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Ys: The Ark of Napishtim

Developer: Falcom
Publisher: Konami
Genre: Action Role-Playing Game
Players: 1
Similar To: Zelda, Alundra
Rating: Teen
Published: 04 :04 : 05
Reviewed By: Ryan Newman

Overall: 7.5 = Good

 

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Making its return after a decade-long absence from North America, Ys returns with the newest release in the series, Ys: The Ark of Napishtim, whose combination of hack-and-slash action and role-playing elements create an experience that plays out like a spiritual successor to the original Zelda. As the red-headed hero Adol Christin awakens on the islands of Canaan, he becomes part of a fractured land that is ravaged by beasts and darkened with animosity. Famous for his previous adventures, he must go about discovering the mysteries of the islands he has come to call his home and of the Great Vortex that carried him there. As gamers take on the charge of mending relations and setting things right, they will use both melee combat and magic in a system that takes a while to get into, but manages to engage with its simplicity and variety.

The islands of Canaan are populated by the original inhabitants, the Rehdan, and those who, like the hero, have found themselves washed up on the beach. With religious artifacts of the Rehdan missing and the bridge connected the islands of the two peoples having been destroyed, both are at odds with each other. While you don't directly affect the relations between the two with your dialogue, you will by your actions. Played out over relatively small islands, caves, and underground temples, Adol will come into possession of what the Rehdan are searching for and help those like him by clearing the lands of the dastardly respawning feral rodents, killer plants, giant insects, and other nefarious oddities that nature has decided to enrage and throw at the citizenry.

Bringing unity to a land and uncovering an evolving story regarding past friends, enemies and new associates isn't as melodramatic as it may sound - well, as one might imagine after so many Final Fantasy titles. Every character has spoken dialogue, and to go with the colorful (re: pastel heavy) outdoor environments and dank underground settings, they have exaggerated tones. This actually works well and also gives the game high

 

production values, which is somewhat offset by the mid-90s graphics, though it can also ruin perfectly good scenes. Similar to the voice-overs, the music is whimsical, but also suffers from some tracks going overboard, offsetting the mood that the rest of the score created. Whenever a conversation is taking place to convey the events that had transpired while Adol was away, the music will become softer and the characters converse - wisely, Adol never speaks - but then the tranquility or urgency is thrown off by someone who sounds like they inhaled massive amounts of helium before reading their lines. I also likened some of the traveling music to that found in a generic 1980s action movie, with them having completely missing the mark and sounding like they belonged in a Top Gun rip-off. Thankfully, the general sense of the scenes and story is conveyed without either suffering too much.

Equally unassuming is the real-time combat, which involves using three swords that are both magical and upgradeable. The swords vary with the powers of wind, fire, and electricity, and are enhanced by emel gems, which are found from deceased foes. By increasing the powers, the swords offer longer and more powerful combos, with the magic of that particular sword becoming more pronounced when it is unleashed as a finishing move. When he kills enemies, Adol gains both experience as well as money, which is automatically gathered. While the upgrading of the swords is fairly basic in that one simply allocates to which should be upgraded at that time, Adol's leveling is even more basic as he just becomes stronger and sturdier - those looking for even rudimentary trait-specific point allocation will be disappointed. The simplicity of the upgrades and leveling, however, fits well with the game's style. Aside from the basic moves, combat primarily involves finding which sword does the most damage and just where an enemy can be hurt, as some are damaged from the top and others from the front, side, or back.

Exploring the world is done by screen, which, along with the combat, is what resembles the original Zelda so much. As one screen is moved, Ys also slightly shifts to the side to introduce the new scene, with a path leading off in one of the directions. Rarely are the outside paths hard to find, with most of the planes being level and the paths wide. While there may be plateaus or lower levels in an area, these are limited to the underground dwellings and aren't as prominent as the flatlands, by and large. As you enter a new area, the enemies spawn anew, even if previously dispatched: this has the downside of making backtracking, which there is plenty of, somewhat of a pain, because of having to dodge weak attacks. However, regardless of your level, killed enemies will always leave emel and money behind, which means that it's fairly easy to rack up cash or gems. Scattered throughout the lands are also minibosses and treasure chests that pack either basic items, like herbs or honey combs for health, or armor and accessories.

The hidden treasures have a further-reaching effect than just encouraging exploration. By cleverly utilizing the varying heights, environments seem larger than they actually are, and by giving such prime accessories, it makes money almost useless. Whether it is finding an additional bag to add another accessory to be worn or a new shield or armor, there is little need to constantly spend money on protection as it can often be found by looking around. Instead, money is more useful for the more big ticket items, like wards against poison, which makes the experience less painful.

You see, in the beginning, the experience is very painful. Despite being a renowned adventurer, Adol is a weakling that will find himself being tossed around by squirrels and other woodland creatures. Even after leveling up a good deal, it is still easy for him to get caught in-between enemies and have his hit points sapped away in situations that will have your nerves on edge. In fact, the best way to approach the game can also cheapen the experience some, and that is by farming lands for experience and emel. While this approach would seem to be suggested by the enemies constantly giving up goods, it is easy to spend a half hour or so in a certain area and come out a few levels ahead and with swords powerful enough to breeze through chunks of the game. Then again, some may be impatient and try to go barebones, which will no doubt result in them dying often. In a wise design move, there are plenty of save points that replenish health and cure poisons, and there is also an item which allows you to not only involve yourself in a side game but also to escape dungeons that have become tiresome or too difficult. There is a tendency for that happen and for areas to become too difficult; while it is hinted at by having the item being mentioned in caves, outside areas tend to be fairly open, and it can be aggravating to lose experience from a previous save by stumbling from one area that was wiped out in a few swipes to one where the enemies devastate you in a few blows. While this certainly adds to the adventurous aspect of exploring, it isn't always the most enjoyable. I don't have a problem with the look of the game from an aesthetic point, but I do take exception to the lack of clarity when it comes to edges. Jumping sections are made all the more difficult by a static camera angle and the fact that it is rarely clear just how far Adol can go to the edge of something before falling off. Interestingly enough, one cannot die from falling, but the result is falling to a more difficult area and having to backtrack to where you were before - as previously mentioned, backtracking is a common occurrence throughout. While I certainly appreciate the reprieve from death, it doesn't make retracing my steps any more fun. Aside from combat and jumping elements, the controls are pretty standard with one slot giving immediate access to an item and others having to be selected from a menu; items like shield and armor are easy to distinguish, as are the miscellaneous items that are picked up along the way. An important note is that the item, or tool, that is selected (which is normally an item to regenerate health) going into a boss battle is what has to be used as the game doesn't allow you to pause and go back through your items. I'm not entirely sure what point that serves, but them's the rules.

Overall: 7.5/10
Despite a slow start and some rough edges, the latest Ys is a solid action RPG that doesn't take itself too seriously but also manages to hint at a bit of grandeur with a story that takes on undertones of race relations and economic development at the cost of the environment. Most RPGs tend to touch on such elements, yet few manage to strike the right balance between the whimsical and the serious as Ark of Napishtim. The action is fast, and the hidden loot and minibosses keep exploration enjoyable while the upgradeable swords offer just enough stat tracking to keep number crunchers satisfied. While it might be a bit too light for some, it is an enjoyable deviation from the overly serious epics as of late, and this title's throwback appeal hearkens to the days when all you needed was a multi megabyte cartridge and three save slots to have a good time.

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