Designed to satisfy those looking for a solid and enjoyable RPG experience.
Full Review
Baldur’s Gate: Dark Alliance 2 Review
By, Ronald Wartow
Backdrop
.hack Part 1 Infection (Dot Hack) begins with a bang. Something disastrous happens to your character‘s real world friend, while innocently playing a 20 million-subscriber base, wildly popular online RPG game (MMORPG), The World. To unravel the mystery of your friend’s misfortune, you become an online, ingame rogue hacker, exploring every corner of The World, even some virus-infected ones.
The hero is armed with the special skills of Data Drain and Gate Hack, and some colorful, talented fellow adventurers to fill the two other available party slots. Different adventurers must accompany you depending on the plot‘s development. You have some control over the others in your party, including upgrading them through trades or gifts. You can play only a single class, Twin Blade. Other characters are from different classes, with varied strengths and weaknesses, from a mage type (Wavemaster) to a bully (Heavy Axeman).
Gameplay
Gameplay takes place in three principal areas – towns, fields, and dungeons. Towns house The World’s servers. There, the player can save the game, buy magic scrolls and useful and unique items, store items, buy equipment, and talk and trade with lots of other players in character online. One town has an unusual ranch to check out, a patent homage to an enduring feature of just about every Final Fantasy.
The town’s Chaos Gate provides instant teleportation to a particular wide-open Field, containing monster encounter hotspots, a mystical spring, treasure, and lots of mysterious food. You enter three distinct keywords, some known at the game‘s onset, and others learned through play. Whatever keywords are entered, the difficulty level of the destination is helpfully revealed. This prevents a low-level party from being massacred. Once the keywords are entered, you travel through the Chaos Gate. (You can enter specific keywords learned to continue the plot, do side quests, or do unlimited exploring. Or, you can instruct the Gate to enter random keywords, and take your chances. There‘s also an option to enter any keywords you wish from a word list.) Every Field houses a single Dungeon. The dungeons, where you spend much of the game fighting for your life, are not overly large in size, and always range between three and five average levels.
Many have compared Dot Hack to Phantasy Star Online Episode I and II (PSO) on the Gamecube. Let us gently discredit this. We feel Dot Hack has far better graphics than PSO. The Fields and Dungeons contain many colorful, over stylized backdrops and settings, including weather effects. Dot Hack’s monsters resemble the beautifully-drawn monsters of the later Final Fantasy’s. Dot Hack’s world is gigantic with a seeming infinite number of locations to explore. PSO’s world is relatively small, and plot is threadbare, with meaningless, though fun, side quests, which instill no enthusiasm in the player. Dot Hack’s plot is deep and complex, with each subplot advancing the story just a little bit further. (Remember though, the end of this game in no way comes close to wrapping up the story, to be completed in the three games to be released later this year.) One visual treat, however, was lifted directly from PSO – the cascading rings that accompany the teleportation of characters to and from different areas.
Combat
Dot Hack’s combat engine can best be described as modified real-time. Much like the action-RPG, Kingdom Hearts, button mashing can be effective to beat monsters. Monster combat icons appear as large yellow twirling landmarks. As you approach, the landmark dissolves, monsters come at you big-time, and, undoubtedly, players will feel a healthy adrenaline rush. Some of Dot Hack’s many monsters do not stand around waiting to be pummeled, rather some you need to catch. Dot Hack lets you turn combat almost into a turn-based affair. The player needs only to hit Triangle in the middle of battle to pause the game instantly. From there the player can give orders to the others in the party, anything from healing someone, reviving another, casting a spell, designating a target monster. Without jeopardizing your party from the hailstorm of monster blows, combat becomes a calmer, more strategic, experience. This will help the many action-challenged. Camera angles play a big role in successful combat. You must be facing a monster to do any damage. As in many games, manipulating opposing environmental elements, like fire vs. water, is a key to successful monster combat.
Dot Hack’s cyberspace setting provides a wealth of Wow-inducing outbursts. The Data Drain option in combat is a great example. When a monster’s approaches zero, the player can Data Drain to reduce a horrendous, gigantic steel robot, for example, into a sniveling, puny monster, easily defeated with a single blow. Data Drain always results in a nifty, rare item or essential Virus Cores so you can Gate Hack areas of The World now closed, but needing investigation. One bad side effect – if you defeat, a Data Drained monster, but a single experience point is earned. One REALLY bad side effect – if you Data Drain too often without giving the skill a rest, you may overload and explode. Game Over. In the case of Boss monsters, Data Drain works the same, but what remains is no sniveling puny monster, but a full-blooded slightly less tough monster. All of this makes for interesting and captivating combat, a large part of the game.
Fresh Features
Dot Hack is replete with new and interesting features that kept us riveted.
To start, the entire background and story of a real world gamer becoming a rascal hacker, penetrating deep into a virus-infected online game, is quite novel. Combine this with Dot Hack’s emulating the look and feel of an online game universe. (Message traffic on the web shows many gamers mistakenly believe Dot Hack is a real online MMORPG, along with monthly fees! No real Internet connection is required.)
Just like in the real word, Dot Hack replicates your excitement level when “New” appears before a popular forum or on your email screen. Some of the game involves receiving emails as the plot develops, as well as new, crucial information surfacing on The World’s Board. (Look out for emails challenging you to a strange game of Tag.) The online game world looks very familiar with a bunch of characters wandering around the game’s towns, with the ubiquitous balloon icons talking typical “trash” to each other, even criticizing “newbies“.
Combat grippingly called for surprisingly strategic decision-making to succeed, not related to the usual attack or defend choices. Do you go for experience and upgrade your character or try for some special equipment or a Virus Core, vital to Gate Hacking? The innovative control of other party members became second nature to us after some practice. The game rewards a player taking chances, like entering a Field or Dungeon rated 5 levels above the player’s current level. On the other hand, the game scoffed at players entering areas much lower rated the their current level, by awarding negligible experience points for victory.
Dot Hack takes progress reports to a new level, by slowly unlocking books that contain much in the way of statistics and information. There’s even a monster compendium with tips for defeating them.
Some might complain about the minimal “Save Game” ability, but we thrived on it. You explore a very hostile cyberspace environment without the facility to save. Only in a server-hosting town is saving possible at the local Recorder. We may be a solitary voice in the Wilderness, but we like this throwback to the good old RPG days. Those of you old enough to remember the Wizardry series, may recall those fingernail-biting multi-combat treks back to the Castle just to save the game. In case you’re really stuck deep in a dungeon, a common item will teleport you to the outdoor field, from where you can simply gate back to town from the command menu.
Many pieces of equipment come with distinctive powerful attack, healing, and status skills, essential to combat dominance. The player must tradeoff whether to equip something that will raise defense or offense or something less vigorous that lets you use a powerful skill. Trading is the most successful way to upgrade equipment.
In a first, Dot Hack comes with a 45 minute anime video. This gives some great background on what’s going on in The World, as well as provide clues for completing the game. In a nice twist, voiceovers for game speech can be set for Japanese or English presentation. Listening to the authentic Japanese voices really keeps you glued to the game.
Though some may scoff at what follows as meaningless, we liked the game’s unlocking of some nifty new “toys” to like, some only available when the game is cleared. You can unlock many different background music play lists. Tired of creepy tunes, just switch to something more upbeat, or futuristic. Just like real world gamers, who constantly change their desktop wallpaper, new and different wallpapers are unlocked along the way. Some are concept art of characters, while others are full blown anime renditions of the characters. This makes for great fun, and seems to pump additional energy into the game. As you progress over a dozen special cut scenes or movies will become viewable after defeating the game.
Though Dot Hack’s extras and new wrinkles enhance the RPG game experience, much of the gameplay will ring true to those who enjoy RPG‘s. Expect plenty of exploration in a huge 3D world, frequent monster combat, tons of treasure to earn and discover, upgrading your character’s weapons and armor, and needing to level before tackling pivotal story dungeons. The status screens for the characters and all equipment are well laid out and easy to grasp.
Time for Completion
Game length in hours always concerns many purchasers. A short RPG normally takes a lot of flack, and many online are asking about Dot Hack‘s time for completion. (Some have questioned whether Bandai should have released a single 80 hour game for $50, rather than four 20-hour games for $200 for a single story. This matter is beyond the scope of this review, but our high opinion of this game as a standalone is obvious.) Our experience, playing the plot without doing side quests or extra exploration, is in the 12 to 15-hour range. Players side-questing and extensively exploring, aside from the main plot, can expect to spend 25 hours to complete the game. You can even continue to advance your character, after game completion, to get a jump start on Part 2 due in May. In the next game, your character can be imported from Part 1.
Furthermore, imagine trying to explore every nook and cranny of the fields and dungeons accessible by a large number of 3-word combinations. Doing that would put the game in the 50-hour range, if not more. However, at a certain point, new items dry up, and a single experience point is earned for any defeated monster, no matter how tough.
Shortcomings
While, as is evident above, there is much to recommend in Dot Hack, certain concerns to varying degrees deserve mention.
From the “Why oh why did they leave this out?“ File. Pregame game board traffic and information about the Japanese version released months ago had many salivating for replaying the game in “parody” mode. This mode apparently converted all Dot Hack’s game world characters into satirical comedians. Sorry to say, this highly-anticipated feature is missing from the version released here.
The game requires massive amounts of button pressing. Every item or treasure uncovered from combat victories or exploration (opening chests, searching expired adventure remains, collecting food for Grunty’s, as examples) must be confirmed with a button press. When there could be 50-100 such occurrences in a single dungeon or field, over the course of the game, finger cramps seem inevitable. Baldur’s Gate: Dark Alliance also required lots of bashing for buried treasure and chests, but the items literally flew into your inventory, a much better way to handle this.
The manual is woefully terse and lacking in some crucial information and guidance. While the ingame tutorials fill in many of the gaps, one extremely important gameplay feature is missing from both the manual and tutorials – instructions on control your characters directly during combat.
Final Word
We got a kick out of Dot Hack. The feeling of “just one more dungeon” dominated our lives for the 3 days to completion. The engaging environment held our attention without much effort. The strategic nature of combat, plus the convoluted plot kept us going for hours on end. The constant unlocking of both frivolous and important gameplay features created a “what’s next” anticipation. Now, if I could only read Japanese better, Dot Hack Part 2 is already out in Japan!
Final Grade: B
Baldur’s Gate: Dark Alliance II is an enjoyable sequel to its popular hack and slash RPG ancestor both in story and gameplay. Escalating the 10-15 hour, 4-chapter, relatively linear gaming experience, five diverse-class and appealing characters are now available for adventuring from the start each with its own set of missions, and a new-fangled item-making workshop lets the player create powerful, exotic items. The game can be played either in single-player or two-player cooperative mode, but not online. This review is of the PlayStation 2 version which, I expect, is very similar to the XBox release. (See the Reviews Section of this site for a Baldur’s Gate: Dark Alliance review.)
Dark Alliance II picks up from and replays the climax of Dark Alliance followed by many continuing references to what has happened. This adequately informs a player new to the series, or one who did not complete the first game. (Contrast this to the .hack series where starting with a sequel leaves the player without a clue as to what’s going on.) Because of what happens at game onset, none of the original three characters is available to adventure in this game. (Two hidden characters are there for the unlocking upon successful completion of the main plot.)
Gameplay
Dark Alliance II practically mirrors the hack-and-slash original as far as gameplay is concerned. Especially important is that the game holds strictly to the appropriate D&D rules set, and emanates the feel of a fantasy RPG. There seems to be more to do and more things to find over Dark Alliance. A handy world map is a welcome extra. (The convenient two mini-maps views make a return appearance.)
The game features a host of gameplay and story improvements over the original.
Characters are no longer just standard fare as in the first game, and there are now 5 as opposed to the original 3 – Necromancer, Barbarian, Cleric, Monk, and Dwarf. They have appreciably more original feats and wonderfully-graphic spells. Consistent with the D&D universe, there are passive feats that do not require player triggers, like Armor Proficiency, Combat Reflexes, Accuracy, and Willpower common to all characters. Then, there are the active feats, easily mapped on the controller for quick access, a few of which are Barbarian Rage and Power Attack for the Barbarian, Spinning Strike and Sweep Attack for the Monk, Animate Dead and Flame Arrow for the Necromancer, Hail of Bolts and Smokepower Bomb for the Dwarf, and Protective Ward and Spiritual Weapon for the Cleric. Better yet, the feats become available through the completion of the main plot and side quests, in addition to the normal leveling process. (Players must complete all the side quests desired before moving onto the next main chapter, for return is not available.) Finally, many of the more advanced feats unleash devastating combos on the monsters in terrific graphic animation.
Depending on what character you choose, the set of missions changes, including accessible NPC’s. Though this sounds like the game is non-linear, in fact, it becomes linear for each different character. Of course, the choice of character dictates your fancy – charge through the game as a ruthless barbarian, or conjure a familiar and pound the enemy from two sides, with the necromancer.
Melee attacks have been increased from the simple two in the original game. My particular new favorite is two-weapon wielding. The game’s environments are striking, wide-ranging, and each one emits a “believable” RPG ambiance. Game controls are fluid and easy to learn. Up to 4 active feats can be mapped to the main console buttons in combination with a shoulder button. Weapon switching is a breeze with the D-pad, so there’s no need to continually reenter the menu system to accomplish this in the heat of battle.
Probably the biggest new feature is the Item Creation Workshop. This is just another option to the single Trader in the game just conveniently standing on a Baldur’s Gate street corner. The number and types of magical and heavy weapons, armor, and accessories is staggering. There’s plenty of room for tinkering with the items available for this upgrading. You must start with an item of a sufficiently high level in quality. From there, you attach rune stones, which house gems found in your travels. This turns, for example, a Remarkable Short Sword, into a Sword of Flashing Fury with 5 times the power of the mundane original. Another feature of the Workshop is the ability to break down previously crafted items to forge newer ones. Forgot to mention, Workshop services are not particularly economical.
Heaps of extra potent and multitalented D&D monsters not seen in the earlier game populate Dark Alliance II. The first monsters you must vanquish are pure cannon fodder about as powerful as a stalk of wheat. From then on, you need to make many strategic decisions about how to handle certain monsters, particularly the bosses. And, speaking of bosses, there seem to be more of them in Dark Alliance II.
Character level pacing is still excellent. I never felt I was totally overwhelmed. The few times the dreaded “Game Over” sign appeared normally resulted in just a single redo of the battle that caused the untimely demise. Because of this, there’s very little tiresome leveling that is necessary or even available before tackling the next clear-cut area of the game. Moreover, the leveling is accomplished through the side quests.
Bottom Line
Because each character has its own set of plot missions, several side quests, and escalate in strength so differently, the replay value of Dark Alliance II is tremendous. That escalates the 10-15 completion time to 100 hours if you want to play with the 5 starting and 2 hidden characters.
The new and varied characters and the Item Creation Workshop especially add a fresh feel to the game. All this is true while maintaining everything we liked about the original.
Final Verdict: 87%