Rogue Galaxy

Review

posted 2/19/2007 by Tyler Sager
other articles by Tyler Sager
One Page Platforms: PS2
Rogue Galaxy hits the market at a very unfortunate time. As a solid action RPG, it was overshadowed by that 900 lb. RPG gorilla which was release a few weeks before Rogue Galaxy made its own debut. As a solid PS2 game, Rogue Galaxy is dogged by the doomsayers who have been using terms like “swan song” and “last PS2 gasp” for well over a year. Regardless, Level 5’s Rogue Galaxy is a fun, if quirky, action RPG that can drain away the hours with the best of them.
 
Set in a sci-fantasy universe, Rogue Galaxy opens on a small desert planet in a galaxy torn by war. An idealistic, starry-eyed young man named Jaster Rogue yearns for a better life, knowing he is destined for greater things. And, yes, this does initially feel very much like a certain well-known space opera. However, the plot soon veers from that familiar territory into other very familiar territories. Rogue Galaxy’s plot is, unfortunately, something of a mish-mash of sci-fi clichés. Jaster soon joins up with an all-too-familiar (pardon the pun) rogues’ gallery of characters, including the shady pirate, the innocent-but-daring pirate princess, the stuffy robot, the jaded warrior, and several other as they set off for daring adventure and all that. 
 
Overlooking the shortcomings of the story, however, one finds quite a fun game. Players control Jaster and up to two friends on their journeys through the various sci-fi dungeons, battling monsters and stealing their stuff. Combat is fairly simplistic, much like Level 5’s Dark Cloud series. Each character has a primary and secondary attack, in addition to some powerful abilities. Players choose a character to control, with the rest of the party being driven by the somewhat-lacking AI. Occasionally AI-controlled characters will suggest one or two special moves they can bring to the fight, which are then accepted or not by a quick press of the shoulder buttons. The rest of the time, the AI-controlled characters just mindlessly attack their enemies. The menu system used for micromanaging the entire party is decent, and the action pauses when entering the menu mode, so the trickier battles are manageable. 
 
I found combat to be tough, especially early on in the game. Perhaps I was just overconfident, but I met the “game over” screen more often in Rogue Galaxy than I do in most RPGs. The combats themselves randomly pop up without much warning, and some can come mere seconds after each other, making it difficult to limp to a save point for healing when necessary. The save points themselves are fairly well spaced out, although there were a few times that I felt I was way too far from the safety of a reload. 
 
Level 5 seems to like weapon leveling, as that mechanic is once again used in Rogue Galaxy. Characters aren’t the only ones to get better as they combat enemies—their weapons do as well. Weapons become seasoned with use, and after about 15 or so successful battles, they “max” out in experience. Each weapon also has several different elemental values, and these begin rising slowly after the weapon has maxed, battle by battle. Since it just wouldn’t do to have a high-level character toting around a puny 2nd level sword, Level 5 also brings back the “weapon synthing” mechanic found in the Dark Cloud series. Two compatible weapons, both maxed out, can be combined to form a better, higher-level weapon. There are an insane number of weapons available, so players wanting to gather up a complete set will find a Herculean task set before them.
 
Characters also improve through a system known as the revelation board. This board, a grid-like layout of ability improvements, is completed by filling in the various squares with items found (and made) throughout the game. As items are added and abilities unlocked, new abilities are made available. These abilities and powers soon outshine even the most powerful weapons, so it’s a good idea to fill these spots in as soon as possible. 
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