by Muuu teKi » Wed Feb 25, 2009 6:45 am
Phantasy Star III is so much wonderful potential not really able to be put forth properly.
I think that the battle system, while far removed from the rest of the series, was honestly a pretty cool system not well-implemented. For example, not having a large selection of magic techs, but ones that can be upgraded/augmented for a small fee at a tech shop? I like the idea, but it should be done such that players have only a small amount of total TP through the game. Make SaRes, as the characters level up, nearly able to heal the party to full health. Make it only, say, 5 TP to use! However, give the player only one or two extra TP per level increase, thus making magic use develop in such a way that it's not necessary to micromanage techniques and sort through five or six versions of the same technique either.
Multiple rows of enemies? An interesting idea indeed! What was wrong with this? Not too much, but it seemed to be at the expense of detailed character graphics, which was a disappointment. Would also be interesting if similar arrangements could be done for the party itself as well, which I recall some later Final Fantasy games implementing.
Story? It's something that could have been really interesting and compelling, but the character development fell by the wayside -- with Phantasy Star II there were the bonus text adventure games that aided development of most of the party, even there -- and we're not really clear on the motivation of some of the characters the way they're presented.
Unlike in Phantasy Star II there aren't a lot of people to talk to get acquainted with your surroundings, and there isn't as detailed backstory, it seems to me, on the war between Laya and Orakio as there was for the creation of Mother Brain. Part of what makes Phantasy Star II rather timeless is that there's a clever world design to Mota, and while character driven story is sparse, there's a lot to discover from talking to people and going places.
I did find the general style being different from PSII and IV to be a bit jarring, though it does seem to take at least a limited number of design sensibilities from Palma in PS1, being more fantastical and less mechanical. I also prefer the more moe character designs in the other games to the art direction in the game itself -- oddly that wasn't the case in that one character book, which had the more anime-styled designs.
Multiple Generations? Due to space restrictions I can see why there are only 3 save slots, but it ought to have at least 4 -- one for each ending of the game, maybe more. Again, not a major issue but something to consider for a major remake. The main problem with the multiple generations is that because so little storyline was put forth, the differences at the end of the game are very minor. The first generation was pretty good, and split off into two rather distinct storylines, but at the third they all merged together, especially because they had the same basic goal -- collect the weapons and then go fight Dark Force. Thus an interesting idea that really didn't lead to a revolution in gameplay. Perhaps if more of the final generation could have taken place in areas aside from the Neo Palm, each character going to different places, then it would have been better.
So yeah, great design, bad implementation. Still it's certainly not horrible but looks like crap compared to the other titles in the series, and it's not a vital game to play to get a good understanding of the storyline of the series, especially since it occurs far away from Algol. Did, again, have some cool innovation though in its development. If the information held in the character books was actually utilized in development of a remake though, I'd be all over that in a heartbeat. Yes.
Phantasy Star IV? It's interesting. Those fond of it that haven't played the two Sega CD Lunar titles NEED to do so, since they seem to take a number of cues from them -- they're a bit more upbeat and have less complex dungeons. PSIV can also be challenging if you pretty much never grind (cuts out the extra tedium, in any case), making my main issue with it that it was far too linear in its development.
I also felt disappointed that I couldn't organize the party as well as in PSII.
Incidentally, I miss the Ryuka technique.
Move sig for great justice!