3 years in the making, SCEA’s ‘Final
Fantasy’ killer was a project that turned a lot of heads. It didn’t
go over too well with reviewers, as it became known as a pretty big
let down to the fans that had be following it’s soulful creation.
Most highly heralded for its impressive PSone graphical power, the ability
to transform in to Dragoons, and a unique take on the battle system.
I wouldn’t say it failed miserably because there are quite a few
who found it dazzling, but the average consumer didn’t agree that
it lived up to the standards that it set for itself.
The Legend Of Dragoon is a story of faith,
honor, past, present, and the courage to change the future for the better
of life itself. Even if that means taking on your own God. The basic
rundown is this: A Divine Tree was seeded by the God, Soa, and gave
birth to 108 forms of life. The 107th species, Winglies, were capable
of powerful magic and enslaved all other life forms. Humans, along with
all other species, were puppets on a string to these creatures. Humans
however, were destined by fate to overcome the Winglies. 7 humans had
their lives intertwined with magical stones which gave them power to
rule over dragons, as well as gaining the power to defeat a dragon.
Winglies were defeated and Humans flourished, but some Dragoons lost
their lives as well. Fast forward to present time, and our red armored
hero (Dart) stumbles across one of these stones that he has seen before.
It calls for him and this is where our story takes off with the meeting
of old friends, new companions, and tossing them in a blender called
fate so that they mix just perfectly. The story starts off terribly
slow, but when you get to the second disc, things start taking flight.
It’s a mediocre storyline, as creative as it may seem, but it
does have enough to keep the gamer involved long enough to ride it out
to the end. I’ll admit, I got chill bumps a couple times toward
the end...but there were times where everything just felt too perfect.
One would think that an RPG would grow
out of random encounters eventually, but show their ugly face all through
LoD. You will encounter an enemy every 4 to 5 seconds while moving,
seriously. Every screen has at least one battle waiting for you. Odd
thing is - some levels (3 or 4) do have visible enemies. You even encounter
enemies when you’re sailing on the impregnable battleship, Queen
Fury! Back on track though, like a Final Fantasy game, you wander around
a world map and enter towns and other locations. The difference here
is that you are on a linear path. There are physical lines drawn between
areas on the world map, and these lines are where you can travel. The
problem with this is that it limits free roaming (annihilating any chance
of sidequests) and requires that to get to any given point in the game,
you have to go through each environment again and again. This means
LOTS of random encounters. This could benefit a gamer though right?
This means huge level gaining for the characters because of all the
battles. Wrong. Legend Of Dragoon characters level up about as fast
as those dead, bloated creatures in the highway. At the end of the game
I was at level 38 with my main character. The worst part about this
is that I think it’s the way they intended it to be. The best
part is that the enemies are always beatable, but still offer a splendidly
good challenge. So let’s move on to the more exclusive aspects:
Dragoon transformation and the additions system.
Turning in to a Dragoon sure looks amazing,
but does it really serve a purpose? Well, it’s the only way you’ll
be casting any magic in battle. Actually there are items you can buy
or find that you can toss at an enemy, but they’re weak and useless
as you progress. The Dragoon magic is mostly for show. I found that
straight up attacking did more damage, and saved the Dragoon spells
for healing and defensive maneuvers. The additions system is my favorite
part of the game. Each character (except for Shana and Miranda) has
melee attacks that are triggered by using precision timing to tap X
as a series of boxes appear on screen. Some enemies will try to counter-attack
you and that requires that you press circle, but the screen indicates
which you need to press. As characters level up, better additions are
earned and you can choose them or stick with the one you know best.
Dragoon forms also work kind of like this. A circle appears and you
are required to tap X when the rotating line hits a certain point on
the circle. It works fairly well, but can be inconsistent at times.
Another helpful option in battles is the ability to ‘guard.’
Guarding puts your character on the defensive and recovers a little
health at the same time. This helps a lot if you’re ever low on
potions. Since I’ve already pretty much covered the controls in
this section I’ll go ahead and finish them off as well. It plays
nearly identical to Final Fantasy VII. Occasionally
I found myself stuck on a townsperson or a piece of furniture but other
than that, it controls well.
For the most part when it comes to visuals, LoD doesn’t
fail to impress. Of course the graphics are dated like crazy, but they
are just as good as the Playstation Final Fantasy’s, and the cutscenes
are just splendid. There’s always deep detail in every city or
town that you enter. The character, boss, and enemy models are all very
well done, but like all PSone RPG’s, there are jaggies and other
flaws. The two areas that LoD flunk in when it comes to graphical prowess
are the battles and the world map. The battle character models look
good from a distance but when the camera moves in closer to show magical
spells or a special attack, it just looks terribly unappealing. The
same can’t be said for the battle environments. There seems to
be a single battleground for every place you come across. Unlike the
characters though, the environments always look bad. The overworld map
just looks god-awful. I wouldn’t know where to start so I‘ll
leave it be. One other negative is that the indicating arrows that tell
you what areas are accessible are sometimes unclear, but that’s
nothing major.
Last, but most importantly is the sound. No RPG is complete
without a good mood setting soundtrack. Sadly for LoD, it’s not
a feature I’d take the time to call good. There are some tunes
that are nice and some that are creepy. Most of it is crap though, and
I’m not being evil. The voiceovers during cutscenes are a nice
little extra and the voice acting is on par, but the battle talk is
total poop. I got so sick of hearing Dart make Dragon Ball Z noises,
it ain’t even funny. The tunes you’ll hear the most (battle
and save screen) are the worst, so if you plan on getting this game
don’t be expecting a composed masterpiece like what you would
hear from Nobuo Uematsu.
If you approach this game with a frame
of mind that it’s going to blow your socks off and send them through
the dry cleaner, putting them back on your feet clean, refreshing, and
amazingly warm...you’ll more than likely be let down. It’s
a mediocre RPG with some qualities that make it stand out just a little
better than other average titles.
7/10
---Frayed