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.hack//INFECTION
marks the beginning of a four-part RPG series that embarks on a
convoluted journey of a young man named Kite who tries to solve the
mystery of the disappearance of his best friend, who he last had contact
with while playing The World, the next great Massively Multiplayer
Role-Playing Game (or MMORPG for short, a la Everquest). While exploring
in The World, Kite and his friend, named Orca, meet up with an unusually
powerful enemy while in a beginner’s area. Orca is subsequently
dispatched by the creature, as Kite runs away. Kite logs off of The
World, only to find out that his real-life friend has sunk into an
unexplainable coma. Thus, the mystery begins—and unfolds—within the
realm of The World: What happened to Orca, and why?
At
its core, .hack//INFECTION is an Action RPG which takes place within a
simulated MMORPG environment. That’s right—it’s simulated; that
means that no online connection is required. Players will do as much
communicating via message boards and e-mail as they will leveling up
their party and exploring new areas and dungeons. Non-player characters
may react a bit differently than they might in an actual MMORPG, but the
message board and e-mail interaction certainly lend some credibility in
that respect.
The
battle system is pretty straightforward with a considerable amount of
hacking and slashing, balanced by some magic, skills, and item usage.
Encounters are triggered by locating magic portals, which spawn monsters
and an occasional treasure chest. Depending on the location, spawned
monsters will have certain elemental traits, which are important to note
when using magic. For example, using an opposite element can do extra
damage while
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have
monsters that are far too strong for players to handle without being
sufficiently powered up. Each keyword helps to set the stage for the new
area’s look, weather, dungeon difficulty, and defining element (i.e.
fire, water, wood, etc.).
The
best success when exploring new areas and plundering dungeons, as with
any MMORPG, can be had by forming a party of characters, rather than
going solo. As with uncovering keywords, finding companions is also a
matter of communication. Some characters will meet you in towns. Others
will e-mail you. Once players make initial contacts with potential party
members and they agree to join up with a party, it becomes important to
maintain communication with them and to provide them with equipment and
potential item trades in order to keep the relationship strong.
Especially early on, when players are still relatively weak, having
companions to fight alongside you could be the difference between life
and death.
Visually,
.hack both hits and misses. The character designs are
fantastic—they’re colorful and detailed. Dungeon locales pretty
interesting, too, with certain motifs like cathedrals or even the inside
of a creature. The towns look pretty nice, too, as they’re bustling
with character activity and loaded with shops. The inherent problem with
.hack is the generic feel of some of the randomly generated lands.
There’s considerable blurring of objects and textures on the horizon,
and there’s a fair amount of repetitiveness. Again, since they’re
not scripted, it’s not necessarily an overly negative criticism, but
it’s a criticism nonetheless. .hack’s front end is also well-done,
with the ability to change your “desktop” wallpaper later on when
more options are uncovered. One issue that may annoy some players is the
camera. The camera requires constant manual adjustment during gameplay,
and in the heat of battle, it’s easily possible to lose sight of an
enemy (or enemies) since there is no automatic camera adjustment. Once
players adjust to this issue, it may become less of a problem, but
it’s still worth mentioning here.
In
the sound department, .hack boasts some better than average voiceover
work and combines it with some generally decent music. It’s certainly
good to see that voiceover quality is improving, as with .hack, so that
players can better identify with the characters involved in the game.
For anime purists, Bandai has opted to keep the Japanese voiceover track
intact, which is certainly a nice bonus. The music is consistently good,
with a few choral-sounding arrangements mixed in with other, more
diverse, types of music. The .hack soundtrack won’t necessarily fly
off of store shelves, like, say, Final Fantasy VII’s soundtrack, but
it holds its own.
Although
the main storyline of this first chapter of .hack ends pretty quickly
(25-30 hours), it’s possible for players to continue exploring and
leveling up characters in advance of the next chapter of the .hack
series, called MUTATION. Player data, including several items that are
unusable in this game, can be stored on a memory card so that when
MUTATION arrives come May, the story can resume with the stored
information. Don’t expect many questions to be answered in INFECTION,
but instead, expect the stage to set for the next chapter of the series.
This may irritate some players, especially since the next chapter
isn’t due for a few months, for those looking forward to playing the
other games can likely look past the relatively short lifespan of this
game.
INFECTION
marks a good start for the .hack series, although there are a few
problems that keep the game from obtaining a higher score. NPC reaction
isn’t all that diverse, as it would be in a real MMORPG. The visuals,
aside from the character designs, aren’t all that impressive. The game
really isn’t all that long, and simply leveling up without extending
the story doesn’t have any immediate reward. Still, despite these
flaws, .hack//INFECTION is a good choice for RPG fans looking for a
different experience than the usual turn-based fare or for anime fans
who may be looking for a gaming extension of what appears to be a pretty
good series. On its own, INFECTION may not score as highly as it could,
but when teamed with the other three episodes of the series, it may be
looked upon as a great starting point.
-
Peter J. Skerritt, Jr.
(March
3, 2003)
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