Illusion of Gaia from Enix is one of those games that can't quite be
called an RPG, but it's not strictly an action game either. You play as
Will, yet another young male hero with messy hair. You don't have a party
for traveling or battle, but many friends play a continuing part in the
story and follow along with you on your journeys. The story is very
important to the experience and progression of the game, and Will is one of
those rare heroes who actually talks to other characters instead of only
nodding or just standing there. During conversations each character has a
different color of text, so they're easy to keep track of.
The gameplay in general is similar to another old Enix game, Soul
Blazer. In fact, some of the sound effects are exactly the same and the dog
Turbo even makes a brief cameo appearance. You open up new areas by
destroying every monster in the preceding area, and a door or stairway will
appear. Each enemy leaves behind a silver orb which contributes toward an
extra life once you've found 100 of them. You also power up by clearing
areas of monsters, but this only happens once per area. So you can kill
everything in a room and increase your stats, then exit, return and clear
the area again, but nothing will happen. You have to reach a NEW area and
clear it to gain more strength. This means you can only power up at fixed
intervals, making it impossible to get disproportionately stronger than
your enemies, and this is part of what makes the game feel very linear. You
have to do certain things at certain times, and there aren't really any
options.
Though the story can be enjoyable and charming at times, it's
also vague and the plot jumps around a bit too much. For example, after
freeing slave laborers from a cave you suddenly remember your inventor
cousin Neil lives nearby, and he takes you to the desert where you
accidentally find a secret warp to the Sky Garden, but you fall off of it
only to be rescued by Neil's plane, etc etc, and you never really have much
choice in what to do next. There are even points where someone asks a
question and if you give the wrong answer they just ask it again. "Should
we go to the desert?" "No." "Don't say that! We're going to the desert!"
Why did they even bother to ask me? Much of the plot seems to have nothing
to do with the game's main premise, which is that darkness and evil are
approaching the world in the form of a meteor, and Will must collect six
Mystic Statues and go to the Tower of Babel to learn how to avoid doom. So
the somewhat jumbled plot elements simply result in Will finding the Mystic
Statues.
Because Will is special for some reason, he can see invisible portals
to Dark Space, where Gaia - or at least a talking statue of Gaia - will
heal you, save the game, occasionally give you new abilities, and let you
change into Dark Knight Freedan and later an ethereal warrior named Shadow.
Who these alter-egos are and why you can change into them doesn't become
clear until the end of the game. The final battle is pretty spacey and
would seem more appropriate in a Phantasy Star game than here, and the end
boss seems horribly difficult until you figure out what to do. Then it's a
piece of cake. The game has its moments, like setting sail on the Aztec's
golden ship, or being lost on a raft at sea for 28 days with your love
interest. From beginning to end it has a simple and lighthearted storybook
quality, and I enjoyed it for that reason. Though it doesn't have the depth
or options that a regular RPG would have, it's another pleasant way of
spending time with your Super Nintendo.
ruptopack@moonman.com