Tuesday, June 1, 2010

Tsugunai: Atonement_(Part 2)

Wikipedia:

Tsugunai: Atonement


Tsugunai: Atonement
Developer(s) Cattle Call
Publisher(s) JP SCEI
NA Atlus
Composer(s) Yasunori Mitsuda
Platform(s) PlayStation 2
Release date(s) JP February 22, 2001
NA November 29, 2001
Genre(s) Console role-playing game
Mode(s) Single-player
Rating(s) ESRB: T (Teen)

Tsugunai: Atonement (つぐない?) is a 2001 role-playing game developed by Cattle Call for the PlayStation 2 game console and released by Atlus.

Contents [hide]

Story

The main character, Reise, is a Raven, a sort of mercenary who takes dangerous jobs to earn a living. The game opens as Reise climbs an ancient tower to retrieve the Treasure Orb, a sacred artifact. In doing so, he angers the gods, who retaliate by separating Reise's body and soul. In order to atone for his sins, Reise must demonstrate kindness and courage by assisting the denizens of a small fishing village. He accomplishes this by possessing the bodies of those he needs to help, in order to allow them to accomplish tasks that they will not or cannot accomplish by themselves. In time, he ends up saving the village from a great evil.

Characters

The principle characters that Reise possesses throughout the story are:

  • Fisela : A tomboyish female fisherman who hates her father. She believes that her father didn't care for her mother enough in her last days. Reise eventually falls in love with her at the end of the story.
  • Ashgo : An apprentice monk. He is a complete klutz and gets in people's way, but the abbot sees his potential.
  • Raffer : The former commander of the castle guard. He has become a fugitive, but has amnesia and can't remember what crime he committed.
  • Ifem : A Raven who owes a large debt. He takes jobs that he can't handle in order to pay it off.

Gameplay

The game is broken up into around 35 different "quests". Some of them involve the principle characters, while some are more peripheral and let you explore the lives of some of the other characters in the village. All combat-oriented quests involve the principle characters. Once Reise meets the quest's objective, the quest is solved and the story advances, often changing the situation in the village and opening up new quests.

Even though the game involves many different characters, the mechanics treat the characters as equal, except in the case of the weapons they can equip. Magic, supplementary equipment, and items are carried over from quest to quest, regardless of whom Reise possesses.

Music

One thing that stands out in Tsugunai's credit is that the music was composed by famous videogame composer Yasunori Mitsuda. The official soundtrack, featuring enhanced instrument samples, was named an cinniùint.

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Grandia II

Games:

Grandia II

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Game Description

This release brings the Dreamcast's popular role-playing adventure to the PlayStation 2. Players take on the role of the hero Ryudo, who is charged with protecting the priestess Elena as she makes a long journey across many lands to perform an important ritual. Other characters join the quest along the way, each adding their personalities and special abilities to the party.

As in the Dreamcast version of the game, battle occurs through sequential, timed intervals in which each character and enemy takes action in turn. Like Final Fantasy, Phantasy Star, and several other successful Japanese role-playing series, Grandia II shares motifs and stylistic elements with it's 1999 PlayStation predecessor, but tells an all-new tale and is not a linear continuation of the original's storyline.
~ T.J. Deci, All Game Guide

Production Credits

Company 1: Ubi Soft Entertainment; Producer: Frank Hom, Tats Myojo; Localization Manager: Arisa Furugen; U.S. Group Brand Manager: Gary Keith; U.S. Assistant Brand Manager: John Coghlan; International Brand Manager: Vincent Munoz; Public Relations Manager: Melanie Hodgson; Code Manager: Willie Wareham; Release Coordinator: Kumi Akatsuka; Localization Team: Alan Siegrist, Fred Harriman, Bruce Talbot, Paul Kotta; Lead Dialogue Writer: Aaron Vanian; Dialogue Writer: Anthony Pretto, Alex Jones, John Chowanec; Manual Copy Editors: Priscilla Jane Frank, John Coghlan; Audio Production: Screenmusic Studios; Voice Director: Kris Zimmerman; Chief Engineer: Paul Andris; Edtor: Jeremy Pitts, Terry Reif; Voice of Ryudo: Cam Clarke; Voice of Elena: Jennifer Hale; Voice of Millenia: Jodi Benson; Voice of Roan: B. J. Ward; Voice of Tio: Kim Mai Guest; Voice of Zera: Richard Doyle; Voice of Oro: Paul Eiding; Voice of Skye: Paul Eiding; Voice of Melfice: John Cygan; Voice of Selene: Kim Mai Guest; Voice of Elmo: B. J. Ward; Voice of Father Carius: Cam Clarke; Voice of Gonzola: Richard Doyle; Voice of Risotto: Cam Clarke; Voice of Carpaccio: Paul Eiding; Voice of Paella: Jennifer Hale; Voice of Gatta: Peter Lurie; Voice of Reena: Jodi Benson; Voice of Client: John Cygan; Voice of Client'S Daughter: Kim Mai Guest; Voice of Village Chief: Richard Doyle; Voice of Brother 1: John Cygan; Voice of Brother 2: Peter Lurie; Voice of Brother 3: Paul Eiding; Very Special Thanks: Laurent Detoc, John Chowanec, Jay Cohen, David Bamberger, Randy Gordon, Bret Berry, Rich Kurbiszweski, Mari Sakai, Sarah Ohring, Kevin Lalli, Jenifer Groeling, Dexter Chow, John Miller, David Macachor, Jag Kanda, Alison Moy, Tena Lawry, Kristen Hecht, Brigham Stitt, Priscilla Jane Frank, Marc Fortier, Jenna Dawson, Gary Cribb, Kari Dahl Olsson; Q.A. Manager: Eric Tremblay; Lead Q.A.: David Deschenes; Q.A.: Sebastien Telle, Patrick Charland, Michel Morin, Eric Visconti, Antoine Thisdale, Karim Khachoyan, Christian Fortier, Jean-francois Dupuis; Director of Programming: Kazuyuki Ohata; Lead Programmer: Kazuhiro Irie; Field System Programmer: Yasushi Nomoto; Doemo System: Toshiki Naganuma; Battle System Programmer: Nobuo Yamukai; Assistant Battle System Programmer: Shigehiro Yanbe; Director of Graphics: Akihisaq Sako; Character Graphics: Masahiko Koyama, Shingo Hayakawa, Takayuki Hiramatsu, Sayuri Warita; Map Graphics: Kazuya Suzuki, Isamu Ikeda, Koji Kato, Emi Imamura; Texture Artist: Takao Fujita, Takeshi Nishimura, Kazuyuki Shibata; Art Director: Hidenobu Takahashi, Satoshi Oshiki, Satoshi Yoshida, Kensuke Watanabe; Art Setting: Katsumi Aizaki, Kenji Mizuno, Mitsuru Hashimoto, Eishin Kikuchi, Masashi Hazama, Yoshiki Kuga, Yukitaka Matsuo; Story Board Artist: Kazusuke Yoshihara; 2nd Graphic Artist: Masahiko Ikeya; Animator: Susumu Banba, Masaaki Nishida, Yasuko Miyazaki; Character Designer: Youshi Kanoe; Character Profile Artist: Humie Muroi, Kazumi Sato, Tetsuhito Saito, Masashi Kojima, Kunio Kazuki, Yohichi Ishikawa, Eiji Inoue; Monster Designer: Junichiro Saito, Shingo Takeba, Masahisa Suzuki; Carro Design: Atsuko Nishida; Thanks: Sadami Morikawa, Yoshiharu Hashimoto, Hiroko Kazui, Ruriao46; Setting: Makoto Matsuoka; Coordinator: Kazutoyo Ishii, Kazunori Noguchi; Director of Game Design: Osamu Harada; Game Data: Shintaro Kataoka, Noriyuki Osawa, Kazuyuki Iwasaki; Map Modeling: Hiroshi Asano; Map Gimmick Design: Eitaro Kasai; Map Data Making: Toshimasa Harada; Character Demo Script: Daisuke Shimizu, Noboru Miyano; Character Demo Production: Hiroyuki Ito, Masami Sakakura, Masaki Taguchi, Takamasa Ehara, Takeshi Suzuki, Katsushi Yamagishi, Ryota Motegi, Kanya Fukuhara, Eiji Mochizuki; Map Creation Assistant: Shinichi Yamaguchi, Kaichi Honma, Yoshihito Kawanishi; Original Story: Kei Shigema, Yuichi Hasegawa; Scenario Direction: Hiroaki Okabe; Main Scenario: Yuzo Sunaga, Hidenobu Takahashi; Scenario Assistant: Akira Kashiwagi; Director: Tomohiro Takeda, Bobu Shirahata; Production: Tamon Yazaki; Game Scenario: Daisuke Tazawa, Takuya Okumura, Gon, Katsuyuki Kuriyama, Satoshi Kasai; Supervisor: Takashi Hino; C.G. Movie Production: Xeonix; C.G. Director: Masamichi Kawanabe, Masayuki Itokazu, Kenichi Iwaida, Yuji Hikosaka; C.G. Coordinator: Toshio Akashi, Kazuhiro Higuchi, Yasufumi Soejima; C.G. Production: Kazuhiro Takahashi, Yusuke Takaike, Syoko Ishii, Norio Takagi, Rie Matsuura, Nobuko Nakagawa, Manabu Yamazak, Hidenori Tanaka, Junichi Kamiya, Hirohisa Suzuki Shirogumi, Masakuni Taira, Hirotaka Naito, Semin To, Manabu Kaike, Masaaki Tanoguchi, Akiko Ige; System Engineer: Hideki Nakayama, Shin Ono; C.G. Animation Direction: Studio Deen; Editor: Itsuo Miyamoto; Sound Director: Takahiro Nishi; Composer: Noriyuki Iwadare; Acoustic Piano: Haruki Mino; Flute: Takashi Asahi; Violin: Reiko Tsuchiya, Bungo Fujiwara; Trumpet: Toru Hirabayashi; Electric and Acoustic Guitar: Makoto Asai; Vocal: Kaori Kawasumi; Chorus: Maki Tanimoto, Masanori Takayama, Ayumi Iwata, Akane Kaneko, Saori Mita; Recording and Mixing Engineer: Atsushi Kobayashi; Manipulator: Teruo Konishi; Musician Coordinator: Youji Sugiyama; Sound Producer: Hiroshi Horiguchi; Sound Designer: Kenichi Kunishima, Isao Machida; Sound System Programmer: Ari Kamijoh; Special Thanks: Kouji Ueda, Hisashi Matsumoto, Satoshi Uesaka, Keitaro Numata, Kosuke Fukumoto, Atsuo Yoshizawa, Jose Alvares; Technical Assistant: Hiroyuki Koyama, Toshimichi Masubuchi; Localization Programmer: Kazuhiro Irie, Nobuo Yamukai; Localization Graphic Artist: Isamu Ikeda; Localization Sound: Takahiro Nishi, Isao Machida; Localization Scenario Check: Yuzo Sunaga; Localization Production Manager: Hiroyuki Koyama; Localization Original Director: Katsunori Saito; Localization Producer: Takeshi Miyaji, Toshiyuki Uchida; Localization Executive Producer: Yoichi Miyaji; New C.G. Movie Part Creation: Polygon Magic Inc.; Conversion For Playstation 2: Rocket Studio Inc.; Created and Developed: Game Arts Co. Ltd.
~ Keith Adams, All Game Guide

Legacy of the Wizard_(Part 2)

Wikipedia:

Legacy of the Wizard


Legacy of the Wizard
Legacyofthewizard.jpg
North American box art.
Developer(s) Nihon Falcom Corporation
Compile (FC/NES)
Publisher(s) Nihon Falcom Corporation (MSX)
Namcot (FC)
Brøderbund (NES)
Series Dragon Slayer
Platform(s) JP MSX
NA NES
Release date(s) JP July 17, 1987
NA April, 1989
Genre(s) Platform, Action-adventure
Mode(s) Single player
Input methods Gamepad

Legacy of the Wizard (ドラゴンスレイヤーIV Dragon Slayer IV: Drasle Family?) is a fantasy-themed, action-adventure platform game released for the MSX and Famicom in Japan and for the Nintendo Entertainment System in the United States. The game chronicles the story of the Drasle family's attempt to destroy an ancient, evil dragon named Keela that is magically entrapped in a painting within an underground labyrinth. The only way the Drasle family can accomplish their goal is to use the "Dragon Slayer", a magical sword that is protected by four hidden crowns. The player must use the unique abilities of each member of the family to regain possession of the crowns, so that they may use the Dragon Slayer to defeat the evil Keela.[1] Like many games of its era, the story of Legacy of the Wizard is explained almost entirely in the game's instruction manual. The game itself contains very little text, and does little to add to or even to explain the story of the game.

Legacy of the Wizard is the fourth installment in Falcom's Dragon Slayer series.

Contents [hide]

Gameplay

The Drasle family consists of six members of three generations, plus the family pet, which resembles a small dinosaur. The player takes control of the members of the Drasle family and their pet, sending them one at a time into the vast underground cavern filled with traps, puzzles and monsters, in search of the four crowns, while periodically returning to the family household on the surface to change characters and to obtain a password. Each member of the family, which consists of the father, mother, son, daughter, and the pet, has different strengths and weaknesses to contribute to this goal. Some characters have seemingly powerful strengths, but each is offset by proportionate limitations. For example, the father has the strongest attack power, but cannot jump as high as the rest of the family. The mother of the family has relatively weak attributes, but is the only one who can use specific magical items required to find one of the crowns. By discovering and utilizing each character's strengths, the player travels through the extensive dungeon, eventually fighting four bosses to gain the crowns.

The game's vast labyrinth has five major sections, four of which contain a boss who guards one of the crowns, and the fifth which contains the final boss. Each section has noticeably different characteristics and different background music, and was designed with one particular playable character in mind. The crowns cannot be acquired without the player utilizing the family members' specific skills to get through the sections of the dungeon. Therefore, each playable character must be used at some point in order to complete the game. For example, one section may be blocked with bricks that can only be destroyed by the mattock, so the player must use the character who can use the mattock to get through such an area. After all four crowns have been acquired, the family's young boy can use the magic of the crowns to find the Dragon Slayer, and then use the magical sword to slay the evil Keela.

As the player runs through convoluted passageways, he will encounter an endless supply of monsters. Each character can fire shots of varying strength to defeat these monsters, but attacking uses up the character's magic power. Most of these monsters drop items when defeated, such as keys which can be used to open locked doors and treasure chests, bread which restores the player's health, potions which restore magic power, and sometimes poison which harms the player. Money can also be collected from defeated monsters, and then spent in shops and inns located throughout the dungeon.

The characters in Legacy of the Wizard must utilize several magical items in their quest. These can be acquired from chests or bought in shops that are sometimes located in very impractical locations. Item effects include restoring the character's health and magic power, boosting attack power or range, or environmental effects like enabling the character to fly or move special bricks. Some items can only be used by certain characters, and since accomplishing the goals requires the use of these items, it is up to the player to determine which character must be used to regain each crown. Acquiring these items and finding how to properly use them is the essence of Legacy of the Wizard.

Characters

The character select screen, displaying the entire Drasle family.

Xemn is a woodcutter and the head of the Drasle family household. He has the highest attack power of the playable characters, and is the only character who can use the magical gloves to move special blocks in the dungeon. He is listed as "Warrior" in the credits.

Meyna is Xemn's wife. Her attacks are stronger than those of the children, but weaker than Xemn's. She is the only one who can use the magical wings, the magical key, and the crossbow. She is listed as "Wizard" in the credits.

Roas is the brave son of Xemn and Mayna. He is the only one who can use the four crowns to find the Dragon Slayer, and is the only one who can wield the Dragon Slayer itself.[2] His attacks are weak, and his main use in the game is to find the Dragon Slayer and to use it to defeat the final boss. He is listed as "Ranger" in the credits.

Lyll is Roas's sister and the daughter of Mayna and Xemn. She can jump higher than the rest of the family, and is also the only one who can use the mattock to destroy special blocks in the dungeon. Her attacks are equal in power to Roas. She is listed as "Elf" in the credits.

Pochi is the family's pet. He acts like a dog, but he is actually a monster from the underground dungeon. His attacks are powerful, but his attack range is limited. He cannot jump very high, and can use very few magical items. His most distinctive attribute is his relative immunity; the monsters in the dungeon do not harm him. Pochi can even stand on the monsters' heads, using them as stepping stones to reach places he could not normally reach due to his poor jumping ability. He is listed as "Monster" in the credits.

Jiela is the grandmother of Roas and Lyll. She appears on the character select screen, but she is not a playable character. Her only use in the game is to supply the password needed to continue a player's progress in the game[2]

Douel is the grandfather of Roas and Lyll. He was once a powerful wizard, who trapped the evil dragon Keela in a painting long ago.[3] He is also on the character select screen, but he is not a playable character. His only purpose in the game is to accept the password so a player can continue the game.[2]

References

  1. ^ Brøderbund, ed (1988) (in English). Legacy of the Wizard instruction manual. Brøderbund. pp. 2–3.
  2. ^ a b c Brøderbund, ed (1988) (in English). Legacy of the Wizard instruction manual. Brøderbund. p. 10.
  3. ^ Brøderbund, ed (1988) (in English). Legacy of the Wizard instruction manual. Brøderbund. pp. 2, 15.

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Tsugunai: Atonement

Games:

Tsugunai: Atonement

http://content.answers.com/main/content/img/amg/games/drg100/g120/g12009eusox.jpg

Game Description

Taking place in and around the town of Walondia, players find themselves trapped in an ethereal existence, able only to help the town's forlorn inhabitants. You aid these people by possessing them, after which you must find and alleviate the cause of their misery. Doing so will make them happy, forcing you to leave them be and move onto the next miserable existence. You find yourself in this predicament, because, as the mercenary Leise, you angered the God of Light by removing a sacred artifact from its resting place. To atone for your sins you must, among others, help reunite a daughter with her father; aid a clumsy monk in unleashing his full potential and pay back the crippling debt of yet another.

As you wander about, trying to solve your vessel's quandary, you'll encounter enemies that, in true RPG fashion, must be fought in turn-based battle. They are easily spotted however, and thus battles can be avoided if so desired. When engaged in combat, your character is capable of performing a host of defensive maneuvers, each of which is assigned to a particular face button on the controller. A standard block reduces damage significantly; another counters the enemy attack; a third, while not very effective, grants your character more "Strage" points; and the fourth avoids the attack altogether, but in doing so, consumes a quarter of your Strage Meter. Each of these blocks must be timed correctly, in real-time, in order to be successful. The caveat, however, is that each enemy's attacks vary in both speed and frequency. Once filled, the Strage Meter allows your character to unleash a devastating attack.

Runes and Amulets form the basis of Tsugunai: Atonement's magic system. Acquired Runes can be used to cast basic spells, but by placing them in the grooves found within the various Amulets, you'll unlock their true power. Doing so will grant the player the ability to summon beasts during battle, who will then fight alongside your character. Throughout your quest you'll flit from body to body, but only by completing the quests of a select group of people will you be able to return to your own body. The title's soundtrack is composed by Yasunori Mitsuda.
~ Gavin Frankle, All Game Guide

Review: Overall

Tsugunai: Atonement is a fairly ugly game with a small world and simplistic battle systems. It also happens to be a treasure trove of interesting and creative ideas, all melded to form a title that falls short of a classic, but will fill in the niche void for the console's RPG fans. The concept behind Tsugunai is its greatest asset. Here we have the typical swords and sorcerers setting, complete with medieval trappings, and yet one element separates it from the rest. You've become a ghost, and the only hope of getting your body back is to help other people. To help them, you must possess them and guide them through the often-harrowing tasks that they must perform.

You will encounter and possess a number of different people in the game's single town, but the story revolves mainly around four of these wayward souls and the protagonist, whose status as a wayward soul is literal. During the course of the game, you'll inhabit these four people, battling through forests, dungeons, and cemeteries, bringing them closer to the brink of true happiness with every success. This augmentation of the traditional RPG storyline is a powerful twist, and allows the game to change narrative perspective quickly and often, moving things along with an almost perfect pace.

There is only one town in Tsugunai, which might turn off some RPG fans who expect tremendous worlds out of their games. But the truth is that this works in the game's favor, as it is able to build a rapport with both the characters, whose lives twist around one another, and with the locations themselves, fleshing out a small universe rather than skirting quickly across a large one. There are still plenty of different areas to explore, and the game doesn't feel as small as you might think. The setup is reminiscent of the feel of the original Diablo.

The combat system contained within Tsugunai is simple and refined take on the turn-based system. You have your normal attacks and a special attack, known as the "Strage Attack," which does crazy and powerful things to the host of enemies you'll face. And then you have the guard feature, somewhat similar to the one found in Square's Vagrant Story. The different buttons correspond to different guards. One lets you guard and get rid of most of the damage, and one allows you to counter-attack after the enemy's initial blow. But you must time these button presses to the moment when the enemy hits you, or you'll take full damage. This relatively small interactive addition to the gameplay really opens up the battles, giving you both more options and a sense of connection to the action.

The magic system contained is very simplistic, requiring you to purchase runes that you must then place into amulets in order to use them. You have cure and attack spells, and once you complete an amulet, you'll also be able to summon different creatures that will help you during battles. Again, it is nothing that will blow you away, but it certainly works well within the game.

The visuals are certainly the biggest letdown. They are muddy with low resolution, and are more often than not dark and difficult to make out. Textures are blurry and models are uninspired. Except in a few areas, such as the Summon Monsters portions of the game, the visual aspect is certainly no better than average. Music, on the other hand, is very good, with a tight soundtrack that serves to fit the mood perfectly. It's catchy without being annoying, and generally well composed.

Tsugunai: Atonement might not be the best-looking RPG on the market, but when it comes to the PS2, it is certainly one of the best playing. The story will hold you on to the very end, and its easy combat system is a pleasure to play. RPG fans should not overlook this title.
~ Jon Thompson, All Game Guide

Review: Enjoyment

Tsugunai is a treat to play, even with the bland graphics. It takes its idea and runs with it, creating a vibrant narrative and living game world that will impress many RPG fans.
~ Jon Thompson, All Game Guide

Review: Graphics

Some of the visuals are occasionally impressive, but for the most part the game possesses a muddy, dim look that does not convey its overall quality.
~ Jon Thompson, All Game Guide

Review: Sound

The sound is very fitting for the game, and it becomes more endearing than annoying over the course of play.
~ Jon Thompson, All Game Guide

Review: Replay Value

Once you finish the game, you're going to likely be done with it. But there's enough meat on this quest's bones to last you a good long while.
~ Jon Thompson, All Game Guide

Review: Documentation

The instruction manual does a fine job of explaining the particulars of this occasionally strange game.
~ Jon Thompson, All Game Guide

Final Fantasy

Games:

Final Fantasy

  • Release Date: 1990 05
  • Genre: Role-Playing
  • Style: Third-Person 2D RPG
  • Similar Games: The Legend of Zelda (Nintendo Entertainment System), Faxanadu (Nintendo Entertainment System)
http://content.answers.com/main/content/img/amg/games/drg000/g061/g06190gy719.jpg

Game Description

Final Fantasy involves a band of warriors assembled to save the world from the forces of evil. Players create a party of four adventurers and set forth to explore their large world. Characters are selected from six different classes (Fighter, Black Belt, Thief, Red Mage, White Mage and Black Mage), each with its own defining attributes.

The Fighter can use almost any weapon or armor, the Red Mage can use some weapons, some armor, and some spells, and the Black Mage can cast powerful battle spells but cannot use most of the armor or weapons. Other classes feature similarly balanced restrictions. Once a certain point in the game is reached, the characters become experts in their current class and change into a more powerful identity (e.g. the Black Mage becomes the Black Wizard).

Players can enter towns, buy items and spells, learn clues about their quest, and even occasionally fight. And as the story progresses, non-player characters may have more to reveal or different things to say. Final Fantasy has a deep story and huge areas to explore, taking the heroes to mountains and volcanoes, buried submarines, space stations, and even through time.
~ Shelby Babb, All Game Guide

Roots & Influences

Although not as action-heavy, Final Fantasy is obviously influenced by The Legend of Zelda, which hit the NES in 1987.
~ Brett Alan Weiss, All Game Guide

Review: Overall

If Enix's Dragon Warrior created the console RPG, then Square's Final Fantasy gives it flesh and substance. Final Fantasy introduces a party system and does so in a remarkable way. The game also introduces a plot device that would become a staple of RPGs, and starts the trend of having a major plot twist halfway through the story. Final Fantasy is a monumentally important milestone in the development of console RPGs.

The game's party system both enhances the gameplay during the first time through and adds a significant amount of replay value for subsequent replays. The classes are sufficiently different from eachother that playing with one group feels different than playing with another, even though the game itself is linear. Unfortunately, the class upgrades were bungled a bit. You don't have a choice of different advanced classes to pursue, so there's really no point to having the class change. The game would play exactly the same if you just gained all the abilities of the new class as part of leveling up. Having different upgrade options would have fleshed out the class system considerably.

Final Fantasy's fighting system is pretty primitive. You get the full range of basic options, but little else. You can try to hit physically, cast a spell, use items, drink potions or run away. Battles are handled in strict turns, with all your party doing their thing, then the enemies doing their thing, then your party again. Hits also don't carry over, meaning that if one of your characters kills a monster, then any of your other characters who aimed at that particular monster will just whiff instead of trying to hit another monster. The system is functional but not particularly elegant. As a result, combat in Final Fantasy is something to be resolved as quickly as possible, rather than a really enjoyable part of the game.

Graphically, Final Fantasy is something of a mixed bag. The graphics can be clean and colorful at times, with some pretty good animation sequences. But there are also some lazy graphics, most notably during battles. The battle graphics are separated into two distinct portions, one for you and one for the monsters. That way the game doesn't have to deal with sprite interactions for attacks; your character steps forward and waves in the air and the monster takes some damage. Monster attack animations are worse, as they actually have no attack animations.

All Final Fantasy games have shared common musical themes, and this game started the trend. The memorable and evocative Final Fantasy theme music graces the game's intro sequences, although in a slightly unpolished format. The game also has a variety of other songs, most of which are good. But the sound effects are rather poor, definitely not taking full advantage of the NES hardware. They're basically a collection of primitive beeps in different tones.

Final Fantasy's world is rich and rewarding. The storyline is great, and there are stacks of items and spells for you to find and acquire. The class system is interesting, although it hasn't been developed adequately. Still, Final Fantasy is one of the best console RPGs from the genre's formation period.
~ Kyle Knight, All Game Guide

Review: Enjoyment

The fighting system is a little basic, but the game world is deep and the storyline great.
~ Kyle Knight, All Game Guide

Review: Graphics

A lot of good looking graphics with some instances of laziness, like monsters that have no attack animation.
~ Kyle Knight, All Game Guide

Review: Sound

The game features great music, with a few tunes that would go on to become part of all future Final Fantasy games. But the sound effects are primitive.
~ Kyle Knight, All Game Guide

Review: Replay Value

The game's depth and the class system gives {*Final Fantasy} significantly higher than normal replayability for an RPG.
~ Kyle Knight, All Game Guide

Review: Documentation

Average documentation that is enough to get you started.
~ Kyle Knight, All Game Guide

Legacy of the Wizard

Games:

Legacy of the Wizard

  • Release Date: 1989 04
  • Genre: Action
  • Style: Action Adventure
http://content.answers.com/main/content/img/amg/games/drg300/g312/g31219yyhri.jpg

Game Description

Long, long ago there was an evil dragon, who came from the North country and wreaked havok upon the land. The people feared for their lives, and many people died in the dragon's rampage, until a wizard appeared, banishing the dragon underground.

Years later, a woodcutters family, was sitting around the table, swapping stories about their grandfather, the wizard. Then their dog rushed in with something shiny in his mouth. Seeing this was a dragon scale, the family feared the worst. Thinking that the dragon was reawakening, they gathered their wits about them to go underground to make sure that the dragon was gone for good. . .

Welcome to the world of Legacy of the Wizard, a world of mystery and magic. You control the entire family in their quest to find the dragon, and silence it forever. Run and jump your way through numerous underground cave and dungeons on your way to a final showdown with the dreaded dragon.
~ Chris Cuson, All Game Guide

TSUGUNAI: ATONEMENT

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