Spectrobes: Beyond The Portals


posted 11/11/2008 by Sean Colleli
other articles by Sean Colleli
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I admit to never getting into the Pokemon craze. I was a little old to be caught up in the fad when it really hit, and at that point I didn’t have a Game Boy anyway, so for me it’s always been a passing, inexplicably popular phenomenon. Disney, of all companies, has given me a taste of that craze with their own flavor of Pokemon: the Spectrobes series. The series debuted on the DS about a year ago, published by Disney but developed by Kyoto-based Jupiter studio. Jupiter previously worked on Kingdom Hearts Chain of Memories (another series that absolutely mystifies me), so they have some pedigree when it comes to RPGs. The original Spectrobes did pretty well, so Disney gave Jupiter the go-ahead for a sequel, Spectrobes: Beyond the Portals.

I never played the first game, but the sequel surprised me with its quality and depth. The first shock came with the production values—this game is beautiful. Crisp textures, subtle transparencies and high polygon geometry make up the vivid, colorful environments, and while the game’s ten worlds are the typical locales of desert, ice, ocean, jungle and so on, the graphics keep them from feeling tired or clichéd. The game is played from a third person, behind the shoulders perspective so it’s easy to take in the scenery.
One look at the visuals and I knew that I shouldn’t simply write off Beyond the Portals as Pokemon IN SPAAACE. The music wasn’t bad either; kind of synthesized with an old-school Game Boy flavor, but infectiously catchy all the same. The retro sound of the game seemed appropriate, with all the comparisons to Pokemon. The upbeat, enthusiastic attitude present in Spectrobes’ production values had me interested from the first few minutes of play time.

With a newly opened mind, I dug into the story. The plot follows on that of the previous game, but eases new players into it with a quick recap. The story follows Rallen and Jeena, two planetary police officers who defended their solar system from the evil Krawl swarm in the first game. After a few months the Krawl are back to cause trouble, led by a group of High Krawl who serve as the game’s bosses. Rallen and Jeena hop in their new star cruiser and fly off to battle the Krawl, all the while hunting down Spectrobes and training the little beasties into fighting machines.

The recap is told during the game’s extended tutorial, which lasts almost an hour. Thankfully, it isn’t condescending, but combines the new plot with the game’s mechanics, so while Jeena is explaining what’s going on, you’ll be playing as Rallen, exploring the planet and getting the hang of the controls. It all works seamlessly; I was several levels of gameplay deep before I realized that Spectrobes was a very involved game.

The basic setup is pretty simple. Rallen explores the various planets to battle the local High Krawl. He does this by attacking floating orbs of Krawl dust, which swarm around Krawl vortexes that hold the real enemies. Rallen can kill several dust clouds and net XP from them, but the vortexes keep spawning more. Once Rallen has broken through the defenses and entered the vortex, his Spectrobes take over.

You control two Spectrobes at a time, with the ability to switch between them at will. The Spectrobes have base melee attacks, but as they inflict damage on the resident Krawl they fill up a power meter that lets them unleash a limit breaker or a combo attack. Once the Krawl are dead, control switches back to Rallen. You do this often, as the Krawl are infesting every planet you visit, but the variety of different Spectrobes keeps it from getting repetitive. The only real issue with these battles is the camera, which tends to be too sensitive and get misaligned.
Finding, acquiring and raising Spectrobes is where the gameplay gets more involved and also more interesting. Instead of hunting for wild Spectrobes to tame like in Pokemon, you’ll have to dig for them. Literally.

The baby Spectrobes you start the game with can scan Rallen’s immediate surroundings, highlighting buried treasures. There are a number of handy items to find but the important ones are fossils and minerals. Once an item is located Rallen can walk to the glowing spot where it is buried and start a digging minigame. This is where most of the game’s stylus use comes into play, and Jupiter was creative in how they utilized the DS’s oddball features. To get at a hidden item you must dig several levels down and then clear away enough surrounding material so that the item can be retrieved. The trick is that this process is delicate; it is hard to unearth an item without damaging it in the process, and each planet presents different digging challenges. Rallen must use the proper tools for the circumstances—a drill might work against rock, but he needs a blow torch to cut ice, and a compressor to clear away sand in a desert locale (you can blow on the mic to clear sand or alternatively use a blowing tool for when you’re playing in public).
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