| 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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