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La Pucelle: Tactics

Developer: Nippon Ichi Software
Publisher: Mastiff
Genre: Turn-Based Strategy / Role-Playing Game
Players: 1
Similar To: Disgaea: Hour of Darkness
Rating: Teen
Published: 06 :07 : 04
Reviewed By: Nick Stewart

Overall: 8 = Excellent

 

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You will have to excuse me; I was left back in 1998 with my copy of Dragon Force whenever the latest trend of strategy and role-playing hybrids became popular again. As a result, I never got around to trying Disgaea, which was brought to North America by Atlus and is apparently the spiritual successor to La Pucelle: Tactics. Both of these titles were developed by Nippon Ichi, and had reversed releases overseas.. Localized for the North American market, Mastiff Games has brought gamers a solid title with high production values that is sure to please the strategy, role-playing, or wacky animation fan in all of us. For all of Mastiff's good deeds, however, La Pucelle still has a few snags.

With their parents dead, Prier and Culotte are adopted by an orphanage and taught how to kill demons - normal enough. They are guided by an amnesiac nun named Sister Alouette. The trio serves the Church of the Maiden of Light in their attempts to rid the world of evil and to stop the coming of the Dark Utopia and the Dark Prince - yes, marvel at all the darkness. Along the way they will gain new partners, like the other amnesiac and invisible-cigarette smoking Croix, as well as the queen-in-waiting Princess Eclair.

While the game is very colorful, with characters having exaggerated expressions and the music booping and boping whenever something humorous happens, its story deals with some pretty serious issues, including the loss of parents and organized religion. This often leads to awkward moments in the game. Amidst the chaos of killing demons, the characters will have little monologue pieces where the background goes dark and they lament over wanting to be treated like an adult or how so-and-so is just so mean. Most of the time I wanted to tell them to shut up and get with the killing. The jabs at organized religion are also apparent, with hard-lined Sister Alouette sticking to her 'Holy Book' by the word, which leads to some questionable results. Of course, she later apologies for taking the matter so seriously and not believing that the free-thinking and












 

wacky Prier was right all along - you can grab whatever lesson you wish from that. Mastiff did go out of their way to tone some of the religious overtones down, namely removing crucifixes that were in churches and used as ornamentation (I think girls call them 'earrings'). I don't really mind the symbols one way or the other, but I understand they not wanting to get sued, and it really doesn't affect the game in any way - unlike Croix's edited-out cigarette, which makes him look like he has an affinity for jazz hands. It isn't all heavy-handed melodramatics, though; just don't be surprised if you do a little eye-rolling in-between the hijinks.

As convoluted as the story is, it really isn't all that of a detriment. The characters can get a little annoying with their soap opera antics, but they also have some genuinely funny moments and, for the most part, are pretty likeable. Some applaud should be given to Mastiff for going out of their way with the voice-over work, which is one of the main reasons why the game retains much of its humor. The voices are crisp, matching their on-screen personas very well. Much of the game is spoken, with an option to either skip it in lieu of simply reading the subtitles, or switch the language to Japanese if the high-pitched voices become too much in the English version. There are plenty of run-of-the-mill gags but a few truly funny parts needed perfect timing, and the voice actors nailed their cues. Their tones match the whimsical music quite well, giving the game a very light-hearted feel, along with the lush, if dated and somewhat pixilated, 2D/3D graphics - which can also make some of the moments intended to be more dramatic seem a little strange: *boink* zoing! (Insert: little swirls over the player's head here) "I miss you, mom and dad".

As I mentioned earlier, the game sports high production values. With crisp vocals and, from what I can tell, a strong translation (no sloppy subtitles), La Pucelle was treated right by Mastiff.

Of course, the graphics and sound are really just accentuating the solid gameplay mechanics. For those who haven't played many strategy titles before, La Pucelle: Tactics isn't the easiest to get into, but it certainly pays off after a brief learning curve. Aside from position advantages--rear and back attacks as well as attacks on higher elevation cause more damage--there are also some traditional RPG combat stables like item enhancements, namely, elemental attacks, which is when the player has an item that can cause additional damage to an enemy susceptible to that particular element. There are also oodles of items to grab off the battlefield or purchase in the town's shop, with each character able to hold about five; these items gain enhancements during combat and can also allow the welder to use spells, which means a simple unit can become devastating when given plenty of armor and the ability to let lightening and fire fly. The items can also be enchanted through dark magic, but at the cost of a unit. And the unit won't be a main character.

What really differentiates La Pucelle from other titles is its purification system. Since the main characters are soldiers for the church, their purity can turn the hearts of bad guys into those of heroes - and given enough time, even turned friends can gain the power of purification. Since the battles are handled on an invisible grid within a turn-based system, the player has to make the choice to either make a move or stand their ground and purify an enemy. Enemies have different levels of resistance, and there are also different levels of purification, but once an enemy is sure to convert, the player has to defeat that enemy in combat to make them selectable in their army. Based on an 8-player party system, the player calls forces from a portal on the battlefield--with the ability to send them back in if they get too weak or to keep them near the level's entry point to make a quick escape if needed--meaning the game ends whenever all members are knocked out or the 8 members on the map are. Luckily, the player simply has to return to the world map to replenish all health, but that isn't as easy as it sounds during later parts of the game.

Each level within a map's area will have paths. Some paths lead to cutscenes that don't seem to mean anything, others lead to more difficult areas, while some are paths to that area's boss. Like Evolution: The Sacred Devices, I found La Pucelle didn't really prepare me for the bosses; I would have to double back and repeat the entire map sets again to have enough strength to take them on. As luck would have it, the game is set up in that stronger-than-normal enemies aren't set to be fought in every area, so the backtracking isn't a constant problem. Not all areas have to be explored, either. The completest types can play through the same map set over and over to gather more troops and all the items they can find, or those wanting to play quickly can decide to not go back once they find the right course. It's a linear system that seems to not be, which is pretty clever.

The pace of the game doesn't always favor the player, though. But me, I always go for the harder enemies, lick my wounds when hurt, then go back. If I can't kill moderately strong enemies for average experience, I go for the big enemies for all the experience I can grab. My style was only beneficial in that I would grab powerful allies for my army early on and coast for a few stages, but that advantage only lasted so long. Because of such, the game really does require the player to think on their toes and to also take advantage of another aspect of the purification system. Enemies respawn at various intervals at respawn points; from these points there is a line of energy that comes out. The player can purify these points to close them and also send energy down the lines from the spawn points; there are different kinds of energy, so they can be combined for devastating attacks. The ticker here is that, not only do some points require multiple purifications, but the energy they exude only goes in one direction, and that is the direction of the character within its path. So, if I have a guy looking to the right and he is in the path of the energy, the energy continues to the right, if I turned him to face left, the energy with alter its direction to go where he is looking. This makes an interesting puzzle element to the game, leaving the player to set out their characters in weird formations for maximum affect whenever a point is purified. There are also items that can change the course of a stream if there is no one around, further adding to the possibilities. If 15 or more squares are in the line of energy being purified, a miracle will occur, where a god is shown and the player is given either health or assistance in killing the monsters. All of this is a little confusing at first, but it ends up playing an important part of the game--interestingly enough, it isn't absolutely necessary to learn and take advantage of--allowing the player to deal serious amounts of damage to multiple enemies with one attack. However, I did notice that I could set a soldier in a line of energy and simply cancel that movement so that not only could I have the line purified and enemies hurt but I could also re-use that character to have them attack.

Each character in the army can become an asset. If the player has a bat that is weak, then they can be used to gather treasure or stay near an exit point in case things heat up. Along with the items, soldiers in the player's army are also constantly being enhanced. Experience in combat can allow for them to unleash devastating special moves. These special moves are performed before the end of the movement round, but they also come with a sacrifice: the character doesn't gain any experience from killing an enemy with one. So these moves are often used to soften up enemies before the combat phase, but even then they are used up and can't participate in group combat. Group combat is a huge part of the game and occurs when the player has supporting troops alongside the soldier attacking the enemy. The supporters don't attack for as much damage, but the benefits are they bringing down a stronger enemy more quickly, they can stack themselves (the supporter and main character can switch roles if both are assigned to attack), and a weaker character can get in on huge experience boosts whenever stronger comrades take down a weakened foe. For whatever reason, defending enemies would get to attack first, without any spell or chance ability playing a role, and sometimes killing my attacking soldier - this kind of negatives the bonus of attacking first. I could never tell what caused this, but I did find it annoying when it would happen. When attacking with multiple soldiers, the other troops have a tendency to skip the more opportune targets. There are also problems with objects obstructing the view, from them not becoming transparent whenever units are nearby.

The spells that can be learned will also have chess-like limitations. A spell that cases fire on multiple opponents might only be cast-able on a single square or on two that are diagonal to each other. Although the player can switch at what angle the squares are in, it becomes important to get familiar with units to know how to use them efficiently - despite having dozens of troops in an army, rarely do any of them become useless. Of course, after a while these spells will not only gain strength, but also in the areas they can be cast. But to gain strength in them, they have to be used. Using them not only makes them more potent, but it also increases the casting points necessary. Much of the game has this kind of sacrifice-for-reward system, and it tends to do a good job in keeping the game balanced.

Some units will already know spells, while others will be more melee-oriented. The units are a varied bunch, and this is when the game's randomness comes in handy. Troops will be zombies, plants, bears, mushrooms, ghosts, and things that can't really be described. The variety is cool, and it kind of hooked me in a Pokémon sort of way - I wanted to get one of each type.

When the player isn't fighting, they will either be in the world map or in town. The world map is where the player recuperates, saves, goes from point A to point B (quick travel is always a plus), and also trains their troops. Troops can be trained to increase their effectiveness, but taking the wrong approach to them will make them unhappy and can actually cause them to desert. A mixture of kindness and sternness is needed to effectively train them. This isn't really something that has to be fooled with, but it's a nice little feature nonetheless.

In town, the player will meet town's folk, shop, and can find out more information about different aspects of the game. Despite looking 3D, the town is navigating on a 2D plane, kind of like the earlier Monkey Island titles. The town is kind of a let down because the characters only have one or two saying per chapter, and only rarely reference something they said to the chapter before it. Because of this, the world the players are supposed to be living in seems very robotic and stagnate, while the gameworld presented to the player is very imaginative and lively.

Conversing with town folk will also show that, quite often, the game is just strange. Jokes about a married woman cleaning Croix's underwear will be followed by a sister wondering if her husband, Prier's boss, is having an affair with another sister, right after the player gets into town from battling a bear named 'LoL :)'. There are also the cast of supporting characters that the player meets, like the cat pirates who fly under the banner of the Savage Kitten and Crossbones. Some of this stuff is funny, some is, dare I say, cute, and some is just weird. It almost goes hand-in-hand with the uneven flow of the story. The cat pirates were always cool, though.

Overall: 8/10
La Pucelle: Tactics is a solid strategy title with enough RPG elements to please fans of both genres. The quirky humor is hit-or-miss--although I did, if I may quote my bear-friend from earlier, "lol," in a few spots--with an off-balance story that has way too many monologues. The combat, despite needing to backtrack every so often and some questionable choices on the part of the computer-controlled allies in combat, is exceptional. With imaginative characters, tons of upgradeable items, and cool, unique features, it excels as a strategy title and provides gamers with a whole new way to spend 100+ hours.

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