fight the bad guy and be done with it. The story is simple enough to understand by anyone, which I guess was the point of the whole thing. A sense of lightheartedness is maintained throughout the entire storyline with a touch of goofiness. (Why, oh WHY do I sound like the announcer on the Iron Chef? “The harmony of the dish is parlayed by the touch of horseradish, filling you with a sense of inner peace.”) Um.

Replay value: As stated above, this game takes a MAXIMUM of thirteen hours to complete. There just isn’t much to do in the game that would make it worthy of a second play after you finish it the first time. Having said that, let me turn around and say that if you have absolutely nothing to do one weekend, this is something you could kill time with.

Overall, I can’t say too many good things about this title. I would say that this title and Secret of Evermore are the two major failures in Squaresoft’s American Super Nintendo career. We probably would have been much happier with Final Fantasy 5, however I do have to say that something is better than nothing. This title does have a bit of decent gameplay and is a great timekiller that doesn’t require a lot of thought. This game was geared to a younger age, which doesn’t really bother me. I enjoyed playing the game, and if you have a few spare hours around that you are willing to devote to it, I don’t think you’ll be entirely disappointed. This game gets 6 out of 10 from me.

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Magic Knight Rayearth – Review

Phew, I can’t say very many bad things about game. Sega did a great job with this game, and the Working Designs translation was just as good. From what I remember out of the gaming magazines (and in fact postings here at RPGamer) for early 1998, this game’s release was postponed several times so that Working Designs could have that much longer to work on it. I’d say all their efforts paid off pretty well. In Magic Knight Rayearth we have a very solid all-around RPG that I would quickly recommend to anybody, regardless of whether or not they’re a fan of RPGs.

Gameplay: Basically you have an overhead view of your characters and enemies. Your two allies follow you around and you can switch out between them as necessary. (Just like in Secret of Mana.) The menu system is icon-based, giving this game easier access to a younger generation of RPGamers. There isn’t much to shout about in terms of gameplay mechanics, because this has all been done before. The important part, however, is that it was done well.

Visuals: Close to being run-of-the-mill for older RPGs. The characters are all sprite-based. Magical effects (of which there were few) were decent, but not great. The anime cutscenes were very decent and greatly facilitated storytelling. My only complaint would be the system performance when dealing with the graphics – there are several points where the Saturn just can’t play the game at full speed because of everything that’s going on.. and that’s supposed to be one of the improved parts! Kudos to WD….. or what? Over-spriteage leads to frustration in the Ice City of Rosen.

Music/Sound: I won’t go as far enough as to say that the music is grand. I have heard better. This is about the only category that Square can stake claim to complete ownage in. However, I’ll grant MKR’s music this – for the colorful and upbeat environment that the game itself offers, the music fits in very nicely. The sound effects are pretty decent as well. I liked the voice tracks for the magic spell casting, they added a nice touch to the whole audio scene.

Originality: Can’t tell you much good about it, unfortunately. The game just isn’t original. The character control system has been used already, the story’s a classic that’s been told and retold thousands of times. The one major feature I’d count as original, though, is the diaries that each of the main characters keep. You can read their entries and get three different points of view on the same situation. It helps with story comprehension, and the audio version makes for a very nice touch.

Story: Very good. A little cliched, earth kids saving alien worlds, it’s been done a hundred times, but just like the gameplay, the important part is that the story was done well. It’s tad bit short (no more than 10-15 hours, if even that..), but there are very, VERY few points in the game where you’re just running around doing nothing like you would in Final Fantasy.

Replay value: There isn’t much to replay, unfortunately. I personally don’t have replaying that game at a high priority in my life due to the commodity that time is, but if I had extra time I definitely would.

Overall, this is a very good title in spite of technical shortcomings. This is one thing I DEFINITELY would not mind seeing Working Designs re-release on Playstation or Playstation2, to tell you the truth. The game offers everything a video gamer would want – challenge, a decent story, and great gameplay. I give this 7 points out of 10. Sega and Working Designs did very well with this one, and this in combination with a few other titles is a major reason to buy a Saturn.

[Historical note 2021-03-30: originally posted sometime in the summer of 2000 on RPGamer.com. I’m not sure of the exact date, so I just used 2000-06-01.]

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