Hoshigami: Ruining Blue Earth
Playstation
Reviewed: 3/3/03
A good tactical RPG is hard to come by. Why is this? For one,
they’re just not released as often as other RPG-related genres. And
this is because it’s very difficult to produce a good one. For the
most part, Hoshigami is an example of a failed attempt.
On paper, Hoshigami sounds like a fantastic game. (The simple fact
that it’s a tactical RPG was enough to get me excited). The story
is top-notch, placing you in the role of a young soldier-to-be whose defenseless
village was pummeled in a surprise attack by a tyrant army under direction
of a royal asshole. It gets you jacked—a good emotion to feel when
going through a serious plot. The real problem is moving the story
along.
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An easy cleanup for an RPG hero... |
You’ll be “dying” to know what’s going to happen, but be constantly getting
pounded in battle. Without winning battles, one can’t progress in
the game...which brings me to discuss the battle system. If you’ve
never seen or played a strategy/tactic RPG before, quit reading this because
you may get very confused. The concept of it all is quite innovative:
each character has an action gauge (called RAP; Ready for Action Points),
with which your turn will be measured. Moving will fill the
meter so much per space. Spells consume different amounts, depending
on power. Attacks, items, everything is doable only with a proper
amount of RAP gauge. For example, if you don’t move your character,
you can attack multiple times, or use an item, then cast magic; the choices
are almost endless, and entirely up to you. This is a great concept,
and is, for the most part, used well. The downfall is the raging
inconsistency in how much your attack damage will fluctuate, even when
all outside factors (weapon, level, location, etc.) stay the same--a total
drag.
Another reason you’ll have trouble avoiding the Reaper is the fact that
you’ll often find yourself greatly outnumbered. (Since I hold Final
Fantasy Tactics as the best overall tactical RPG, I’ll use it as the example
comparison). In FF Tactics, 6 or 7 enemies on your 5-member party
will likely be a rough battle, and those fights are pretty rare.
In Hoshigami, it’s common to find yourself outnumbered by a 2/1 ratio or
worse—14 or 16 enemies against your 7 allies!! Yikes!
This abundance of baddies also makes
winning battles a long and tedious task. Even battles against easy
enemies will take you a boring 15-20 minutes to complete. Things
like this should’ve REALLY been looked at more closely in the editing process,
as they tend to piss all over a potentially great game.
Games like this frustrate me to no
end because of the potential that was there. Hoshigami: Ruining Blue
Earth could’ve been a true gem in the RPG world. To Atlus’s credit,
they didn’t load up flashy graphics and plan to sell it on looks for a
quick buck…they just couldn’t put their good, innovative idea to use.
Okay, but overall a disappointment.