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Playstation 2 : Rogue Galaxy Reviews

Gas Gauge: 82
Gas Gauge 82
Below are user reviews of Rogue Galaxy and on the right are links to professionally written reviews. The summary of review scores shows the distribution of scores given by the professional reviewers for Rogue Galaxy. Column height indicates the number of reviews with a score within the range shown at the bottom of the column. Higher scores (columns further towards the right) are better.

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Game Spot 80
Game FAQs
GamesRadar 80
IGN 87
GameSpy 90
GameZone 88
Game Revolution 75
1UP 75






User Reviews (1 - 11 of 44)

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Glaring oversights, incredibly frustrating

1 Rating: 1, Useful: 6 / 24
Date: February 23, 2007
Author: Amazon User

I rented this game last week...and after putting four hours of my time into it, I discovered that I put the controller down in a worse mood than when I picked it up.

This game is a waste of time. It looks great, but just isn't playable.

The AI isn't capable enough to handle combat...at all. Your party members just walk into the enemy, swing, and die. Blocking is very effective...but your AI party members never do it. You spend over half the time in combat stopping to bring up the menu to heal or revive your allies.

I died three times in the second area of the game as well. Dispersed among the levels are absolutely terrible monsters that will can easily kill your party. The treasure chests attack you. And they annihilate you. They're by far the most difficult enemy in an RPG's early game that I've seen. One hit from them takes off most a character's HP, it can hit multiple characters, and can sometimes attack more than once per animation. The game also scales them up in levels to always be vastly stronger than you, and to top it all off, the game explicitly prevents you from running away from them (the run menu is greyed out when they attack you...) This is completely against the general exploration theme of RPG's...you're supposed to find and open treasure chests, not wonder if the chest contains an item or a practically guaranteed Game Over.

The game also froze once when I was playing it. Interestingly enough, it was when I opened a treasure box...the screen flickered, and just stopped.

Don't pay $30 for this game, it's not worth the frustration or the money.

Beware rogue disc pressing

1 Rating: 1, Useful: 0 / 2
Date: May 20, 2008
Author: Amazon User

I would like to be able to review this game but it does not play.

I assume this is due to a faulty press when manufacturing the disc.
So be aware when buying you too may end up with one that does not play.

All I can say is great cover shame no game

Another bad, formulaic action RPG...A waste of time, coal and uranium.

2 Rating: 2, Useful: 8 / 18
Date: February 28, 2007
Author: Amazon User

Why do people like this game so much? Most of the characters are the same as almost every other RPG you've ever played: the young man who wants to travel, the nice girl who likes him, the tough girl who's half dressed (my personal favorite), the old experienced guy who is a prick, and the ex-soldier who (awww) wants to redeem himself. These aren't spoilers; if you played any two RPGs in your life, you will see this stuff a mile away. The other three characters are slightly more interesting, but who cares? There is barely any storyline, and I played for 40 hours, so I know.

The gameplay is more boring and choppy than the story, which is a first for me. Usually games with bland stories are still fun to play *cough*Star Ocean*cough*. Your party (which the main character is a part of, always) walks around, and suddenly, monsters hop in front of you, for no reason, right there on the screen! Pretty rude if you ask me. Then your buddies proceed to die. I leave 'em dead, I can handle the rude boys myself, but is the purpose of bringing people with you to help if they're just gonna die? They have abilities that usually kill all the normal enemies on the screen, but they need your permission first. The boss fights were okay, though. Nothing spectacular. The game itself is pretty (yes, PRETTY), but battle frame rates drop when there are lots of enemies (<4) on the screen. A lot of the elements of this game seem too similar to other games, especially the Burning Strike, it looks like VP2 (but better looking). There's not a lot of pirating in this game neither, nor a lot of places to go. You would think a galaxy would have at least a couple more planets than a solar system.

The extras are the best part of this game, but they suck! Do you remember the weapon upgrade system from DC2? Not here! Instead, some loser frog eats two of your weapons (must be same type; Jaster's swords only combine with Jaster's swords, for example) and spits out one. There are a lot of palette-swaped weapons, and special attributes don't carry over to new weapons. There aren't any really good ones anyway (stuff like poison, freeze, burn, stun; no healing, theft and such like DC2). The frog suggests stuff, and you can guess what it will be, sort of. Hunting was fun, but got old quickly (who has hours to run around in circles killing bison anyway? Not me, no sirree). My rank was 23, right before I sold it (the game, not the rank). Meh. The factory is cool. You get to build a puzzle-like factory with which to build weapons and items. Pretty creative, Level-5. I never got play Insectron, too busy hunting human-sized stuff. Might be good though.

Overall, the main game sucks, you've probably played it before a hundred times. Weapon upgrading was a chore, hunting took forever, and of course, boobage. Elf lady boobage, jungle lady boobage. Hey, if you like boobies, play this, it's boobs all in there. Yep. Boobs. Oh, when I say "boobs," I mean morons, like that Tidus-looking nincompoop.

Level-5 should have just made another Dark Cloud game.

an okay game not a waste but not really worth your time either.

2 Rating: 2, Useful: 0 / 0
Date: September 02, 2008
Author: Amazon User

ok to start off i loved this game when i first got it,it was way fun, and the thought of 100+ hours of that fun seemed impossible... it was, the game was a balst in the begging, finding new charecters and equipment, and getting new skills on the flow chart(alot like the liscense board in FFXII) and wepon synthesis. but all the fun quickly became repetative and the super long dunjuns were mega not fun and the occasional enemy that needs to be shot with the shield breaker gun just so you can kill it was really annoying, the only reason this game is 100 hours + is because of the lame stuff you will end of doing over and over and over, and soon you begin to realize how lame the story is... i mean omg it sucks but i dont want to spoil it for you.

Fantastic views; not much to see

3 Rating: 3, Useful: 11 / 11
Date: July 05, 2007
Author: Amazon User

OVERALL: Worthwhile (66%)

ROGUE GALAXY is a long RPG that has plenty of visual sparkle and audio zip to distract you from the occasionally dull gameplay and the pitifully limp plot. Young adults will likely find it a good ride, but the monotony, relentless focus on item collecting, and lack of a compelling story may leave more mature gamers underwhelmed.

GAMEPLAY: Average

Rogue Galaxy is an action rpg with some turn-based elements introduced by an "action gauge" that depletes with almost everything a character does in combat. As a result, battle consists of rapid-fire button-mashing followed by a long pause while you wait for the gauge to refill. This can be hastened by defending -- any blocked attack replenishes an empty gauge immediately. Each character has a main weapon and subweapon; in almost every case the main weapon is a short-range physical attack such as a sword or knife, while the subweapon is a ranged weapon. Combat has an extremely shallow learning curve; if you haven't picked up most of the nuances by the end of the introductory dungeon you need your head checked.

Like most RPGs, characters earn experience through battle (the three in the battle earn slightly more than the reserves). At first, level progression is extremely rapid, but experience utility rapidly drops. Also, between level 50 and 60 the experience required to go up one level explodes from ~20,000 to nearly 100,000 points. Accordingly, your characters essentially stop advancing unless you are willing to trod back and forth through the (long) dungeons.

Of course, you're likely to be doing that anyway, because the only way to give your characters new abilities in Rogue Galaxy is to gather items and place them into a "Revelation Flow". Some of the items required are quite common and available from shops -- these are easy to deal with, especially late in the game, because after some lean times early on money rapidly ceases to be a problem. Other items are only dropped by enemies, some of them quite rarely. For these, you have no recourse but to jog back and forth through some dungeon or other, hoping that you will encounter the particular enemy you need, and if you do, that it will drop the magic lipstick you're looking for and not something else.

Item collection is also key to the several minigames. One of them, the Insector stadium, I did not attempt because the early parts bored me and I was already exhausted by the item-collecting slog. The other, a factory game, I personally found to be quite entertaining, involving some interesting design problems. I found myself wishing that it had been made a little more robustly (placing and moving equipment was a bit of a chore), and that the rewards were a little better. By the time I had gathered the materials to make some of the factory's unique weapons, they were already far inferior to what I had in hand. Additionally, because the main character Jaster is also a bounty hunter, you can hunt various "quarries", a task that also requires some of those same rare items.

The primary problems with the gameplay is monotony. Once you've learned the system, that's it. That's all you're going to do for the next 40-60 hours. It never develops any nuances or gets more interesting. There is an attempt to spice combat up with special enemies that have attack resistance, but each of these has serious problems. "Jump to attack" enemies suffer from poor hit detection, "shield" enemies have a problem in that sometimes a charged strike just doesn't happen, and "barrier" enemies are simply annoying because the game's enemy lock-on system is somewhat unwieldy for large mobile groups. The ally AI cannot deal effectively with any of these enemies except the "jump to attack", and even then your teammates occasionally become confused and just stand there. Generally, your allies will occasionally suggest something useful, but not frequently enough, so you will often pause the action to command them directly. Moreover, in combat they have an odd tendency to choose throwing an enemy over attacking them outright, which is often inconvenient. But in the end the solution to all these problems is to just bull through doing most of it by yourself -- you can't control your allies' normal attacks, and their special attacks are all ineffective against the attack-resistant enemies (they can't even fire their guns at the heads of the "jump to attack" foes).

Monotony is also a problem in the level design. The dungeons themselves look great, and most of them have unique architectural features (the staircases in the Gladius Towers, for instance) that help evoke a sense of place beyond the art on the walls. However, neither of these features can disguise the fact that most locales are big, empty hallways. Long hallways too. The characters occasionally ask you "When are we gonna get there?", and you'll feel that way yourself before long. Some of the burden is alleviated by the save points, between which you can teleport, but for the most part the dungeons are simply too big, and too empty, and have too much of the same battle over and over again.

There were some minor technical problems with the game. With two different controllers I found the game to have occasionally sluggish response to button presses -- particularly when it came to opening the battle menus or selecting an overworld submenu. In battle, the camera occasionally gets trapped in an awkward position, usually right behind the character, making it difficult to make sense of the situation. In these cases the problem can usually be alleviated by moving the character, but this is sometimes impossible because some enemies seem to take up more space in the battle area than they occupy on screen, making it difficult to move around them.

In the end, this game has passable combat mechanics that are competently executed, but nothing new, and linked to an overall motif that accentuates the combat system's shortcomings due to the length, focus on item collection, and quirky level progression.

STORY: Poor

The story of Rogue Galaxy is about a young man named Jaster who longs for adventure and finally gets his opportunity when... you know what, let's skip the synopsis. It doesn't matter. Rogue Galaxy limps through a stock plot populated by one-dimensional characters that tumble into and out of the story whenever the writers find it convenient. A few good lines here and there are all lost in the script's dreadful flatland of inane dialogue. Some interesting themes and angles are toyed with, but none are ever developed. The villains are also underdeveloped, with no arc of conflict to make the final battle feel like anything more than just another boss battle. Even the denouement is deeply unsatisfying, and leaves several (already underdeveloped) elements hanging. The story is a total dud, from start to finish.

AUDIO: Superior

The failings of the story can in no way be laid on the voice actors, who turn in a fantastic performance, down to the last extra. Honestly, I was moved by the fact that they could approach this flaccid script with such effort and devotion. Steve Blum deserves special praise for the job he did with Zegram. The backing music is also pleasant, with one remarkable vocal piece that deserved (like the voice acting) to be in a better game.

VISUALS: Superior

And the dumb story is presented in visual glory that may be the most eloquent argument yet against the PS3. Despite the supposed limitations of the PS2 the game is a stunning cel-shaded wonder. Some of the visual elements are familiar, perhaps almost passe at this point, but other bits, notably the bizarre pirate ship Jaster finds himself on, are strikingly designed works of art. Character designs are of excellent quality also, and all the playable characters have multiple outfits (which generally appear in the cutscenes but inexplicably not on the Dorgenark). The monster designs are original and mostly go beyond the simple pallette swap (notably awful exception being the "mask"-type enemies); the variety of monsters is also fairly high. The environments are also a joy. I especially liked the look of the Gladius Towers for some reason. The art department and graphic encoders really outdid themselves on this one, and the visual treat is a major counterweight to the game's shortcomings.

REPLAYABILITY: Mediocre

Rogue Galaxy is fair bursting with extra content, considering the minigames and two optional post-game dungeons. But to actually replay the main game is something you're not likely to pursue, given the factors I've discussed above. If you feel like the visuals and voice acting can pull you through the slog a second time, more power to you, but that wasn't the case for me.

A "Dark Cloud" by any other name...

3 Rating: 3, Useful: 3 / 3
Date: May 22, 2007
Author: Amazon User

...just isn't the same, but that's not to say that "Rogue Galaxy" isn't solid. It's just that liked the original "Dark Cloud", and was a HUGE fan of "Dark Cloud 2", so naturally, I view this game (which surely is from the same developers, judging from the gameplay) with a more critical eye.Thankfully, though, "Rogue Galaxy" does deliver the goods, ultimately, although there are many flaws with the presentation and gameplay. If the option was present, I would rate it 3.5 stars overall, but I can't call it 4 stars, and I refuse to submit to grade inflation.

Let's begin with the good, of which there is a healthy amount. First, "RG" is very nice to look at. I was skeptical of the cel-shading mixed with polygonal effects, and the initial game was less than stellar (the cel-shading look a bit out-of-place against the plain brown backdrop of the desert), but once the characters appear in cities, in jungles, etc., I love the look. The backgrounds are colorful and detailed, and the characters look pretty good against them, particularly when there is a lot going on.

The fighting is standard "Dark Cloud" - characters bash on enemies until they are defeated, occasionally guarding against attacks. I was pleased with the addition of abilities (such as spells which hit all enemies - more on this later), and the enemies are of a pretty substantial difficulty (with some being out-of-this-world difficult). Guarding is more useless than in the previous "DC" games; you will still take fair damage, and your guard is broken often, many times resulting in combos which leave you...dead. But all in all, I enjoy the fighting, if only because the system is slightly broken.

The game is long - if one goes through each of the subquests (of which there are many), you will easily reach 70 hours of gameplay, without including the massive levelling which is often necessary to progress. Some of the minigames are pretty fun - I enjoy the Insector Tournament (essentially, a cock-fighting tourney where you raise bugs to fight in an arena), although I dislike the "Factory" (read "Item Creation") mode - it is very tedious.

Weapon advancement is...interesting. I'm not as much a fan as some of the reviewers here (as it pales to the weapon creation in "DC2", which was incredibly fun and extensive), but it's not bad. More fun is the "Revelation" map. Reminiscent of the sphere grid in Final Fantasy X, each character has a map which can be filled out to obtain bonuses and special attacks. The catch? One must find items to place in the "Revelation" map, and some of the items are difficult to obtain, to say the least. It is always fun after battle (or opening a treasure chest) to see if any of the obtained items will net a new ability in the grid.

However, there is much bad about this game. First, the characters move much too slowly while walking. Many of the rooms/streets/towns are very large, and it is annoying to move like a tortoise through the streets. It isn't as much of a problem in combat (since so much of combat is up-close and personal), but it is a pain otherwise. Thankfully, the developers have instituted a GREAT teleport system. Cross a save point on a world, and you can teleport from there to any other save point on that world, and back. The save points are generously distributed, so travel isn't TOO much of a chore, but it is still slow.

Another annoyance is the high encounter rate. In some areas (the lower levels of the mines of Vesan, anyone?), one fights enemies every couple of steps. Battles are often grueling, and party members are inept at guarding, resulting in many items used per battle. The developers definitely erred on the difficult side for these battles, and the results are less than stellar. Thankfully, the system is somewhat broken - the main character has some incredible attacking spells, which can destroy groups in a single blow, as well as allow him to snipe mimics (the worst enemies in the game) from afar. The spells are expensive, but thanks to the friendly teleport system, one can simply return to an item shop, stock up on AP-restoring items, and return to the heat of battle. The amount of money made is absurd, and the levels go up quickly. Is it cheating? Possibly, but otherwise, the game slows to a crawl. Utilize it to the fullest.

When characters are walking, they will sometime make an exclamation (in the form of a voiceover, usually describing the characters thoughts on the situation at hand). Without a doubt, this is one of the biggest misfires in the game. Each character has about 4 thoughts on each situation, and the length of some quests assure that you'll hear these same thoughts, OVER AND OVER. To add insult to injury, if you decide to explore your surroundings, often you will hear another character say, "Are we going the right way?!?" I don't know about you, but an RPG that PUNISHES me for exploration is one of the dumber ideas in existence. I don't know what the developers were thinking - the most annoying aspect of "DC2" was adding the voice module to the robot helper. However, you could always REMOVE the module. This is 10x worse.

Another problem is the story. I love the idea of pirates searching the galaxy for treasure - why do I have to be bothered with the stale idea of "evil corporation bent on ruling the galaxy!"? I would have MUCH preferred a free exploration game based on the pirates themselves. When the game centers on the pirates, the story is nice. When it centers on the Daytron corporation, it bogs down. And boy does it BOG DOWN - the cut scenes are really boring as a rule, with people making insipid observations repeatedly - how many times does the character Jaster need to be told, "Wear the power glove, and you'll be more powerful!" Sheesh, do they need to feed him, too?).

Anyway, that's my take. There is a hunter subquest, where you attempt to raise your hunter rank by defeating certain numbers of the same enemy, or hunting hard-to-kill marks, but I'm fairly indifferent toward it (I feel that FFXII system was significantly stronger, with its more-immediate rewards - this one feels like a cheap knockoff). In general, this game should NOT be compared to FFXII - although at times it feels like a synthesis between FFXII and Dark Cloud, it seems more like the latter (which is a good thing - the developers stuck with what they understood). In fact, this pretty much characterizes the game itself. When "RG" attempts to be like "DC" (such as its presentation, combat, and weapon synthesis mode), it is very strong. When it attempts to be a FF-like RPG, it falls short. But, I like this one overall...

Game sacrificed too much to remove load times.

3 Rating: 3, Useful: 2 / 2
Date: May 29, 2007
Author: Amazon User

Style - The animation and the character designs are definitely very nice. The dungeons however are unimaginative and lazily designed. Each dungeon is unique but you'll be seeing slight variations of the same hallways and rooms over and over again within those dungeons. This was probably done by design to allow for their world to be seamless and eliminate the need for load times, I personally would have like to had more interesting dungeons and load times than bland and repetitive dungeons without load times.

Load times - There are none, but considering how repetitive the environments are on each planet, this isn't a great accomplishment...you can explore whatever you want without load times like it said but don't expect to find much.

Combat - The combat was definitely the highlight of the game for me. It fast paced, very dynamic (for a jrpg anyway) and takes place on the map, there is no special battle screen you have to load. They even throw in random "Challenge Battles" that reward a special prize for completing, these challenges will usually be things like "Kill all enemies in XX amount of time" or "Kill all enemies using *character name* only in XX time". There is no penalty for not completing these, its just something that keeps combat more interesting as you progress.

Unfortunately although you will find yourself having to grind, grind and grind some more for hours on end if you are trying to complete the lesser hunter quarries which amount to 4 or 5 different "Kill 30 of XX enemy". Some of these enemies you will be lucky to see 1 or 2 of for every 10 battles you fight. I would suggest just passing these mini-quests up but they are sadly convenient because...

If you want to create new weapons (which is done by combining two similar weapons) you will have to first "MAX" the skill on both weapons first which translates to running in circles for an hour while your skill with that weapon slowly reaches MAX. By the time this happens you'll find you have killed 21/30 of a certain enemy and if you're like me you won't want to leave that undone since its almost complete...once you complete that you'll find you've killed 23/30 of another type...40 minutes later you can move on if you just give up on it or if you're lucky.

Story - As interesting as playing as space pirates, collecting bounties across the galaxy may sound the story is weak and follows your typical RPG story outline. Boy leaves home to explore the world...check, boy meets hot girl...check Boy meets more characters along the way who inexplicably decide to follow him in his travels...check Boy and co discover evil plot, then thwart evil plot...check, game end.

The characters for the most part aren't bad, just recycled archtypes you've seen in every other RPG, none of them stand out. The ones who do stand out stand out for all the wrong reasons...bad over the top accents, annoying personality, etc.

Conclusion
The combat system, the weapon creation system, the "insectron" mini-game are all definitely fun and have quite a bit of depth but they really aren't enough to make me recommend this game to anyone except to people who love RPG's and have a tremendous amount of time to waste. If you're looking for a really in depth RPG, with good story and characters I recommend Disgaea 1 and 2 if you haven't already played them.

A severe disappointment.

3 Rating: 3, Useful: 8 / 13
Date: March 13, 2007
Author: Amazon User

When I quit, I'd played over seven hours and had made it to the third planet. To this point the game is totally linear...no side quests or puzzles at all. Simply go *here* and accomplish *this* task, so you can then go *there* and accomplish *that* task, followed by a boss fight. To this point you can't choose your own destination or even your own party; it's preselected and unchangeable. This isn't an RPG, it's a rail shooter with an inventory system.

What this game reminds me of is La Pucelle: Tactics' inventory/combining system, grafted onto the Taris portion of Knights of the Old Republic. Only, take out everything that made KotOR interesting. No good/evil choices, no lightsabers, no optional adventures, just a lot of running around trying to get offplanet.

The graphics are great and very stylish. The hero, Jaster, is a fairly typical example of the "Young SciFi Hero"; hand him a lightsaber and you wouldn't know him from Luke Skywalker. Some of the other characters are irritating (I have a low tolerance for that auld Scottish brogue, laddie), but Kisala makes up for that with some of the best lines in the game.

It has some nice graphics, good characters, and an interesting inventory mechanic. If only somebody had written a fun RPG to go with it.

EDIT: Rereading my own review, I guess I wasn't clear about the linearity of the game. My point is that there's no role-playing here; calling Rogue Galaxy a RPG is a misnomer. There's no choice of route, of party composition, of character progression, or even of DIALOGUE. Yes, the "Revelation Flow" is an interesting mechanic, but progression through it depends more on treasure drops than on any role-playing. This is more like Shadow of the Colossus or Onimusha than KotOR or Disgaea. It's an action/adventure game, it's NOT an RPG.

Too hard if you cant use two hands

3 Rating: 3, Useful: 2 / 8
Date: September 25, 2007
Author: Amazon User

OK let me start by saying im disabled and generaly real time on rpgs is not that big of a issue ive been playing rpgs since the late 80s and rarely have diffculty but this game as other reiewers have said has terrible ai so i spent all my time playing with potions not only that but you cant actually use your best spical attacks without buton taps and in real time thes hard enough i have thought about starting over but then i think to myself the ai is not helpful so why bother i mean its abilitty system is like ff 12 which isnt a bad thing nice costumsion and all that
the auto maps arent really helpful either in certain areas i have been stuck in the prsion for ages now because my chaters arent high enough level its redculious i move i die power levering should be a choice not a requirment UGH

Started off good then spiralled into repetitiveness and unoriginality

3 Rating: 3, Useful: 2 / 2
Date: January 25, 2008
Author: Amazon User

It is not hard to find the blatant similarities between Rogue Galaxly and Final Fantasy XII - both boasted huge universe to explore and quick pace action in a traditional RPG setting. However, Rogue Galaxy was more than that - it further include elements like Pokemon, Skies of Arcadia, Dragon Quest and Kingdom Hearts. All those similarities could have made it a great game if mastered skilfully but Rogue Galaxy failed to accomplish that.

The game started off pretty well. However, once it introduced its Revelation system, it is not hard to link this with FF XII's License Board. However, there was enhancement - you can deploy your new skills immediately without saving up more cash to buy it, which is a huge improvement. Then later you have the Insector side quest, which basically is extremely similar to Monster Hunter and probably more so for Pokemon. This is when you start think of how much originality does the game have?

Space pirate RPGs - the most two notable ones are FF XII and Skies of Arcadia. Hm bounty hunting? Both checked for the other two games. A central hero looking for expansion of horizon in the starry oceans? Hm checked for both other games. Low HP with levelling up but huge damage from random enemies...hm not quite so for the other two games but wait, isn't that Dragon Quest (also by Level 5)? Change of costume...that sounds like an expansion of Dragon Quest (anybody remember Jessica's outfits?). Factory fusing new items and then available for sale - sounds like a mix of Dragon Quest's alchemy pot plus FF XII selling hard to find items to lure new items out from shops.

So what's left of the game in terms of originality...really not much. It still could be a good game if those aspects were exercised skilfully. However, there are quite a number of annoying factors that really taxed your game experience. For example, low HP but huge damage will only work in turn based RPG cos you can employ strategies but in an action battle system, all you can do is to use up your potions and resurrection items cos before you know, two hits your character is dead. Also there is no healing spells and resurrection spells. So stocking up healing items is essential cos you party can get wiped out in 2 seconds if you are not paying enough attention.

Another annoying aspect is the shifting of sub-weapons whenever you encounter enemies with force field barriers. This is especially annoying when you want to level up your new sub weapon only to find out that you have to switch back to yoru barrier break weapon which only does 0 damage and will run out of bullets in 4 shots. So if you missed, you have to wait for 10 minutes before it is recharged and by that time you'd have used up most of your healing items to keep your party alive because of continuous pounding from the invincible enemies.

Also there are a lot of useless characters that look tough but that's all. This is especially for the Deego dog. I think a chiwahwah can fight even better than he does. He is slow and low in defense. Two hit he is dead and sometimes you just want to leave him lying there dead to save up your healing items. And all those shouting and yelling during battles by different characters are particularly annoying. Especially when you need to craw through a long dungeon. They keep on yelling "Jaster!". You can turn off the chatting in the dungeon but not during battles. And also there are characters that if you want a good challenge, use them as your controlled character - Yes I'm talking about Simon, who only do 2 hits and then it runs out of action point and just need to stand there all the time.

Crawling dungeons is another hassle. They are long! Ok long dungeon is still ok but they recycle the polygons so much that you can only note the difference in areas by their colours and sometimes you don't even know what you are doing. You just feel like you are running in circles and then suddenly a new save point shows up and you know you are in a new area. The Twin Tower is the worst because after you finished the first one like after 10 hours of running around, you'll need to do it again to clear it another to move on. When you are looking at the same polygons again and again for 60 hours, the beauty becomes a nuisance.

However, although there were so many flaws in the game, the graphics were pretty (except for the dumb look of the lead character), the cut scenes were well done and the music was good. They can be said as the saving grace of the game, but still the flaws overshadowed the good parts of the game. Wanted to give it 2.5 but there is no such option.


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