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Drakengard
Score:
5.9/10
It’s
all well and good to include concepts that proved popular in older games
when creating a new one, but it doesn’t mean a thing if it comes off
as uninspired or soulless. This
is what ultimately kills Drakengard.
Sure it may look good on paper to combine the dragon riding of
Panzer Dragoon with fighting legions of enemies at once a la the Dynasty
Warrior series, but it has to feel like the genres were combined for a
reason, not just for the sake of combining them.
Both modes suffer from being highly repetitive, the game as a
whole won’t dazzle anyone with graphics outside of the occasional
pretty CG cut scene, and most of the enemies are as dumb as a post, all
adding up to a game that is not worth one’s time.
The
story proves to be very aggravating as it follows Caim (who you play
as), his dragon, and Caim’s sister Furiae, as they try to escape the
Empire who wants to capture Furiae so that they may eventually cause the
recreation of the world. For
the longest time the story doesn’t go anywhere.
It seems like events are glued together just as an excuse to
start a new action sequence. A
lot of what the story tries to cover is an examination of human nature
as the characters ponder people’s actions in the war against the
Empire. Unfortunately a lot
of the commentary feels like whining hidden in the form of a
philosophical question. What
really hurts the story, though, is how it is presented, as the voice
acting is often not very good, cheapening the whole experience.
Things
don’t get much better when dealing with the combat either.
When on foot players face wave after wave of enemies much like in
Dynasty Warriors, but the problem is that they just aren’t that
bright. They line up and
take a beating without putting up much resistance.
Even worse is that their commanders aren’t that much more
challenging and lack any real reward or sense of accomplishment for having defeated them. If beating down enemies in hand-to-hand combat becomes to
mundane, players can hop aboard their dragon and rain hell fire on the
bad guys too. It’s just
too bad this usually makes combat even more dull as the players can mow
down countless enemies at once with little resistance outside of archers
with bad aim. As players
make their way through the game they will collect dozens of different
weapons that can be used on the field, each able to be leveled up.
The variety of weapons is the one bright point of Drakengard’s
melee combat. Weapons range from huge axes, to a variety of swords, to
spears, to longbows, each requiring a different approach to battle that
best takes advantage of their strengths.
There are so many weapons in the game that it will keep players
very busy fiddling with each one and trying to level them up so to allow
longer combos and more powerful magic attacks.
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In terms of the full-fledged dragon riding levels of the game, the fighting is once again entirely too repetitive. There are times where players can get into dogfights, but the problem is that most of the time aerial combat is reduced to airborne jousting as you charge at enemies, fire a few volleys, pass each other, then turn around to repeat the process over again. There are some super attacks while riding your dragon that are handy for clearing the immediate area of enemies if players are taking on a swarm of lesser enemies |
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that looks pretty with a stylized blur
covering the screen and huge streams of fire hitting the enemies, but by
and large the dragon riding aspects of Drakengard are hardly different
from an arcade flight sim that disintegrates into brain dead air
jousting. What
was particularly surprising was that the visuals in the game are of a
lower quality than what we’ve come to expect from a Square title. Granted Drakengard was developed by Cavia, an outside studio, but the overall graphical presentation is of such a sub-par
level that they’re nothing short of a disappointment.
The lack of detail becomes even more of a disappointment when you
consider that it should have helped prevent on-screen slowdown, but the
graphical gaffe still reared its ugly head from time to time throughout
the game. The only thing
that was easy on the eyes here was the occasional CG cut scene. On
the audio side of things it really is a mixed bag.
The sound effects get the job done with the appropriate roars of
the dragon, clangs of weapons, and clatter of armor. As far as music is concerned, it was refreshing to hear
instrumentation of such high quality with its symphonic musical score.
The only problem was that the pieces were too short, causing them
to become repetitive very quickly.
Also, as mentioned earlier, the voice acting is just terrible
here. Besides the
pseudo-philosophical tripe being spat out during battle, members of
Caim’s army are always crying for help, which really begins to wear on
one’s nerves after a time. You
start to get the sense that your army is nothing but a bunch of
ineffectual wimps that should never have been conscripted in the first
place.
What
we’re left with is a game that combines genres and can’t even manage
to be the sum of its parts, let alone better than that.
Just because you slap together a couple of genres that have
proven popular in previous franchises, doesn’t mean it’s going to
somehow magically be a slam dunk using them in a new hybridized game. That’s what we get in Drakengard: two genres thrown together that don’t really try to be
better than the games that they’re based on, descending into a mundane
exercise in repetition. Mr.
Nash (April 18, 2004) |
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