First off, a warning: I’m likely to run out of superlatives before this review is over. I try not to dole out too many “brilliant” or “stupendous” monikers during a typical review, but I’m thinking I just won’t be able to help myself this time. Dark Cloud 2
is one of the best games I’ve played. Period. Now, I’m quite biased toward RPGs, games with puzzle elements, and anything with even a slightly unique twist that breathes new life into a genre. So take this review with a grain of salt… I’m sitting squarely in the middle of the target audience on this one. And I’m enjoying every minute of it.
I actually enjoyed the original Dark Cloud
. It was the very first title I picked up for my brand-spanking-new PS2, and it was one of the first times I was exposed to console RPGs. I found it to be a very innovative, if somewhat flawed, dungeon romp. It certainly had its shares of problems, though, from overly repetitive dungeon levels to annoying music to the absolute frustrastion caused when a cherished weapon broke and vanished for good. Still, it had enough going for it to carry me along until the end. Then something truly amazing happened. The folks at Level 5 listened to their audience while making their sequel. They kept all the innovative and fun aspects of the first title, and fixed or completely threw out the not-so-fun parts. Then they added a slew of other goodies, mini-games, and side quests, all of which come together to make a very good game.
The story behind Dark Cloud 2 is fairly standard RPG stuff. It’s not a bad story by any means, but not something that would necessarily make for good plot in a novel. We are first introduced to one of our heroes, Maximilian, a young inventor and son of the richest man in the town of Palm Brinks. In just a little while, Max finds himself thrown into a quest to save the world from a history-destroying villain. Joining him is Monica, a time-traveling warrior from the future. Together these two set out to pull the world back from the brink of destruction. There’s really nothing here that we haven’t seen before in a RPG, but that’s not to say that it isn’t an entertaining ride.
Quick kid! Which way to the bathroom?!?!
Most of Dark Cloud 2’s action takes place in a third-person viewpoint, similar (at least at first glance) to last year’s excellent Kingdom Hearts
or some of the later Zelda
games. Only one character is “active” at any given time, although switching between the main characters is as easy as the press of a button. Players will primarily control Max or Monica throughout the game, but both of our heroes have alternate fighting forms at their disposal. The game is divided into three different types of areas to explore. First is the in-town location of Palm Brinks, where Max and Monica can shop and run various small errands without the danger of being eaten by the local flora or fauna. The second type area type is where most of the action takes place—the dungeon floors. Each of the dungeons is made up of multiple randomly-generated “floors”. The adventuring pattern is similar for each floor: Max and Monica wander through, beating up the local monsters until they find the key to the next level. Scattered throughout the dungeon levels are the usual assortment of goodies, such as healing items, weapon-improving gems, and raw materials for the Georama system (which I’ll explain later). Each floor can be repeated as often as desired, with a complete restock of monsters and goodies (along with a re-randomization of the floor layout).
Combat takes place in the same third-person view, much as in the first Dark Cloud. Each character has a melee and a ranged weapon at their disposal, and both are easily brought to bear thanks to the wonderful interface. Fighting itself isn’t all that complicated. Most battles consist of walking up to a monster, “locking on” the camera, and attacking. To spice things up a bit, there are a few other attack options, including a “power attack” for each character, a string of combo attacks for the melee weapons, and the ability to throw rocks (or even other monsters) at the enemies for stunning effects. As I said before, each character also has an alternate fighting form, which can add some further variety to the battles.
The third type of adventuring area is perhaps the most interesting: the Georama system. Given an overhaul from the original Dark Cloud, Georama is back and it’s a whole lot more fun. It seems that someone’s been playing with the Space/Time Continuum, and has ravaged Max’s present time to stop certain things from coming into being in the future. These “origin points” need to be rebuilt, and it’s here that the Georama comes into play. Through the dungeon forays the Heroes will collect parts and blueprints used to rebuild the world ravaged by the Big Baddie. Using a fairly slick interface, anything from houses to trees to laundry can be rebuilt and placed in the origin points. A series of goals is uncovered for each of these points, directing Max and Monica how to construct the world to make the correct future happen. Unlike in the first Dark Cloud, the populations of these origin points are not created through the Georama system, rather, they have to be recruited from Palm Brinks. This adds a bit more complexity and makes for some fun little quests to convince these people to leave their home and venture into the cold, scary world. Hours can be spent with the Georama system itself, getting everything just to taste. Not everything has to be perfect in order to advance the plot, but getting a particular origin point to 100% results in a very nice reward.
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