Tag Archives: game boy advance

Phantasy Star – Review

Looking at the box art, you wouldn't guess that the game is sci-fi.

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.

Trouble resides in that mansion...

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.

Dragons were a handful early on, but my party was able to wipe the floor with them eventually.

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.

Final Fantasy Crystal Chronicles – First Impressions

I just ate some lychees and those suckers are good! Cool box art by the way!

Coming hot off the heels of our completion of The Legend of Zelda: Four Swords Adventure, my girlfriend and I have begun another GameCube game that features Game Boy Advance connectivity: Final Fantasy Crystal Chronicles. Along with Four Swords Adventure, it’s the only other game that I can think of that featured connectivity prominently and was halfway well regarded.

Final Fantasy Crystal Chronicles was developed by The Game Designers Studio (a Square Enix subsidiary) and published by Nintendo in the USA on February 9, 2004. Apparently The Game Designers Studio was set up to work around the exclusivity deal Square Enix had with Sony at the time. Square Enix’s history is very interesting, but not worth going into for this article. What is relevant is the knowledge that the release of this game and a few others around the same time represented a reunion between Square Enix and Nintendo.

So anyways… my girlfriend and I created our characters from a modest selection of classes and options and we were off. The world of Final Fantasy Crystal Chronicles is covered in a poisonous miasma but crystals provide shelter from this miasma therefore they’re essential to surviving. Large crystals protect small villages but they lose their power over time, forcing the residents to set out in caravans each year to search for myrrh. Myrrh replenishes the protective powers of the crystals and it can be found from myrrh trees which unfortunately are located in the deepest parts of monster-filled dungeons.

When we’d enter a dungeon, we’d immediately have to set up our command list. Attack and defend were always included, but we could select from our list of items and spells what else to include, and because we were playing on Game Boy Advances, we did this on them. All we had to do to execute a command was press the A button on the GBA. We could switch our commands by pressing the L and R buttons, which were highlighted on the TV screen near our character’s information.

An early boss and a common enemy in Final Fantasy, the Malboro.

We’d hack and slash our way through dungeons defeating the enemies we’d encounter. Every enemy dropped an item and we found out these were essential. Food restored our health while stones allowed us to perform magic and occasionally we’d come across a stat boosting item. We found healing stones very helpful, such as stone of cure and stone of life.

The dungeons took about twenty minutes to clear, including the bosses. The bosses were many times our character’s sizes and they were very detailed, they were also tough! They had a large amount of health and dealt a lot of damage in single blows which were sometimes hard to avoid; those healing stones came into play during boss battles. During these battles we’d delegate tasks such as healing and attacking but our communication could’ve been better. Regardless, we came out on top every time.

The one aspect of the game I remember receiving the most flak for was the chalice. Because the world is covered in a poisonous miasma, we had to carry around something to protect us at all times and the chalice that collected the myrrh we sought served this purpose. The only downside of this protection was that one of us had to carry it. So every time we ran into an enemy, the person carrying the chalice would drop it, help out fighting, and then pick it back up and we’d be on our way. I could think of other ways to remain protected instead of limiting one player, but that’s what The Game Designers Studio chose to do. This isn’t the case in single player games however as there’s a Moogle companion who carries it for you. My main grievance is it wasn’t fun being the person carrying the chalice, it’s not fun being limited.

Besides the chalice limiting one player, my only other gripe with the game at the moment is the inability of the game to pause when one of us would switch to our GBA screen. Since our GBA contained our menus, changing our command list had to be done through it. This wasn’t a problem with the exception of boss battles, but I guess the workaround is to be totally prepared beforehand.

It's hard to see in this screenshot but you can barely make out the protective aura of the chalice around this character.

My girlfriend and I played for two hours and by the end of our session we had finished the first year. The hack and slash combat was easy to grasp although getting a three-hit combo (the max) was kind of tough to manage. Besides serving as a controller, the GBA basically hosts each player’s menus and at times, shows the brilliance of allowing each player to manage their stuff without hindering everyone else. Final Fantasy Crystal Chronicles still looks really good all these years later and I like the art style; I suppose it’s a reimagining of classic 2D RPGs with modern technology. One of my favorite things about the game so far has been the soundtrack. The composer utilized medieval and Renaissance instruments and it sounds unlike anything I can think of. Truth be told, it made me think of Ireland and The Hobbit. It’s a simple hack and slash game but thanks to the cooperative play and link connectivity, it’s piqued my interest and we’re going to continue playing it.

Links:

Final Fantasy Crystal Chronicles
Nintendo

The Legend of Zelda: Four Swords Adventure – Review

One of the best examples of GameCube to Game Boy Advance connectivity I'm sure.

Relationships are hard work. Cooperation is a requirement. If two parties can’t work together, there is no relationship, no way to reach a desired destination. Competition has a place though and no matter the type of relationship, competition will always rear its head. While these concepts can be seen as opposites, managing them is necessary to make any relationship last. Similar to Reese’s with peanut butter and chocolate, The Legend of Zelda: Four Swords Adventure blended these two concepts together and it’s what I’ll remember most about the game.

Four Swords Adventure looks like A Link to the Past but it features effects only possible on the GameCube.

When my girlfriend and I began playing Four Swords Adventure I didn’t anticipate it would take so long to complete. Even with limited time, we saw it through and completed the game’s nine levels with plenty of healthy competition. Rather than the typical open, but linear format of most Zelda titles, Four Swords Adventure is broken into levels which are comprised of stages. Instead of accruing necessary items and then tackling a dungeon, each stage is a self-contained challenge combining puzzles and action.

Four Swords Adventure’s puzzles derived mostly from utilizing the four Links in a specific way. The puzzles weren’t very challenging, but I remember one in the final level which stumped us good. A lot of the mental work simply required us to position the four Links in a specific stance and then stand on a button or hit switches, not very tough stuff. Boss battles were interesting. The bosses represented a “greatest hits” of sorts, but some were slightly remixed to take advantage of the four Links and the use of the Game Boy Advance.

The game’s use of the GBA was clever, but ultimately its Achilles heel. Instead of controlling our Links with a GameCube controller, we had to plug in a GBA and use it. Whenever we’d enter into a building or a cave or what have you, that person’s Link would then be transferred to the GBA. This allowed each person to explore the screen and its contents individually while not hindering others. To play the game like this, it requires that each person have a GBA and link cable, which makes the game hard to recommend to those who don’t have at least some of these items already. Playing alone just requires a GameCube controller, no extra accessories. Without others though, the game doesn’t really merit a playthrough.

Princess Zelda and the six shrine maidens get captured by Shadow Link who leads Link to the Four Sword. When Link removes the Four Sword from its shrine he is split into four and the evil Vaati is released. As Link rescues the maidens and retrieves four special jewels, Ganon makes his presence known. The game took my girlfriend and me through many villages and we got a lot of back-story through NPCs and Kaepora Gaebora. As mentioned earlier, it was a lengthy game and well suited for bite sized sessions.

My girlfriend and I accomplished our objectives through a variety of ways, like sneaking around.

Link’s quest was familiar; rescue a bunch of something and overcome evil, but there wasn’t a detailed narrative to propel my girlfriend and I forward. Thankfully this driving force was replaced by the unique duality of the gameplay. It’s hard to recommend because of the requirements, but The Legend of Zelda: Four Swords Adventure is a noteworthy example of games that blend cooperative and competitive gameplay, a difficult relationship to manage.

The Legend of Zelda: Four Swords Adventure was released on GameCube in the USA on June 7, 2004. It was developed by Nintendo EAD and published by Nintendo.

4/5

Links (ha ha):

The Legend of Zelda: Four Swords Adventure
Nintendo

Beginnings

Before I dive into blogging I think an introductory post would be ideal, just so you, the reader, can get a handle on where I’m coming from when I talk about games. I thought this would be cool to do as a post rather than just stick it in the about section.

My first gaming experience was Christmas 1995. My parents bought me a Super Nintendo that came bundled with Killer Instinct. I was only six at the time and having never played a video game before, I just mashed buttons. I remember my mom being distressed about how bloody it was and wanting to sell it, even up until middle school; I also remember my uncle coming over and playing against me. I played a lot of games on the SNES and remember going to Blockbuster all the time and renting games, even searching years afterwards trying to buy the games I used to play. When I think of playing the SNES back then, these are the games I remember: Donkey Kong Country 2: Diddy’s Kong Quest, Family Feud, Goof Troop, Killer Instinct, Kirby Super Star, Ms. Pac-Man, NBA HangTime, Space Invaders, Super Star Wars, Tetris 2 and Top Gear.

My next system was the Game Boy Pocket which I received for my birthday in 1996 of 1997. All I had for it was Black Bass Lure Fishing and I really loved the game, it probably fueled my interest in fishing. It was my only game… until Pokemon Red and Blue came out. They were all the rage at school; the games, the cards, the TV show; I had to get a copy. Around this time I also bought a Game Boy Color, which I think I bought them both in the same trip, so this must’ve been late 1998 or early 1999. Pokemon games were really the only video games I cared about at the time and it was really all I had a Game Boy for. All the Pokemon I played shaped my interest and love for RPGs and I am still a Pokemaniac, though not as much as I used to be. Of course when Gold and Silver came out I had to get one of those as well. Even now I only own seven Game Boy Color games and four of them are Pokemon games.

Moving onwards, my next system was a Nintendo 64. My parents got this for me during Christmas 1998 or 1999. I got Mario Kart 64 and Star Wars: Rogue Squadron with it as well. My sister and I played lots of Mario Kart 64 and I played lots of Rogue Squadron. During this time I still rented a lot of games from Blockbuster and I remember renting a few but I don’t remember them well. I remember my first experience with GoldenEye 007 at a cousin’s house and playing N64 games at another cousin’s house. I played soccer all the time at this point and that was my focus along with Pokemon games, but towards the end of the N64 I started to get more into games. The games I really remember playing during this period are: 1080 Snowboarding, GoldenEye 007, Mario Kart 64, Micro Machines 64 Turbo, Paper Mario, Pokemon Stadium and Star Wars: Rogue Squadron.

I’m going to say the next system I got was the GameCube. My parents got it for me for Christmas 2001 along with Star Wars Rogue Squadron II: Rogue Leader. I loved Rogue Leader and was amazed by the graphics but didn’t know what a memory card was so I had to buy one a week or two later. The next game I got was Sonic Adventure 2: Battle and it’s one of my favorites on the system. Early on during this period was when I stopped renting games, I did rent a few for the GameCube but that was it. I also bought a Game Boy Advance in 2002 for Golden Sun and is just strengthened my burgeoning interest in video games. During this console cycle is when I became “hardcore” into games. I started reading gaming magazines often and browsing the internet. I’d have to say the GameCube is one of my favorite systems mostly because it’s the system I started to care about games on.

I won’t delve any deeper as this is already pretty long and it just gets more convoluted from here on out. I will mention I started to get into retro games around the GameCube era as I purchased an NES and Intellivision from garage sales as well as bought a PS2 and many other retro systems; this is really the period when I started to become a collector and an avid gamer.