September 14, 2015
[Review] Lufia: The Legend Returns (GBC)

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So now I’ve played all the Lufia games. This one was very good, just tweaking the formula of the series while inhabiting the Game Boy Color very well. Let’s start with my understanding of the development of the game.

At one point there was a prequel to Lufia 2 being made for the GBC. There were also plans to produce a sequel called Ruins Chaser set several hundred years in the future, to be released on the PS1 (more here and here). After its publisher folded, Neverland had to scrap these plans and made an alternate sequel on the GBC, also scrapping the “younger Maxim” game to make way for this game. As it stands, this is the final game in the continuity and although it’s not a definitive conclusion (it ends much like Lufia 1), it’s satisfying. (EDIT: There’s no evidence the prequel would have been about Maxim, that was just speculation I read and accepted.)

The plot is pretty familiar: Sinistrals appear and each one harasses a particular continent in their own way (this aspect is done well in this game), a hero with red hair and a mysterious heroine with blue hair gather allies to combat the threat, there’s an airship, and a twist in the tail that is by now no surprise because it’s the same every time. (That doesn’t stop it being emotionally impactful, though.) There’s a total of 12 playable characters + 1 secret bonus dragon, so characterisation is perhaps spread more thinly, but each one is distinctive and likeable despite (or in some cases because of) the silly translation quirks.

Having so many characters is handled well for gameplay purposes; unlike something like a modern Final Fantasy or Chrono Cross with a plethora of characters but only a few slots, you go into battle with a grid of nine. The grid is important as each column gets one action per turn, but you select which character in the column takes that action depending on the circumstance. This allows for flexibility that is greatly appreciated. There’s also a sort of elemental stat in four colours that each character embodies, and they contribute that stat to others in their row or column. This informs stat bonuses and also what IP skills they can use. It all sounds complicated but you quickly get your head around it and it allows for deep customisation and ultimately a good RPG experience.

On the other hand, we have the dungeoneering which in this game is completely randomly generated. Gone are the puzzle dungeons of Lufia 2, but there’s still wandering monsters and interactions: cutting bushes with your sword, finding hidden treasure in walls, and a longe-range stunning attack to ambush enemies. It’s just that every floor of every location, while looking different, will end up playing the same. If you view it as less brain-intensive dungeon crawling the repetition can be almost relaxing, at the expense of challenge. It also means the end-game optional mega-dungeon, the Ancient Cave, is just the same as the usual game—but in this case, it’s even bigger and with better rewards.

So what we have is a colourful and deep 8-bit RPG with a wicked awesome chiptune soundtrack, a sometimes laughably poor localisation, repetitive dungeons, pleasingly economical use of a limited-pixel display, and a unique battle system. That’s Lufia 3, a gem on the GBC and in my opinion, worth your time. It takes time too, the random dungeons really pad out the experience, but as long as you can mentally switch gears for those sections there’s a lot to like. You can see another review and official art here, and here’s some alternate official art thanks to the ever-reliable Lufia superfan Sinrevi.

July 16, 2015
[Review] Lufia & The Fortress of Doom (SNES)

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This is the point at which playing the Lufia games in chronological order falls down. You see, this is the first game in the series in terms of production. As it turns out, many of the elements that made Lufia 2 unique and interesting, such as visible encounters, puzzles, a rotating roster of characters, the IP meter, etc. were all implemented first in that game. What does that leave this first instalment? A pretty generic RPG, unfortunately.

The plot and characters do approach the level of Lufia 2, albeit much simpler here. The writing is still good, even though the forced jealousy between Lufia and Jerin rankled more than Tia and Selan’s rivalry. There’s a good range of spells and items to spice things up, although I mainly just attacked to keep things moving quicker. There’s still a huge world to explore. It’s just that it seems a little primitive with its random encounters and clunky menus.

I even found myself in retrospect appreciating some of the things Ruins of Lore did, with its dynamic events, its take on the map screen and exploration, and its visual variety. In Lufia 1 (and 2 for that matter) you end up with a long list of towns on your warp list that all look very similar when you get into them. It’s a problem a lot of old-school RPGs had, unfortunately.

It’s too bad I found so much that compared unfavourably to the sequels, because playing the game is fine in the moment. There is a lot of repetition though, and RPG busywork. It ends up feeling like it’s dragging. Ah, what would I have thought as a youth had I sought out RPGs instead of platformers and found this first (impossible given it wasn’t released in Australia ever)? But I played Lufia 2 first, which simply exceeds this in every way. I suppose if you are looking for a strictly old-school style game without the action and puzzle elements, a more simple and basic game, this could be the ticket?

As it is, what I took away from this most was seeing all those bits and pieces that would be called back to in later games. The Ancient Cave in Ruins of Lore is based on this game’s version, and there are lots of little references that in retrospect tie it in closer to the series, as well as events in Lufia 2 that are inspired by this game. Not to mention character archetypes that are set up here. Although I was a bit puzzled to see that—I think—none of the towns are carried over to either 2 or RoL? Odd. Well, given all that I’m really dying to play the final game in the series: The Legend Returns on GBC. It’s the only Lufia game on the Virtual Console, and I’m happy to buy it even though I won’t have the emulator’s turbo button that helped so much in this game (although not as much as in the slower GBA one).

Oh and I finally met Lufia in this game; spoilers, but there is kind of a good reason the series is named that despite Lufia herself only appearing in this one game—Curse of the Sinistrals convinced me that the whole series is really Erim’s story. At least this one had a happy ending.

May 27, 2015
[Review] Lufia: Curse of the Sinistrals (DS)

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Although the SNES has a reputation for being a haven for JRPGs, we didn’t actually own any on ours. Didn’t help that quite a few skipped our entire hemisphere: Chrono Trigger, Earthbound, Super Mario RPG, even Final Fantasy 4 and 6, all never released in PAL. Sure most of that is Square’s fault, looking at the list. My experience of console RPGs was Secret of Evermore, Mystic Quest, and Lufia 2 (none of which have universal random encounters—what a skewed view of the genre I must have had!); all borrowed from friends or played at their houses.

I caught up with a lot of them through emulation later on, and one I was especially pleased to revisit was Lufia 2. It’s got a few good hooks to it, such as finding capsule monsters, the action/puzzle elements, and the optional random dungeon. A lot of the rest was novel to me at the time but on retrospect has been done. Still, the connection was there and the gameplay and story held up for me.

This game is a remake, or rather a reboot of Lufia 2, which is a prequel to Lufia… confusing. It changes the gameplay to action RPG, removes the world map, and streamlines the whole plot, drastically shortening it (no bad thing in my view: it moves along well and hits the important notes). The capsule monsters are gone unfortunately, but a new system is the mystic stone board which lets you power up characters by placing gems on a grid with bonuses and such on it. The customisability was nice and collecting and upgrading gems feels good, but I miss those little friends. Still, they wouldn’t have fit with the gameplay as they reimagined it.

Although the characters have also been redone, they’re all there in the same roles, but tweaked for the better. The writing is really entertaining and the secondary characters are memorable. More importantly, I felt a good connection to the main players, helped by the voice acting which although sparse was well done. I love all those goofs and in fact they inspired me to get into pixel art; scroll back in my blog to see some examples.

The streamlining of the plot helps give it more impact; the story of a pantheon of gods turning against the people of the earth and having a flipped evil nature is scary and effective. Gades serves as the main villain for the first half of the game, there’s a climax, and a lengthy epilogue-type series of scenes, before the characters find out that there are more Sinistrals to deal with. It’s a unique structure and although I knew about the late plot twist, it’s still emotional and the New Game Plus also hinges on it thanks to a nice post-credits scene. The second playthrough contains a few small additional lines sprinkled through the game in addition to an expanded Ancient Cave (the random dungeon I mentioned earlier).

The Ancient Cave is essentially the end-game content, but it’s a bit tedious and when you play for four hours only to fail at floor 99 of 100, it can feel very unfair. But I took up the challenge and I’m happy to say beat it the second time. The combat system is robust enough to sustain essentially four straight hours of dungeon crawling, or I thought so at least. Unfortunately due its nature it doesn’t contain the puzzley bits of the normal dungeons, which were a highlight.

I feel very positive about this game, it’s a real labour of love. The original game’s team got together again to do it, this time under Square Enix. They managed to redo the most popular game in the series very well, albeit with lots of changes, big and small. It’s inspired me to follow up with the series and play the other games; chronologically, of course. I also have opened a new comics project with the 32-page Lufia 2 special from Germany’s official Nintendo magazine, Club Nintendo. Look out for that later. After all, translating comics is the other thing I’m the best in the world at (psst, it’s a quote from Dekar in this game).

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