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I Have Stopped Looking For Now


Game Profile
FINAL SCORES
9.5
Visuals
9.5
Audio
9.5
Gameplay
9.5
Features
9.0
Replay
9.0
INFO BOX
PLATFORM:
PlayStation 2
PUBLISHER:
SCEA
DEVELOPER:
Level 5
GENRE: RPG
PLAYERS:   1
RELEASE DATE:
February 17, 2003
ESRB RATING:
Teen
IN THE SERIES
Dark Cloud

 Written by Tony Kennetz  on March 21, 2003

Full Review: Let the Cel-Shading revolution begin!


As far as RPGs went when the PlayStation 2 launched in late 2000, the field was limited, to say the least. One could stand in awe of how few titles were available in the genre. In fact, in many ways it is similar to what the GameCube and Xbox are still trying to live through. However, there was one game that really took advantage of the absence of competition by being good, and alone. That game was Dark Cloud. It was not the best ever seen, but when you're the only one to compete with, it is tough to lose. DC garnered above average reviews, and became part of the first generation of PS2 Greatest Hits titles. So the sequel was a sure thing from the start. Now its here, and the question is, does it better the series reputation? You'd better believe it.

The hottest item of discussion when it came to Dark Cloud 2 was its new cel-shaded look. It was slick to be certain, but many questioned the new kiddy look (the debate was similar to, but far less publicized than, the УCeldaФ argument). Now, having had a chance to play the game and see it all in motion, there is nothing I can say other than it works perfectly.

Artistically, Dark Cloud 2 serves as a template for excellence. The character, enemy, and boss designs were all through the roof with detail. It really goes to show the effort Level-5 must have gone through to ensure the series had a fresh spin on it when it came out for its second run. Max, Monica and the entire crew are all simply smashing with a look that is all their own. Nothing you'll come across in Dark Cloud will seem clichщd, which is in reality somewhat eerie in today's day and age, with one formula used for every genre. Creativity runs through DC2's veins like blood. You can even customize Max's clothes are the beginning of the game, while it may not seem like much but it really does allow the gamer to add a little person touch to the adventure from the get-go.

On the other side of the spectrum you have the technical topics, and its safe to say that DC2 succeeds here as well. There is no slowdown to be found in this lovely little town. Missing animations? Where? Wherever they are, they certainly are not in this game. More and more graphical prowess is really starting to make a big impact on the quality of gameplay, and this title in no exception. No matter how many enemies you have on screen, there are simply never any issues to impair your playtime.

To compliment the beautiful graphics are a great soundtrack, Hollywood quality voice-overs and sound effects. Despite how great they are, it would not be right to say they are quite as good as the visuals, but when the visuals are this good, would it be fair to expect it? I don't think so.

As stated, the music is simply fantastic. It is extremely easy to get lost in the catchy tunes that play throughout the game (even those in the menus). Of course, there are several different types of songs in Dark Cloud 2, and for the most part, they are all well composed and serve as good backgrounds to set the mood for whatever the situation may be. Although most situations only have one or two songs to move through, the ones that are there never seem to get old, a feat that should not go overlooked, as many games struggle to keep things sounding fresh with many more tracks. The list continues as we move on to the voice-overs. Level-5 clearly had no intention of skipping out on the quality here either, and it shows. Every character's lines are clean, crisp and professionally read. This really adds a lot to the story, which without the strong support of the voice cast probably would not have stood up on its own two feet.

Well, that's all well and good right? Graphics and sound really up the industry standard, but if the gameplay isn't up to par, that's all wasted potential. Luckily, wasted potential isn't something DC2 is going to be remembered for.

The battle system of DC2 is extremely intuitive, if not slightly too easy. The lock-on system is very Zelda-esque, so while its not the most innovative of systems, it certainly works extremely well. You can lock onto your enemies, and circle your way around them, attack, back flip and use items. Of course, it's clearly not that simple. Where many action-RPGs rely solely on how quickly you can slam down on the attack button when it comes to basic enemies (Kingdom Hearts from Square is a perfect example) Dark Cloud 2 really makes you think about what you're doing before you're doing it. You need to be very conscience of your health if you want to stay alive, because if you get hit in the middle of a combo chain, you'd better be ready to get into the menu and heal, or else you're in for the Game Over screen, because your combo doesn't stop. Therefore, the X button is rarely going to be your best friend, and you'll need to come in ready to at least be logical with your attacks.

Just when you think you were getting passed the thinking, you will be dragged back in. Not only can you not button mash here, you'll also have two weapons equipped at once, one for each of your character's hands. In the right you'll have your close-range weapons for wailing on enemies heads. In the left, a long-range weapon for air-born folk and those too dangerous to take on up close. You'll need to know how and when to use both of these types before you try to jump into battle.

One element making its return from Dark Cloud is the weapon-break system. For the un-initiated, this means if your weapons deals out a few to many hits without being repaired, it will break, rendering it useless and it was then removed from your inventory. To many the system was a great idea, but it was poorly executed. Your weapons broke much to often and it made combat that much harder because it seemed you were always looking for Repair material instead of taking on the baddies. Level-5 listened to the recommendations of gamers and changed the concept for the better this time around. Weapons no longer break at every turn of a corner, and instead of feeling forced, the feature actually adds a little realism to the field of battle.

Randomized dungeons have generally been a practice that falls short of its potential. In reality, what could go wrong with dungeons that offer a new experience every time you visit them? If nothing else, the fact that they are, in most cases, extremely boring doesn't make people all that excited to play them, and its hard to blame them. Dark Cloud 2 has somehow managed to avoid becoming part of the clichщ altogether. I can't put my finger on it, but I must say its not hard to love what goes on in these hostile havens. Gamers will always be on the lookout for a key or other item that really makes the fighting even more intriguing. Any enemy you defeat could be carrying that dungeon key or the money you need to buy that new item you saw in the shop. It is a different type of excitement that many games try to offer, but for some reason do not quite attain. Dark Cloud 2 has found the formula.

If you love boss battles, DC2 may be the best thing to happen to you since Metal Gear Solid. Almost every instance with a major enemy is creative in terms of techniques and design, and in a day and age where so many things have been done before; this is nothing to scoff at. Each will force you to tap your talents to beat them into submission, but once you figure out the secrets its likely you will not have any issues finishing off your nemesis. This isn't much to complain about, however, as just figuring out how to beat your foe is an entertaining challenge on its own. Strategy is even more important here than on the normal plains.

In a game with so few downfalls, the ones that are there become even more apparent. In this case, one of the biggest issues is the utter disarray you will come across in the field of item management. To compare it to something in the real-world, the inventory is like a 10 year-old's bedroom after a sleepover birthday party. It really is that bad. There is no real order to the system as a whole, and item descriptions rarely really tell you what an item actually does. For instance, bread is used in the early stages of DC2 to heal. However, the item's description simply says that its fresh baked and Сtasty.' For most gamers, these will not pose a problem for very long, however it was a qualm that I feel needs be addressed in future games by Level-5.

Innovation is an area many games leave behind these days. One game will find a winning formula that moves packages, and then loads of carbon-copies will follow it in a mad rush to cash in on the new found fad. This game is game is one of those that starts a new trend rather than following it with all the new and exciting ideas (and improvements from the original) it bring to the table.

Georama: if this phrase means anything to you, you've likely played the first Dark Cloud. It was a very cool feature that added a lot of reply value. It's back in triumphant form here to be certain. In this mode, you could rebuild entire colonies and areas to previous glory and lure new people there to live. In DC2, it plays an even bigger role in game play. As you switch between Max's time and Monica's time (Monica is an adventurer from 100 years into the future) how you build in the old days can affect who and what you'll see in Monica's time. For example, if you restore an area into a calm place it should be, you can travel into the future and meet new people, see new things and obtain new items. It is imperative that gamers not neglect this feature, because if they do, progress through the game will only be harder. Let it be known, however, that it is highly unlikely anyone would want to skip out on all the goodness that is the Georama system. To put it simply: The Georama system could be made into a game all alone (a la Sim City).

Inventors are all around us. They make things we use every day. Now you get a chance to join their elite ranks. DC2 features an extremely slick and intuitive invention system that sticks the gamer behind the work desk. By taking snap-shops of things around town, you can combine any three of them to hopefully come up with an all-new invention card. Not every combination works, however, so you need to be creative and logical if you want to get anywhere. Making the invention card is only half the battle, on the other end of the spectrum you need to truly build your brainchild. This requires dungeon crawling and money to obtain all the materials needed to bring a creation to life. The whole experience is extremely rewarding - you'll never have more fun than when you are beating the stuffing out of an enemy with a weapon you yourself created.

To round out the overall package, DC2 has a royal flush of replayability. Whether its building new items, obtaining all there is to find in dungeons, or taking a village to new heights in population, there is always something to be doing here. This game would be worth the $50 price tags most titles carry, but you get an even greater value as this game has a $39.99 SCEA cost. It so amazing that so much could be crammed in, its hard to even comprehend until you've had a chance to play.

Bottom Line
Dark Cloud 2 will be remembered at the end of the year as one of the earliest contenders for RPG of 2003. While it is still extremely early and games such as Xenosaga have already been released, with FFX-2 and others still to come, I can assure you that DC2 will not be forgotten any time soon. Go out and buy it, this is one RPG experience that just classic fun.


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