You take on the role of Rion, a 14-year-old boy who wakes up in a hospital shortly after having been part of an experiment that gave him psychic powers but robbed him of his memory. Throughout the rest of this three-disc game you must work through your amnesia and foil the intentions of a group that wishes to change the world for the worse, in addition to staying alive. But maintaining your psychic abilities isn't a walk in the park by far. Beyond merely having to find replenished supplies of the drugs that provide you with your mental booms and zaps, you're constantly on guard for an episodic short that tends to occur in your brain. Shorts build up over time whether you use your powers or not, but they can be countered through the use of a pill called Delcon. When a short overcomes you, a simple thought from you will cause nearby enemies to explode - a nice enough trick but for the reality that you're also unable to travel faster than a forced walk, and your health takes a quick, downward spiral during these episodes. Beyond using your more showy powers, you can also "sense," which enables you to recall events that had happened in the past within a certain area, or, more practically, it can help you locate objects, such as a key to unlock a door that is right in front of you. The positive side of this is that sensing is a great device for advancing the plot. There are many instances where sensing, say, a hunk of machinery will initiate a CG sequence that helps explain your past. Its drawback is that it lends a very linear "go here now do this" sort of feel to the proceedings and makes it very clear that there's a great deal of backtracking you need to go through in the game.
GALERIANS IS ONLY AVAILABLE FOR PLAYSTATION