I like to consider
myself a jack of all trades as a gamer. I will willingly give all
game genres a shot and usually enjoy them (with a few exceptions such
as sports games and RTS games).
Despite this there
are still a few genres that I haven't even dabbled in at all for one
reason for another and the DRPG genre was one of these. I'd heard of
it but had never really touched a game in the genre before, until now
that is.
Going into Stranger
of Sword City (which I will abbreviate as SoSC from now on) I really
had no idea what to expect having not played a DRPG before. Non the
less I took the plunge and I am certainly glad that I did. So without
further ado here is my review of Stranger of Sword City for the
Playstation Vita.
Now before I get
into the nitty gritty review stuff I just wanted to bring attention
to this games… interesting release history.
SoSC was originally
released in Japan on the Xbox 360 in 2014. Yes, a Japanese exclusive
360 game. Originally it was released exclusively on the 360 but then
got a PC port later on which was again only released in Japan.
Why is this
relevant? Well, the 360 was never a top performing console when it
came to sales in Japan so having a Japanese only game released on the
360 exclusively is quite unusual.
Now around a year
later the game got rereleased on the PlayStation Vita in Japan and
then another year after that this version of the game got ported as a
digital download title to the Xbox One of all systems.
This means that SoSC
has come out on the interesting platform combo of 360, One and
Playstation Vita, which for a Japanese game is quite odd.
The version that I
will be looking at for this review is the Playstation Vita version
which was published by NISA. The Xbox One version of the game is
largely identical from what I've heard, although it was self pubished
by Experience Inc. I was going to take a quick look at the Xbox One
version of the game for the purposes of a comparison but that isn't
quite out in New Zealand yet so I'll update this review with a
comparison when it has come out.
Anyway with that out
of the way lets move onto the story.
Story:
You play as a self
insert silent protagonest who is the only survivor of a plane crash.
When you wake up you find yourself in the fantasy land of Escaro.
From there you learn that in Escaro you are considered a stranger,
and as a stranger it is your job to hunt down special monsters known
as Liniage types and collect their blood crystal (which is a sort of
life source) to keep the peace in Escaro.
The plot is…. Well
I'll admit it doesn't seem to be the games' strongest point.
While the game
spends around an hour at the start fleshing out the characters a bit,
the plot quickly takes a back seat from there in favour of the
gameplay. While that isn't technically a bad thing it does mean that
the plot does progress at a rather slow pace for reasons I will get
into later.
SoSC isn't really a
game you play for the plot anyway, it is there and the concept
is certainly interesting, so I'll give it that. It's just paced
really slowly.
Gameplay:
Oh boy this section
is going to be LONG.
Before I dive into
the games' mechanics, let's just clear up what a DRPG game actually
is for those not in the know.
DRPG's stand for
Dungeon Crawler RPG. Most of the time the games are played from a
first person perspective and involve… well crawling through
dungeons, fighting monsters, character building, sometimes permadeath
and insane amounts of grinding.
With that out of the
way, SoSC is not for the faint of heart especially if you have
trouble with games with loads of systems and mechanics.
SoSC does not hold
your hand, it basically shoves you right off the deep end and won't
force tutorials upon you unless it absolutely has to. However, at the
same time the game does provide info for newer players in the form of
a guide that can be accessed at any time by pushing the Select
Button.
I like this feature
a lot. As a person who has never played a DRPG before, this guide
certainly made learning the many mechanics and systems in the game
far FAR easier.
Speaking of the
mechanics and systems, there are a lot of them. Like… tons of them.
You've got skill
trees, weaknesses and strengths, weapon balance, permadeath,
alignment, positioning, the list goes on. There is a lot to
learn in SoSC, which I could see putting off players new to
the genre, something which I completely understand myself.
However, the reward
for learning these mechanics is you get an incredibly engaging game
with a lot of strategy, planning and thought involved in everything
from battles to character creation. SoSC is one of those games which
will have you spending quite a while in the character creator but
unlike other games it isn't because you are spending hours making
your character look just right, it's instead spent weighing out what
class to go with, how to allocate your points, what age to make your
character and lots of rerolling of the RNG die to get the highest
number of bonus points possible. Yes, even age plays a part in how
your character performs out in the field.
This is why I find
SoSC so rewarding. Learning these mechanics is a long process but the
payoff leaves you feeling very satisfied and pleased with yourself. I
like that.
The other layer of
the gameplay is the actual dungeon crawling bit. This is a pretty
standard affair and should be familiar to most who have played a DRPG
before. You control your character from a first person perspective
and use the dpad to move him or her around. Unlike a lot of DRPG's
though, most enemies appear on the overworld instead of the
encounters being random (although random encounters are still present
they are nowhere near as common of an occurrence as in other DRPG's).
One unique feature
is the ability to hide in certain places on the map and ambush
enemies. These enemies will usually be carrying treasure chests which
contain weapons, armor or other items. To make sure you receive these
items you have to succeed in killing the leader of the pack of
enemies you ambushed. Sometimes after getting a chest you'll have to
disarm a trap as well, usually the game will give you good hints as
to what the trap will probably be but there are some cases where you
just have to guess and hope for the best. Again, this mechanic of
hiding is something I quite enjoy although it does result in a lot of
back and forward.
Battles also take place from a first person view. Depending on your character and their
position, you will be given a variety of options which can be
performed. Once you've selected all the options you want, the battle
plays out all at once.
One main gameplay
concept is rows. Often when you run into a pack of enemies they will
be arranged in rows with a max of three per row. Depending on what
type of attacks you're using (magic or physical), the characters
possition (I.E front or back row) and the type of weapon you are
using you will be able to hit enemies in specific rows.
Most of the time
front row people will only be able to attack the first row of enemies
unless they have a long or ranged weapon. Back row people won't be
able to use physical attacks at all unless they have a long or ranged
weapon. On the flipside however, magic attacks can hit any enemy in
any row regardless of where the user is placed in the party, which
means it is usually a good idea to place magic users in the back row
and the physical tanks in the front.
Back row people also
get attacked less so it's usually a good idea to place all the
physical tanks in the front row and the support and offensive magic
users in the back row.
The battle system is
surprisingly strategic in this way, because it makes you think about
the pros and cons of where you place party members, what weapons you
give what member and which characters you create. SoSC is one of the
only RPG's I've played where I've thought to myself “Y know, maybe
giving everyone super powerful weapons isn't the best idea”.
Different weapons
also have the ability to hit a different number of times, with a max
damage cap for each hit so sometimes it may be better off equiping a
weapon that does 20 damage per hit but hits twice rather than a
weapon that does 45 damage but only hits once.
SoSC is a game that
makes the player really plan and think about their loadout and the
pros and cons of different equips. For example, all characters have
the ability to equip a second weapon in their non dominant hand, but
this weapon usually will have lower accuracy and can also leave a
penalty of lowered damage to the weapon in the dominant hand as well.
On the flip side it's a chance to deal more hits and sometimes more
damage. It's little things like this which really made me think and
plan my party in SoSC and I found it very enjoyable.
Like other RPG's, when you finish battles you gain experience points. Unlike
other RPGs, however when you gain enough experience points to level
up you don't level up automatically. You have to manually go into the
character menu and select level up. It took me a little while to get
the hang of this mechanic, but once I did I didn't find it too
annoying.
What is important
though is to always make sure you check your fighters who are NOT in
your party when you exit a dungeon as surprisingly they also gain
experience even though they are not in your party. However like your
party members they manually level up so you need to remember to check
and make sure all of them have been leveled up if possible otherwise
they won't gain any extra experience while you are out and about.
On the subject of
characters lets have a quick look at the permadeath system.
All characters in
SoSC have a certain number of LP, or life points. These life points
show how many times your party member can die before they are gone
forever. A characters age actually determines how many life points
the character will have with older characters having less LP and
younger characters having more.
When a character
falls they have to recover back at the base. This takes time though,
despite revival actually being free. So while your character is
recovering you go out and continue your questing to make time pass.
When a character is revived you can put them right back into your
party, but they will have still lost LP. If you don't want to lose
the character for good then you can again rest them to recover LP.
This takes… quite a lot of in game time to be honest, but it's
worth the wait if your character is one who you really don't want to
lose.
You can buy revival
items for use in the field but they are rather expensive and like all
items in the game are in limited supply so use them wisely.
Finally, we have the
Divinity system. Think of it like a special form of magic that only
the main character can use. As you proceed through the in game skill
tree you will earn divinities which allow you to do such things as
escape all battles (except things like boss fights), heal the whole
party, perform attacks which deal large amounts of damage and other
stuff.
Divinity moves use
up divinity points which are gained by fighting in battles and
proceeding through the dungeon. Personally I really like the divinity
system as it provides some useful little moves which can really help
out in a pinch.
Phew that was a long
section. Like I said, SoSC is a very meaty game with a lot to get
your head around which is why this section was so long. Still with
me? Good. Let's move onto the presentation then.
Presentation:
SoSC is in a word,
pretty. The art is stunning and incredibly detailed and character and
enemy designs are very well done (although I have heard that some of
the enemies have been recycled from Dungeon Travelers 2).
One thing that is
interesting is the game has two different art styles that you can
pick from, the second art style being more light and fluffy while the
first one is a little more dark and gritty. Given the setting of the
game I used the first art style as I felt it fit with the setting way
better than the second art style, which felt a little out of place in
my opinion.
Graphically the
game, while certainly not pushing the Vita to its limits, looks
really nice. Environments are nicely designed and quite a few of them
really pop and make for quite a pretty looking game which looks
excellent on the Playstation Vita's OLED screen (For the record I'm
using a Playstation Vita 1000). To top it off the game also runs at a
silky smooth 60FPS the entire time and it makes everything that
little bit better.
Musically the game
sports an excellent soundtrack with some lovely orcestral pieces
which really fit the mood and setting. You have some more mellow
tracks, some more upbeat tracks for boss fights and enemy encounters
and some eerie tracks for some dungeons.
The vocals sound
really nice too, although you are given the option to turn them off
if you don't like them which I think is a nice touch.
Now, I don't
normally do this but I'd like to touch on the sound design for a
second because I feel this is an area that SoSC really excells in.
The sound design in
SoSC really blew me away, especially in the dungeons. When all you
can hear is the background ambiance you can really appreciate how
good it is. The calling of distant birds, the bustling of a village,
the chirping of crickets, it's all there and it blends together
incredibly well in SoSC and really makes the dungeons that little bit
better. I really like games that do a lot of work with the sound
design so SoSC really impressed me with it.
Voice acting is also
really good too. Most of the game is voice acted, and while I can't
understand Japanese the voices do sound pretty darn good.
Conclusion:
Before I get onto my
conclusion I just have a few minor nitpicks I wanted to point out.
Firstly, this game is very, VERY grindy. It took me around six hours to
unlock the first set of dungeons grindy. Now I know this is a trait
of DRPGs but that doesn't make it any less of a chore to continuely
go back and forward hunting out battles just so you can beat the next
boss. I only make this a minor nitpick though as the games battle
system is enjoyable enough that it makes me forget about the constant
grinding for the most part.
The bar for entry is
also quite high. Like I said before this game will not hold your hand
and I wouldn't really recommend it to people who are brand new to
DRPG's. The game is still excellent and I would highly recommend it
to people who have had experience with DRPG's before but it isn't the
best DRPG game for people completely new to the genre.
The difficulty might
turn some off as well, as this game is quite tough even on easy mode.
In fact, easy mode has points where you can be massively outleveled
by certain enemies due to a lower encounter rate and enemies on the
field so I would highly recommend you play on normal anyway.
Despite those
complaints I still thoroughly enjoyed my time with SoSC. It's a game
with a lot of polish and thought in the mechanics and is a great game
for those who love games which are real timesinks. The game also has
multiple endings which adds replay value to an already jam packed
game.
So would I recommend
Stranger of Sword City?
Heck yes. Like I
said above I wouldn't recommend it to newbies of the genre but I
totally recommend this game to people who have played DRPG's before
and are looking for another excellent timesink.
Stranger of Sword
City gets a highly recommended.
This is probably one
of the longest reviews I have ever written so if you are still here
after all of that then give yourself a pat on the back. Either way I
hope you enjoyed the review as much as I enjoyed playing the game.
BDVR Guest Author
Nathan Green signing off
PEGI: 16
ESRB: T
CERO: C
OFLC: M
(Unrestricted)
Stranger of Sword
City game provided for review by NIS America. Screenshots provided by NIS
America. Cover from nisamerica.com
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