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Import Review - Breath of Fire: Dragon Quarter (PlayStation 2)

Overview

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Review

Release Date: 02.18.2003
Platform: PlayStation 2
Developer: Capcom Co., Ltd.
Publisher: Capcom USA, Inc.

Reviewed by Christian Kontul on 4.28.2003
Review Rating: 9/10 User Rating: 7.95/10
There’s apparently a book going around that lists what should and shouldn’t be in a good role-playing game. Chances are, you’ve heard some of its rules recited at least once, but you’ve never laid eyes on the text. If so, you’re not alone; a lot of people know the “must-have” characteristics of an RPG without having read a single page of this elusive guide. Such a valuable resource would do more good with a larger print run, but it remains harder to find than an original copy of Homer’s Odyssey.

It’s not because only the truly elite get to see the book; the explanation is much more simple than that. It’s because no such outline exists. There is no pre-existing list of criteria that an RPG has to meet in order to be considered a classic. This might seem obvious but, surprisingly, it’s easy to find a lot of comments like, “[Game Name] is really fun, but way too short for an RPG,” or “[Game Name 2] puts a unique spin on the traditional RPG formula, but it’s almost too different.” Here’s a thought: if every game stuck to the pattern of doing what was generally considered acceptable, you, your friends, and your family would get mighty bored with this stuff, mighty fast.

Breath of Fire: Dragon Quarter isn’t a typical role-playing game and, as a result, it’s in danger of being overlooked. It shouldn’t be. No one has ever attempted to tell a story the way Capcom does with this game; very few RPGs have a battle system as unique and fun. However, as strange as Dragon Quarter’s Scenario Overlay (SOL) system and its Positive Encounter and Tactics System (PETS) might initially seem, they’re not nearly as bizarre as this series’ history and the path its fifth installment has taken. Previously, each installment was satisfied being nothing more than a collection of genre clichés. Not Dragon Quarter. Perhaps the developers dropped a number from the title because this Breath of Fire is a new beginning; it’s not unlikely. Breath of Fire: Dragon Quarter plays nothing like any RPG released before it.

The concept that will likely have most people scratching their heads is Breath of Fire’s SOL system. This game is remarkably challenging; new equipment and healing goods are scarce, money is limited, each character can only hold a small amount of items, and save points show up infrequently. Beyond that, monsters can wipe out an entire party in minutes if the player doesn’t know what they’re doing. Coming to grips with the Active Points System (APS) during battle takes a little while, and Dragon Quarter doesn’t have a forgiving learning curve. It’s okay, though, because giving up and restarting is all a part of the experience. The Scenario Overlay system allows gamers to play a little, gain experience and acquire more powerful weapons, then begin all over again with powered-up characters. Not only does it give people a better chance at survival, “SOLing,” as it’s called, also reveals more plot information with each additional playthrough. It’s a very cool idea that provides tons of additional replay value.

Any additional time with Breath of Fire: Dragon Quarter is a good thing … A very good thing. Not since Panzer Dragoon Saga has an RPG been so much fun to play. Whether the player is fighting with a group of genetically engineered mutants or exploring an abandoned passage in the subterranean world of Sheldar, hours fly by like minutes. And yes, before you ask, Breath of Fire takes place underground. As the story goes, people are forced beneath the planet’s surface due to a catastrophe that spoils the ground and atmosphere. Unfortunately, life doesn’t get any easier; sulfurous fumes often make settled areas uninhabitable, there’s no natural light source, and odd monsters lurk in the shadows. A government organization called the Rangers helps keep thing safe with constant exploration and patrolling. Ryu 1/8192 is a “Low-D” who is generally given the task of checking into abnormal circumstances.

A side note is necessary at this point. In case you’re wondering, the number after Ryu’s name is his “D-Ratio.” This fraction, which is assigned to all inhabitants, identifies a person and clarifies their inherent abilities. People with higher numbers are typically more influential. As the player gains experience and progresses through Breath of Fire, their D-Ratio goes up. When starting fresh with a better rating, characters will act differently or doors that were previously unlocked will open. It’s just another sweet benefit of the SOL system.

Ryu’s initial D-Ratio labels him as a capable Ranger but, if history is any indication, he won’t amount to much. At the beginning of the game, he’s sent out on his designated patrol. In the process, Ryu has to escort a genic, an artificial being used for labor, back to his headquarters so that it can be destroyed. Even though the mission is classified, a member of the terrorist group, Trinity, shows up and sabotages the hero’s plans. Ryu gets thrown from the train he’s traveling on, which sends him plummeting into a deep gorge. When he wakes up, things quickly take a turn for the worse. He finds himself questioning everything he learned as a Ranger and fighting back against the organization that supported him, all for a quest to make it “Outside.”

Breath of Fire: Dragon Quarter has an interesting plot, but it’s not the game’s focus. There are only three playable characters, with a handful of additional people having substantial supporting roles. None of them receive a lot of development. Nevertheless, Capcom makes it engaging through a couple of means. First, the game plays out like a mystery with all sorts of veiled questions and shadowy figures. Slowly watching the tale unfold before your eyes is really a treat, even if it isn’t especially shocking or original. The translation is rather good, too. The second reason isn’t actually related to the narrative, but it helps carry it nonetheless; the presentation is impeccable. Breath of Fire might not be the first game set in an underground environment, but the creators have gone to great lengths to make it the most atmospheric. Every one of the game’s areas looks like it really could exist underground, with great texture work and fantastic architecture. All sorts of subtle touches like blue-painted cavern ceilings above towns (to simulate the sky) further draw players into Sheldar.

Of course, having outstanding graphics and sound doesn’t hurt. Screenshots don’t do Dragon Quarter justice. You have to see it in motion to truly appreciate its unique style. Backgrounds are rendered in 3D, as are characters, but the models are cel-shaded which initially provides a striking contrast. After seeing how smoothly each person moves, you’ll soon forget any lingering qualms. Character designs are super slick, with a heavy anime influence, and the shading allows the developers to mimic the art perfectly in real time. They all animate like cartoons, too. Breath of Fire’s visuals are among the most impressive on the PlayStation 2, but that doesn’t mean they’re without problems. Most apparent is the rampant aliasing. Individually, the character models and environments are rather stunning. When they’re put together, what results is a jagged mess. Edges become much more defined, thanks to the zigzagging lines that shape them. Slowdown also spoils some of the action, depending on the area. Of the two, the aliasing issues show up more often and, at times, it can be jarring to see. Neither problem affects the game to an extent that ruins the overall experience.

One thing’s for certain; it’s doubtful that anything could sabotage Breath of Fire’s soundtrack. The game could be a turd, but the music would still kick ass. Composed by Hitoshi Sakamoto (Final Fantasy Tactics, Vagrant Story) and Yasunori Mitsuda (Chrono series, Xeno stuff), the score is packed with a variety of songs, all of which are grand. Battle themes are intense and will have blood pumping in your ears, while dungeon tracks match the bleak and brooding mood. When you jump out of your chair after a monster ambushes your party from a dark corner, you’ll curse the beautifully serene music for lulling you into confidence. And you’ll understand what Capcom originally subbed Breath of Fire: Dragon Quarter a “Survival RPG.”

It was stated once, but it’s worth noting again: this is one tough game. Thankfully, Ryu and crew have enough tricks up their sleeves that, if you’re smart and take it slow, you should be able to see the quest through to the end. Breath of Fire’s story and presentation are intriguing, but it’s easy to see that Capcom focused its attention on play mechanics. There’s a lot of strategy and a lot of customization involved. It’s not abnormal to feel lost after everything gets dropped on you in the first hour or so, but with a little patience, it becomes clear and you’ll never be satisfied with another turn-based RPG again.

Dungeon crawling and combat take up a vast majority of the time that a player spends with Dragon Quarter. Battles with regular monsters can sometimes last up to 15 minutes in length; Capcom makes you work for that precious experience and Zenny. But don’t groan yet. A fight with the same enemy could theoretically span only 30 seconds. How is that possible? The answer: Positive Encounter and Tactics System. Through the course of the game, the party will come across various “goods;” status-inducing items, meats (yes, meats), bombs, etc. PETS allows gamers to set traps and jockey for good position against enemies before engaging in a brawl. The most important element to remember, however, is that not all traps work against particular things. For example, humans are less likely to be driven away by a hunk of rotten meat. It’s up to the player to figure out which snare works best for each room, and then attempt to gain an advantage by cornering a monster against a wall or another obstacle, so they’re within attacking range. You see, it’s also feasible to strike at enemies before you enter combat. If so, whichever character hits the enemy gets an additional round to attack.

A party member’s location in relation to an opponent is especially important when entering battle mode, because their movement is limited. If Ryu whacks a goblin-esque creature so that it recoils back several feet, the hero might not be able to exact as much damage during his initial assault. The Active Points (AP) System makes every simple move something worth pondering. Taking a step costs one AP, while three different types of skills run 10 AP, 20 AP, or 30 AP. Fundamentally, the skills are attacks. The catch is that each playable character has a separate group, and they all have to be found and learned. Additionally, the abilities have to be equipped but each person only has a limited number of spaces, with the maximum being three for each power bracket. At times, the quantity may be reduced according to the weapon. Attaching certain skills to different slots allows the player to string together combos during fights, which, in turn, deals more damage.

Although Breath of Fire: Dragon Quarter can be finished in approximately 15 to 20 hours, there’s so much to experiment with that one game just isn’t enough. The SOL system is a magnificent scheme that warrants more than a solitary playthrough, especially when considering the depth and enjoyment that can be found in the Positive Encounter and Tactics System. The combat system isn’t swift and the spells aren’t graphically intense, but it affords a level of difficulty and accomplishment that is rarely found in any title these days. Breath of Fire certainly isn’t for everyone; the steep learning curve will definitely turn some individuals off. Even so, it’s a testament to creative design and a game that warrants at least a look.

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