Monthly Archives: June 2022

SRPG Game 72 – FEDA 2: White Surge the Platoon (PSX)

フェーダ2 ホワイト=サージ・ザ・プラトゥーン, released 4/18/1997, developed by Max Entertainment, published by Yanoman

This is of course the sequel to 1995’s FEDA: Emblem of Justice. It continues the story from where the first game left off and features similar gameplay. There was supposed to be a third entry to complete the series but it never came out.

The designers made the strange decision to have a nearly 10 minute live action opening sequence filmed with Western actors. The actors include David Hayter (Solid Snake in the Metal Gear Solid dub), Kim Mai Guest (Mei Ling in MGS), and Deron McBee (Malibu in American Gladiators). The voices are dubbed over by the Japanese VAs for the characters. It’s a surprising use of the budget; it looks pretty cheesy and dumb now but I wonder what people would have thought in 1997.

Other than this, each section closes with a narration by one of the characters, and when you get later in the plot there are PC Engine-style voiced scenes (with just slightly animated still pictures).

Anyway, the game takes place 8 years after the original FEDA. In that game, a thousand year war had closed with the Empire taking control of the entire continent of Balfomoria, but the peninsula of Arcadia rebelled and in the end freed themselves from Imperial rule with the help of deserters Brian Stelbat and Ain McDougal (at least if you get one of the better endings).

Now 8 years later, the Empire has reversed their decision of letting the provinces govern themselves, and the Senate has now introduced a military rule that favors the Grunreim, the most populous race in the Empire. The Dragonnewt race has opposed this, essentially restarting the 1000 year war. At the same time, Arcadia has split into two, with part of it accepting the Senate’s decision and part rejecting it. The main 5 characters are “White Surge”, a group of skilled fighters who have some kind of criminal or questionable past. They’re working in East Arcadia, who wants a closer relationship with the Empire. But they’re not respected by anyone in the military and tend to be used for dangerous or morally questionable missions. The five members are:

  • Harvey Winston, a human (humans are looked down on in this world)
  • Tom Woodland, an Alshidean who joined the army despite his sister’s objections. Harvey and Tom are the characters in this game who give you a game over if they die.
  • Marsha Barnwood, a Shade Elf who specializes in assassinations, but was involved in a number of sex scandals.
  • Device, another human who is a gun/explosive specialist. But he has a problem with alcohol.
  • Minerva Lilac, a Forest Elf. She comes from an illustrious family that served as elite royal guards, but she refused an arranged marriage and was expelled from the country.

I found the plot rather hard to follow. I think this is because the game is trying to tell two stories at once — what White Surge is doing in their own missions, and how the war in the entire Empire is going. But White Surge’s missions aren’t necessarily following a clear story path and sometimes what’s happening in the Empire have nothing to do with White Surge. Also most of the Empire parts are done through voiceover dialogue on a map that you can’t pause; I think maybe my Japanese just isn’t quite good enough to keep track of everything that’s happening in this style of storytelling.

The first scenario has you against the Dragonnewt trying to release some ancient seal (although that’s been done by others). Once this is done, White Surge is simply abandoned to their own devices. They get captured by the Dragonnewts but then are able to convince them to let White Surge work for the Dragonnewts, which is what they do for the rest of the game.

Minerva, Marsha, and Device

The game takes place over 8 “scenarios”, which are sort of like the 12 chapters of the previous game. Unlike the first game they did away with the overworld map and just give you fixed battles in sequence. In a few cases there are alternate battles depending on what happened in the previous one.

The alignment system has returned from the previous game but in a much different form. You now have a certain amount of OPM to spend on bringing characters into battle, changing them in to more powerful forms, or assigning them items. You can spend as much OPM as you want, but if you go into negative you will lose alignment and you’ll be in negative until you can pay back the OPM with future rewards. I believe that your alignment can also be affected by whether you fulfill the mission goals (in some cases you can move on even if you fail to do the mission; you won’t get any OPM though). As in the first game, after each chapter your alignment will change on a law/chaos scale.

However, unlike the previous game, in this game your alignment has no effect. There are no alternate characters, story differences, or any ending difference. It’s purely decorative. I have a feeling this is the result of development time/budget restraints, but it’s a rather strange system in that respect.

Instead of an experience level, each character has a rank starting with E and going up through A to S. When you get 100 exp you go to the next rank. The EXP gains are slow, and by the end of the game I only had two of my characters at S rank and some weren’t even at A. When they rank up they get new abilities and also sometimes can change to different forms (which is a big improvement over the original game, where you never changed at all).

If Tom or Harvey dies in a mission it’s game over. Otherwise the character will suffer a wound; if it’s a light wound they can be in the next battle with a stat penalty, if it’s a heavy wound you’ll have to sit them out until they recover.

The battles themselves are the same as FEDA. They are normal SRPG with the odd turn mechanic where you move one of your characters, then the enemy moves one, etc. But rather than taking turns, it’s proportional to how many are on each side. So if you have 5 guys vs. 10 enemies, you will take one turn, followed by 2 enemies. This is an interesting system but makes it hard to know who is going to move when.

Unskippable battle animations. In 1997.

The game is pretty difficult. The grunt enemies are about equal in strength to your guys. You can’t save in battle and there are several sequence battles with no saves (an unforgivable sin for me that I will always use save states to deal with). Although there is no permadeath, you cannot afford to lose anyone at the beginning (later you can probably afford to lose one person in a battle).

However, there are a few things about the system that can mitigate the difficulty.

First, regular attacks are worthless. They do little damage, and the enemies block them frequently. Play the game with the understanding that you will be doing almost all of your damage through your special attacks. The game becomes significantly easier when your characters gain a few ranks and you have better special attacks.

Second, the enemy AI is predictable. They will always start off by using their special attacks. It doesn’t matter if it’s an area effect and only one person is in the area. Also they typically only have enough MP to use their special once. They also attack the closest person rather than going after Tom/Harvey the way they did in the first game.

Third, you can do “hit and away” and the enemies cannot. The “hit and away’ system just means you can use your full movement every round and make an attack at any point during that movement.

Even with these tips you will still get the usual “killed from full HP game over” situations that you see in permadeath games, but it helps. The hardest parts are in the beginning.

One other harsh aspect of the game is that Poison and Paralysis do not heal naturally. So a paralyzed enemy is out of the battle (which is great when you get paralyze moves yourself), but when the enemies have area effect paralyze moves you need to make sure you can either kill them first or get them to use it on just one character.

Ain eventually reappears from the first game, and I think there are a number of other connections to the first game that I didn’t quite pick up because I had forgotten the specifics of the FEDA 1 plot.

My difficulty following the plot resulted in the game ending very suddenly (for me) at the end of scenario 8; I didn’t even realize I was fighting the final battle until it was done. There is a built-in suddenness in the plot too because once the heroes destroy this ancient weapon that someone was trying to use, the Senate suddenly signs a peace treaty with the Dragonnewt and White Surge is disbanded. I have a feeling some of the loose ends would have been tied up in the third game if it had ever been made — for instance, they never said what was going on with the seal at the beginning of the game, and Brian didn’t appear although he was talked about quite a bit.

I don’t think I’m going to do a stage-by-stage or scenario-by-scenario description. Most of the stages, as in FEDA 1, have goals that aren’t just “kill all enemies”, which is always appreciated. But the general tactics that I outlined above work for most or all of the stages, except for one annoying one where you can’t use MP.

On the whole I’m not sure this game is quite as polished as Feda 1, but I probably found both games about the same in quality — Feda 2 fixes some of the issues in the first game but introduces new problems.

SFC Game 86 – Dunquest Legend of the Demon God’s Seal

Dunquest (ダンクエスト 魔神封印の伝説), released 7/21/1995, developed and published by Technos Japan

This game is classified as an Action RPG in many places, but to me it feels more like it’s somewhere between a Mysterious Dungeon game and a true RPG. The developer Technos Japan is best known for the Kunio-kun series (i.e. River City Ransom, Crash ‘n’ the Boys) and Double Dragon. They also produced the RPG-adjacent Sugoroku Quest (one of those board games that has RPG elements), but I don’t think they ever produced a full RPG.

The story takes place on Laster Island, part of the Malkes kingdom. There’s a legend that a demon god is sealed there but will return some day, and the current king is gathering heroes in preparation — including Kurisu, our hero. But Kurisu is just sent on various missions in four surrounding dungeons, and there’s uncertainty about whether the demon god will actually revive or whether it’s just a legend. I only played about half the game, but according to the Wikipedia article there are actually some interesting story twists near the end and it doesn’t end with just a simple “of course the demon lord revives” at the end.

The game does not have a traditional levelling system. Instead, each major quest you complete gives you the next rank, up to 17 (“Duke”) at the end of the game. When you gain a rank, you get some stat bonuses too. With the exception of the HP, these can be freely switched between Attack, Magic, and Defend.

In addition to this, the weapons and armor get better as you use them (like Xanadu) up to a defined limit. Finally, you have individual XP with each monster in the game, and the more XP you get vs a monster, the more damage you do and the less damage you will take.

Finding the next major quest is not always an easy task, or sometimes you get a vague instruction like “find out why these earthquakes are happening” but no indication of even which of the four dungeons this is in. I don’t know whether this is because I didn’t find the right people to talk to in town for information, or whether it was the designers’ intent that you would simply go through the dungeons seeing what you could find.

There are four dungeons, each with 35 floors. It feels a bit like a Mysterious Dungeon game except that the layouts are not random. One of my biggest issues with the game is that you always have to start from floor 1 of the dungeon, and you don’t do the dungeons in sequence. One quest will be on floor 7 of the Ice Temple and the next will be on floor 11 of the mines, then back to floor 15 of the Ice Temple. It would be helpful to make maps of the dungeons so that you can quickly get through the lower levels.

Each floor has a red chest which can only be opened with keys you buy in town. There are also brown chests which regenerate and give gold, and random items on the floor (like potions or scrolls that cast spells). Monsters appear out of summoning circles on the floor. The combat system is action RPG style where you hit the button to swing the sword. Some enemies have distance attacks, and you can also use spells yourself from scrolls. The number 28 at the top left in that picture shows how many of the current item you have (which can be used with X).

The system is real time rather than the Mysterious Dungeon turn based style. Often you can attack and then move back a space to dodge the enemy’s attack, and repeat. But you can get trapped in narrow corridors and killed easily, and some teleporting enemies are annoying.

One problem I kept running into was not being able to hurt the monsters at all, despite having the best weapon at 100%. The weapon and armor upgrades are pretty limited and don’t increase your attack/defense all that much. You can of course put more points into attack but sometimes even that wasn’t enough. I still managed to progress by simply avoiding the enemies, but this seems like either a design flaw or something I just didn’t understand about the game. You can use magic to defeat some of these enemies but that supply is limited. If you die, you are returned to the town with half your gold.

The dungeons also have a lot of traps, and every floor has warps that send you to different places in the floor.

One thing that is often praised is the number of things you can check in the town for unique messages, but this is just for flavor.

I played up to rank 10, so a little over half the game. The major quests of course involve doing things in the dungeons — some of them are beating a boss, some are finding an item, and others are talking to people on some floor of the dungeon. There are also additional bosses and other things that aren’t part of the main quests. I think some of these are for subquests, some may just be for completion purposes. There is also some kind of post-game scenario.

Looking around at various blogs and reviews of this game, it seems like opinions are fairly divided. Some consider it a bad game, but some really liked it a lot — I guess it probably just depends on whether this style of game appeals to you. I found the need to repeatedly go through the early parts of every dungeon over and over again annoying, but the game wasn’t terrible. It’s just (to me) not quite an RPG.

SFC Game 85 – Mystic Ark

Mystic Ark (ミスティックアーク), released 7/14/1995, developed by Produce!, published by ENIX

Produce!, the developer of this game, also worked on Elnard (7th Saga), Brain Lord, and Nekketsu Tairiku Burning Heroes. Although this is not a real sequel to any of those games, there are some reused assets and similarities. Apparently there was a plan to release the game in the US as “7th Saga II” but it never happened. There is a translation patch, though.

The opening shows six characters being attacked by a spinning square and teleported away somewhere. These are the six party members you can have (in addition to the main character). None of them have any backstory or dialogue in the game; perhaps there was some in the instruction manual? This I think is one of the weaknesses of the game; the party members are just statistics and powers, with no role in the story at all. None of them have any lines of dialogue (the main character is also silent).

Everyone seems to have turned into these wooden figurines in a strange temple of some kind. The main character Kurisu is transformed back into a human. At the beginning you can’t pick up any of the figures, and wandering around the church there are various rooms, some of which are open, that have objects in them. You can interact with a lot of objects in this game in this way:

You will have various options — touch, look, shake, and use items, etc. This adds an adventure-game like element to the game. A lot of things right now can’t be affected, but a fireplace will talk, and Kurisu learns that she’s supposed to get 7 Arks in 7 different worlds. She also gets the Crystal, which acts as the enemy radar (like in 7th saga) and also can warp to different places, but not in dungeons. It also turns out that by going to the ship above we can reach the first world — a world of pirate cats.

The basic flow of the whole game is that you enter a world, solve some problem there, and then find one of the seven Arks. Then you’ll be able to use that Ark in some way back in the main church to open the way to another world. Once you get all seven arks you can go to the final dungeon and win the game.

The battle system is more or less standard. Each character has powers they gain with level ups that do various things (special attacks, defense, etc.) and some of them get spells. One nice feature is that you can see the enemy HP. The main character will soon get a power called Figurine that can transform monsters into Figurines. I never found a purpose for these figurines but I think I didn’t explore optional things enough; there is some monster arena and maybe a place you can trade them in but if you just stick to the main quest there’s no point.

There are two sets of feuding pirate cats but they’ve forgotten why they’re fighting. Kurisu sort of plays both sides and eventually with the help of a witch stops them from fighting…although the world does flood, so that’s not great. Eventually Kurisu comes across a temple that holds the Power Ark.

Now Kurisu can pick up the six figurines in the main room of the church. By using the Ark of Power on one of them they will come to life. Simply carrying the other figurines in your inventory will earn them XP; the person you actually have out seems to earn more, but the figurines won’t fall too far behind. The six characters are Miriene (an offensive magic specialist), Lux (a robot with high defense), Resheene (A martial arts fighter, who I’m using in the above screenshot), Tokio (Ninja), Kamiwoo (beast fighter), and Meshia (healer).

The way the party members work is somewhat frustrating, though. Any time you go back to the church, they return to figurines so you’ll have to bring them out again when you go into a world. If they hit 0 hp in battle, they are returned to the church in figurine form, so you have to go all the way back to the church to get them. If the main character hits 0 hp, it’s game over (back to the last inn with 1/2 gold). This is really unacceptable in a game that has instant death spells from the enemies. I had a number of times where I got a game over or a party member death from full HP having taken only one action in combat (or even zero actions in one case). I used save states to a limited extent because of this.

The second world is a strange “fruit world” where people are building their homes in giant fruits. You have to help them find seeds, get water, and defeat the evil foxes and beetles that are trying to attack them. Most bosses at this stage go down to a pretty easy combination of attack and heal — some of them have annoying heal spells themselves, but they’ll run out of MP eventually. One the final fox is defeated, Kurisu recovers the Ark of Light. This Ark can be put into a weapon to give that weapon a thunder element and increase the damage.

Next up is a children’s world, inhabited only by children and one older woman looking after them. Sometimes you will find hearts in the world which you can take back to the church and put into figurines there to restore the people to the world. In addition, the Arks can often be used on objects — for instance, the Ark of Power may let you lift something you wouldn’t be able to, and the Ark of Light might illuminate something. This is more of the adventure-game like gameplay.

The main problem in the children’s world is that the older woman seems to have made some pact with a Chimera to create this world for the children, but the Chimera wants to use her magic power for his own end. Eventually she rejects him but we have to beat him up to free her from its power.

Once this is done, we find the Ark of Wisdom, which can get a third party member. At this point the boss battles become a bit easier because the Power and Speed buff spells stack, so with a party like Kurisu-Meshia-Resheen/Kamiwoo you can have Kurisu heal while Meshia buffs the third person’s power up to max (and speed if necessary). Meshia can also “compassion” to restore her own MP. I used this strategy on most of the remaining bosses.

Next up is the Machine World, which is all black and white.

There are machines all over the place. Going further through the world we see that another area of the world has no sound, and a third area turned everyone old. All of it seems to be the fault of malfunctioning machines, maybe. Eventually with the help of the scientists Edison and Einstein, we make it into the depths of a large industrial complex where slaves are working to make robots. Here Kurisu recovers the Ark of Fire, restoring the world to normal. The Fire Ark is another one that can be put into a weapon.

Next up is the Wind World, although the wind has stopped and there’s a big giant threatening the land. Here the Ark of Wood is in the first room you appear in but the villagers won’t let you take it until you solve their problem. It’s another world that involves machines; eventually you encounter clones, headed up by the Ancient One. He’s strong but goes down to the buff strategy — he says that some “darkness” awoke him earlier than he should have. We’ve heard hints of this darkness elsewhere.

The next world, the Dark World, is a nice change of pace — you only have Kurisu and the focus is mainly on the puzzle solving, although you do have to fight some encounters. Once again this “darkness” seems to be meddling with things.

Finally there is the fairy tale world, with a bunch of characters from well known fairy tales — the ant and the grasshopper, Cinderella, Pinocchio, the Emperor’s New Clothes, the Three Little Pigs, Little Red Riding hood, and others. Here the “darkness” comes out explicitly, wanting to turn everything into figurines. We have to beat the big bad wolf, help Cinderella get to the ball, and other things of that nature.

Finally we fight the Darkness, and then get the final Ark, as the Darkness retreats to the final area. There are a few subbosses in the final short dungeon, and then the final boss — the Evil Heart. His goal is to return everything to a state of stillness, with no will or thought.

He’s pretty tough but if you use Mirrors to block his spells and then max Resheene’s power and speed, she can Kick with a decent enough success rate to make it worthwhile.

After defeating him, the voice behind the fireplace and the statue that has been giving us hints all game tells us what happened. The church and all seven worlds were created by this being to test Kurisu, as preparation for her entering the world she is supposed to be in. The “darkness” was supposed to be the final encounter, created from the evil in Kurisu’s heart. But it was too strong and it broke the being into seven parts (the Arks). Now that the darkness has been defeated, Kurisu can head to the new world.

During the credits sequence, all the party members are shown returning to their home worlds. Then Kurisu goes through a door of light. The screen goes dark; at this point there are sound effects that I think are supposed to represent a street with honking horns indicating that Kurisu is in our world, but it was hard to tell if that was the intent.

This game was a little disappointing, although not bad. Before I started the blog I would have expected something like this to be a below average game; in fact I would put it in the top third or maybe even 25% of games I’ve played. But the story is rather thin. The individual worlds are interesting and have some fun characters, but I wish the party members had more presence in the game. Also the final reveal is sort of dumb. The gameplay is overall decent, but the way the game deals with hitting 0 hp is annoying, despite the thematic reason for it. The graphics and music are good though, with some memorable BGM.

Next up will be Dunquest, a sort of action RPG game that’s a bit like the Torneko’s Dungeon series but without the random floors.

SRPG Game 71 – Nage Libre: Rasen no Soukoku (PSX)

Nage Libre: Rasen no Soukoku (NAGE LIBRE 螺旋の相剋), released 2/28/1997, developed by Varie

This is a sequel to the original Nage Libre for Super Famicom. Like its predecessor, it’s quite an obscure game that obviously never sold well. Right now on ebay you can get the original super famicom game for $450 and this game for $250, which is by far the highest price I’ve ever seen for an SRPG on either system. So obviously I did not get the game, so without the instruction booklet my understanding of the system is limited — unlike the SFC game there is almost nothing about the game on the Internet.

The story is not a direct sequel to the first game, but has a similar idea. The Nage statue is stolen from a temple near the town’s high school, causing monsters to come into the world. Five high school girls go through a portal to track it down.

The graphics are strangely worse than the SFC game. As with the SFC game this is supposed to be a fanservice game, but compare the in-battle graphics:

The gameplay is based on the first game but they made a number of changes. The movement is no longer on a grid but an open system; this makes it a little difficult to know when you are in a valid space to move or within range of a character to fight them.

As with the first game you use cards in battle, but some changes were made here as well.

Rather than having several rounds in each combat, there is only one. They also retained only attack cards — escaping and defending are now free actions you can take instead of using a card, and all non-attack cards were removed. Instead, there are three basic kinds of attack cards: physical, magical, and special. Certain characters (and certain club choices) are better at magic than physical attacks. On the whole I found the SFC system a little more robust and strategic; it is true that the PSX version avoids the issue where you get into a combat with crappy cards. But that put some strategic value in the original system because you had to do some planning and could not just use the strongest cards you had available. Here I found myself more often just always picking the strongest attack or magic cards, and there didn’t seem to be much of a reason not to do that. The stock cards are also gone (as is money completely).

The game has a lot of magic spells. Some of them can target the units surrounding the target (who are providing support). Others are debuffs/buffs. But the magic system is a bit opaque without the instructions because sometimes I couldn’t cast certain spells and I didn’t know why. The debuff spells never seemed all that useful.

Unlike the first game this does have a clear EXP gauge although characters only level up after a battle.

The club and costume system are back, but they work a bit differently. There are fewer school clubs to choose from, but they have clearer effects — for instance, the cooking club can heal, and the archery club attacks from a distance. I don’t know if the compatibility chart from the first game came back, but on the whole the club system seems better here.

The costume system lets you pick a complete outfit from four options (you get a huge variety of clothing from chests and enemies). However, I have no idea what the purpose of the costumes is. There is no listed in-game effect for them, and you only see the character models on this screen between battles. If you hit the circle button you’ll get a judgment of the outfit, but I have no idea if this judgment represents an actual in-game effect; I made sure everyone was on what sounded like the best judgment.

The story is pretty basic although maybe slightly better than the first. It turns out that students from the Bairin School, led by Kamizaki Kaoru, want to get the Nage statue — her goal was to drive the main characters out of their area so her dad could build a shopping center there. But it eventually turns out she was being used by a guy named Kurosawa, who steals the statue.

His goal is just the usual “take over the world and cleanse it” idea. The ending is confusing — Nage herself appears and uses the emotions of the main characters to restore all the worlds, but then blows up because one of the characters’ purity is too strong. Then the main characters return to their world and get tickets for a Hawaii vacation.

This game is really not worth playing. The first game was OK and the card system at least provided some interest, but almost everything about this game is worse than the first one, and it just felt tedious and boring to play through. Even if you like fanservice bishoujo games the content this game delivers is pretty poor.

Varie soon got absorbed by another company called Layup and so there are no more Nage Libre games, which is probably a good thing.