Arc the Lad: Twilight of the Spirits
Review by bearsman6
"The potential was there but largely unrealized."
There was a time when solid strategy-RPG games were nothing special. Though they were relatively unknown, and sought mostly by cult followings, these games all had a certain intrigue to them. It might have stemmed from the twisted plots, intriguing characters, and insane control and customization, but there was always something that drew me in, something that captured my imagination, something that got me so completely addicted I couldn’t focus on anything until the game was beaten. The first three Arc the Lad games had that, but Twilight of the Spirits is, unfortunately, lacking.
Gone is the 2d, overhead grid that served as the tried-and-true battle system for most of the genre. It has been replaced by an unusually effective 3d-radius system, which is strangely effective. It is more realistic, and I didn’t have any trouble acclimating myself to its uses, but purists or fans of the old style may well long for the return of the original. There are some advantages; for the first time in a strategy-RPG you have the ability to hit lots of targets with a basic attack. This also works for your enemies, though. Positioning becomes huge, as does targeting. All in all, this was a change for the better, and I hope to see more RPGs use a similar combat system.
Perhaps the most interesting aspect of the game is its dual-hero plot. You begin with the stereotype: Kharg is a human prince who rules over a relatively peaceful land while training to be a noble leader, and warrior. He journeys around his kingdom protecting and assisting anyone he meets, even building up a respectable party of allies. Blah blah blah, we have all seen and done this a hundred times by now. The twist comes when Kharg’s chapter ends, and out of nowhere you’re thrust into the shoes of Darc, whom you could almost believe lives in purgatory. Darc IS one of those monsters (called Deimos) you fought as Kharg, but because of his heritage, he has been ridiculed, enslaved, and generally spat on. You see, Darc is half human, which makes him garbage in the Deimos world. Both seek to unite their race and destroy the other, and to do this you have the classic plot: collect the sacred stones to gain the Ultimate Power. With both sides seeking the same thing, though, there is bound to be conflict…
Kharg vs. Darc
For the entire first half of the game, you’re shown the enormous differences between the two lead characters and their societies. Later on, you learn that Kharg and Darc are more alike than not… except we already guessed that ten hours ago. The main problem of this game is actually how enthralling Darc’s storyline is. It is almost unfair to expect Kharg to keep up, and he doesn’t. Darc’s story is so compelling, Deimos character designs are so unique, and the plot is so much richer that the human aspect feels almost overlooked. It got to the point where I loathed Kharg’s chapter, as they were nothing more than wasted time to put up with before returning to Darc. This is not a good thing.
The only other fault I can find with the game’s plot is that it is, overall, too predictable. There are far too many hints early on about what to expect later. Nothing surprised me, except perhaps how unique each new Deimos character was. This was one of my greater joys, in fact – I looked forward to recruiting my next character, as I knew it would have an interesting design and personality. This was more than I could say for the combat, which was both simple and monotonous.
You mean it’s possible to lose…?
In terms of challenge, Twilight was pathetic. Up until the last hour (all of which I spent fighting the final boss), I never had to try in any of my battles. The only exceptions to this statement were the coliseum fights, which are typically the hardest battles in RPGs anyway. It was frustrating. Combat wasn’t what drove me to complete the game; the plot, Darc’s plot specifically, was, and at times it felt drowned out. I felt myself wondering just how many battles I would have to go through before I reached my next destination. It wasn’t like I even needed these skirmishes to level up. On the contrary, I was either over-leveled or my strategy was good enough that I never died. Ever. Combat definitely could have used some work.
The controls are simple, and the menus are surprisingly easy to navigate. In fact, combat might be the most intricately controlled aspect of the game, and even then a few minutes and practice battles will make almost anyone a master. Targeting is made easy with the R button (when held your character stops moving and you can rotate your aiming arc however you like), and abilities are a quick button push away. Abilities were also handled pretty routinely: you learn them with a special kind of experience points you gain from every action you take (AP). Then, once you’ve accumulated enough, you can learn whatever you want. The only problem is that this game has a special charge for abilities – stones. You need to collect these stones throughout the entire journey, and while there is an essentially unlimited supply, they do not replenish after every fight. Manually refilling the stones, and then remembering to stockpile again afterward (you can hold up to 999 unequipped stones) was often a chore. It was an interesting part of the game’s balance, so it worked quite well, frustration aside.
But what about Kharg?
So half the plot is stellar (the humans were, predictably, boring), half the characters are complex and compelling, and half the game is original. Following Darc is fun, but what happened to Kharg? Why was his story so stereotypical? Was it there just to show you how unusual, how clever, and how cool Darc’s story was? Honestly, I don’t think gamers need that kind of reminder. Half of this game was awesome, but the other dragged. Both sides may be needed for the full effect, but couldn’t Kharg’s chapters be a bit more… worthwhile? Dichotomy is part of the plot, and you’re supposed to see the two extremes by comparing the leads. That’s fine; just wake me up when Darc’s next chapter begins.
When it all comes down to it, any strategy-RPG has the potential to be great simply by building off of the previous games in the genre. The problems arise when you try to reinvent something that clearly works. Twilight tried to do this in switching over from 2d to 3d and with the new radial combat system. The plot was also handled differently, which worked half the time. It was these departures that should have given Twilight of the Spirits its personality, its soul. Unfortunately, this was not to be. Abandoning the 2d sprites (which I actually tend to enjoy) for more realistic 3d models was admittedly a step up graphically, but its limited cut scenes used the exact same models as battles. While this worked to smooth the transitions, it was generally under whelming. Similarly, the plot suffered under the dual-hero system. The excellence of the Deimos’ half only served to highlight the boredom of the other. Generally I would say Twilight is a game many diehard fans will own, but the rest of us will be content with a rental. Heck, I completed it in a week despite the human interludes, so one rental should suffice anyway.
Gameplay: 8/10
Graphics: 7/10
Story: 6/10
Sound: 6/10
Replay: 6/10
Overall: 7/10
Reviewer's Score: 7/10, Originally Posted: 08/28/03
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