Having recently completed After Burner for the Sega 32X (truly a port of After Burner II), I thought what better game to start playing my basically untouched Sega Master System than its port of the classic Sega arcade game! Well, there may have been better options. I lasted all of two videos before throwing in the towel. Heck, most of the second video I do little more than cheese it. It’s not a great version and my impending review will elaborate further on my thoughts regarding it.
Originally released for the Sega Master System in 1988, Phantasy Star was Sega’s attempt to duplicate the role-playing game format standardized by Dragon Quest and Final Fantasy. Unlike those games, Phantasy Star is set in the future and in space, although the execution of this setting is poor (treasure chests and fantasy outfits). Still, for those interested in a challenging quest that requires heavy player involvement with little narrative reward, Phantasy Star shouldn’t be overlooked in favor of the previously mentioned titans of the genre.
As Alis watches her brother die, she listens to his final request: kill the evil king Lassic and set things right in the Algol Solar System. Alis’ quest for revenge begins on the forest rich Palma, continues on the arid Motavia, and leads her to the icy Dezoris before finally heading back to Palma and defeating Lassic. Along the way she builds a party of like-minded individuals including the feline Myau, Odin, a warrior turned to stone by Medusa, and the wizard Noah. Getting these adventurers to join Alis’ party was no easy task however.
Gathering leads on these individuals required Alis to chat up everyone she met, and required me to keep a record of what they said. Heck, without the NPCs doling out such vital information, I’d have little reference for towns and dungeons, items, and even where I should be heading. Phantasy Star wasn’t a game I could passively enjoy; if I didn’t keep a record of acquired knowledge or chart out maps on paper, I’d never have beaten Phantasy Star without resorting to a FAQ, which I still did.
Like every other console RPG from the era, I viewed towns and the overworld from a top-down perspective, granting me a large view of the game at a time. But, when Alis entered dungeons the perspective changed and I saw them from her eyes. Without a large view of dungeons, I had a hard time navigating them without getting lost. Some were small enough that I could get through them without much trouble, yet others were so large and filled with traps that it’d take hours if I persisted with trial and error.
An RPG like Phantasy Star wouldn’t be complete without battles and character progression and it has both! Like its contemporaries, Phantasy Star has a simplistic battle system. Battles occurred randomly as I explored the overworld and caves, and these were also viewed from the first-person perspective. I had few options and the two that really mattered were fight and magic. I had multiple types of magic; what I found most effective was the healing kind although there were helpful spells that exited my party from caves or returned them to towns; on top of powerful damage dealing magic. The order of events seemed fairly random, sometimes I’d attack an enemy first, while other times I’d fight the exact same enemy type and they’d attack first; characters had no speed stat.
I didn’t find the early portion of the game very enjoyable. When I started out, my party consisted solely of Alis and in her early state she could only fight a couple of battles before having to be healed. As I accumulated better equipment and experience enemies began fearing me. Especially once I increased my party size. Grinding for experience and mesetas (money) took up most of my time with the game, and that’s just how these older games are. It’s not a bad thing; in fact once my party could withstand a lot of punishment and equally deal it out I enjoyed returning to caves and building up a small fortune. But doing that over the course of twenty or so hours doesn’t appeal to everyone and in fact I ran out of steam at the end of the game.
I liked exploring the caves from the first-person perspective. It seems like a remarkable technical feat considering when Phantasy Star came out. But, keeping track of where I was, was very difficult, especially when caves began growing in size and they had trap floors dropping me a level. I also enjoyed having to personally piece together what my next step was through NPCs, although the lack of character or plot development wasn’t what enticed me to continue playing, it was strengthening my characters. I battled and battled and battled some more and empowered my party to great strengths and this was pleasurable. Battles were very simple, but I was able to speed through the menus and overpower enemies once my party members were of high levels and equipped with good gear. I did run out of steam in the end however. I tend to do that, probably because I’ve proven my strength in the game and the payoff I’ll get for completing an “ancient” RPG like Phantasy Star won’t be revelatory. Still, Phantasy Star was enjoyable, as long as I had the gumption to get involved.