Skip to main content

Terranigma review

 So, in response to my Illusion of Gaia review, some people told me that Terranigma was that game but better in every way. Considering how Illusion of Gaia had fallen somewhat short of its great ideas, this easily grabbed my attention.

Turns out, the truth is a bit more complicated.

Terranigma starts out great. The initial hook is quite convincing, the protagonist feels a lot more fluid, and has far smoother moves. The "dungeons" in Act 1 are rather simplistic, but this can be easily overlooked, as it is effectively the game teaching the player the ropes.

Act 2 is even better, as that's when the protagonist begins to revive life on Earth, and the player gets grand payoffs from guiding him around. The dungeons are a bit too action oriented for my liking, but it's still fine, they're all mostly well designed for their purpose and are decently fun romps. Unfortunately, the same can't be said for the bosses, which randomly block all use of magic and are designed mainly to waste the player's time.

Then comes Act 3, and, oh dear.

Act 3 is all over the place. It loses sight of the initial premise, and instead has the protagonist meander around the now fully populated Earth. Some moments are still charming in their own right, like voting in fantasy France's first election, but for the most part, the habitations are uninteresting, and the story completely loses its momentum. The dungeons also become a pale shadow of themselves, first by getting long in the tooth, and then by blatantly reusing tilesets and concepts. They even throw in a stealth section there, and it's as good as it sounds, i.e., not very.

Thankfully, the game starts picking its pace back up with the introduction of Beruga, aka Evil Lenin. Everything about his portrayal is sincere, and paints him as a competent mad scientist who's just gotten a teeny tiny bit unhinged. The protagonist frees him from cryosleep, which results in some cool twists, though not without one last bit of tedium. He dies, and the village elder, the protagonist's former instructor, turns out to be evil and the manifestation of the evil earth or something. He too gets his just desserts. The protag gets one final day in his peaceful home village, and the credits roll.

On the whole, I would say that Terranigma suffers from being too overambitious for its own good. I think that with a year or two more of development time, and a stronger console, it could have been a much better game. Still, it's not a bad game. It is enjoyable enough and charming enough to almost compensate for the big bad parts. Both it and Illusion of Gaia could surely benefit greatly from a remake, if it were made meticulously under a bold and clear vision.

Off to their progenitor, Soul Blazer! Hopefully, it will hold up better.

Comments

Popular posts from this blog

About Me

  I am Dev Jyoti Chand, a man of many interests. Chiefly, I like playing video games, specifically, strategy 4xes, strategy RPGs, and adventure games. My favorite games are Master of Magic, Tactics Ogre, specifically the SNES/PS1 version, and Quintessence - The Blighted Venom. I also am very interested in learning about history, especially ancient and medieval history, and am ever curious to learn more about the world. This blog is mostly a grab bag of subjects I felt strongly enough about to dedicate words upon words. Most notable among them are a series of challenge runs of the Star Ocean 2 remake, and a long form commentary on To the Moon. I am not especially proud of the latter, but I think it has some personal value as my first serious attempt at writing a literary analysis, and perhaps you might get some enjoyment out of it. I am ever eager to talk about my interests, and am very accepting of feedback, as long as it is given in good faith. If you wish to contact me, you may...

Caster of Magic For Windows School Evaluations: Sorcery

 Some of you might remember that I had started evaluating the magic schools in this game to figure out their strengths and weaknesses. I picked Nature as that was a fairly straightforward school. The rest...aren't quite so clear cut, but they still have themes they try to convey via their design. Anyway, it's now time for.... SORCERY Sorcery loosely represents the forces of wind, water and most importantly, magic itself. Its summons have great control over water, and it manipulates wind to make units fly and even become swift transports themselves, but by far their most impactful spells are magical tricks that undermine the "rules" of battle. As such, Sorcery very much is the realm of trickery...and it kind of has to be, as it has little power backing it up. When they work, they work very well, netting it amazing rewards and letting it crush its foes with ease. But when they don't , it is in deep trouble. Now, it does have some nifty logistical spells too, and th...

Caster of Magic for Windows School Evaluations: Nature

 Recently, Hadriex made a video  covering combinations of two magic schools in Caster of Magic for Windows(henceforth called Caster of Magic 2, or CoM 2 in short). While it was a good effort, I feel like he didn't go into as much depth as I would've liked: combining schools of magic is actually a very complex and nuanced decision, especially when deciding how many books to use from each school. The choice of retorts also complicates this, as they provide a very significant boost to the early and mid game of several wizards, if picked correctly. And, like most strategy games, the early and middle portions are some of the most significant - if your wizard takes off early and stays strong through the middle, they get a lot more territory and power, which later leads to them mobilizing strong armies more effectively. So, I've decided to take a look at the subject myself. To do this, I've decided to first look at the strengths and weaknesses of each school accurately, before...