Publisher: SCEA
Developer: Cattle Call
Release Date: 06/25/2003
Available Exclusively On
As a child, I remember seeing this game everywhere. Every store had ads for it, BlockBuster always had it rented it out, and TV commercials for it were constant. What turned me off was the turn-based strategy aspect, and the graphics did not look that great even for their time. Arc the Lad was a new IP for the West, as the first three PS1 games never had a localization. I remember everyone raving about the story and characters, but I also knew the game was going to be very long and hard. That part was not incorrect.
You play as two characters in this game. You alternate between Darc, the Deimos, and Kharg, the Human. The plot itself is rather simple, but Cattle Call did a commendable job of trying to enrich the story with lore and fill the world with life. The story revolves around the basic concept of humanity polluting the Earth and never being satisfied with their achievements, always seeking more. It is similar to many Studio Ghibli films of the past, with stories of pollution and the need to love the planet more. There is also a fight over the balance between light and dark, and how one can’t exist without the other. Tribes and groups of species are constantly engaged in conflict with each other. The Deimos, the humans, the Drakyr, and numerous others engage in constant conflict. Everyone wants the five spirit stones, created a millennium ago, to gain the ultimate power. Thankfully, the story involves the characters quite a bit and fleshes them out, and I actually really enjoyed it.
The battle system is a different story. After the first couple of hours, most people may shut the game off. The story doesn’t really pick up until a few hours in which is long past when the combat can get on your nerves. The game is a turn-based strategy, but you move within a radius. Each character has an attack range and can use magic in the form of spirit stones. When a character has an aura surrounding them, you can unleash a combined power attack, but it requires proximity to another character and occurs automatically during an attack. Battles are slow, dull, and rather boring. The attack range never makes sense. Characters equipped with guns are limited to shooting only a few feet ahead of them, and retrieving dropped items consumes your movement turn, thereby limiting your action options. This significantly impedes combat and necessitates constantly grouping your characters together.
I also don’t like that there are auto-battles on the overworld map. This is the only time auto-battles occur, but unless you need to grind, you must wait for the battle to load, wait for the condition message to disappear, select your characters, enter the battle, wait for the camera to sweep, then retreat. There is no retreat option in the pre-battle screen, which makes no sense. Battles are also heavily unbalanced, ranging from dull and easy to a barrage of them with no save point or store in sight. There aren’t many bosses in this game, but most of the battle conditions just require you to kill everything. Given that this is a strategy RPG, this approach seems illogical. It would make more sense to be a traditional turn-based RPG like Final Fantasy. It would help if there were alternate win conditions to easy the difficulty or add more strategy to the game.
The dull and dated visuals also detract from the game. The black voids and incredibly basic visuals clearly mark this game as a previously-in-development-for-the-PS1 game. No lip-syncing, terrible animations, blurry textures, and flat, dull environments plague this game. The towns feel void of life and are super tiny. Additionally, the voice acting is scarce, and what is present is mediocre at best. There is a significant amount of written dialogue and extensive reading. Sometimes I would go 15–20 minutes only reading dialogue in between fights. There is no exploration of the area. Outside of two object hunting quests, there are no side quests, and the armor and weapon system is odd and strange. There is just nothing to do outside of combat and watching cutscenes.
Instead of receiving brand-new weapons as in other RPGs, you receive weapon parts. You can equip up to three parts of armor and weapons to adjust various stats such as health, dexterity, and the usual stuff you find in JRPGs. Winning battles earns you gold, but enemies can also drop them, resulting in a wasted movement turn. Only chests can be found in the levels towards the later fourth of the game. Some dungeons are a little labyrinthine and frustrating to navigate, too.
Overall, the game has a story with a lot of heart and soul, and the characters are great despite the elementary writing and cliche personalities of the main heroes. There were a few plot twists, and I was pleasantly surprised by some of the turns the story took. However, this all comes at a heavy cost. The combat is dull, boring, and slow, and the difficulty is all over the place. The graphics are awful, flat, lifeless, and dated. The voice acting is barely passable, and some may hate the dozens of hours of reading. However, the game does have the world’s lore fleshed out, and you feel a part of it, and it feels alive. There are books to read, characters to get snippets of lore from, and it all feels like a living and breathing world. Visually, the game fails to capture this essence, which is truly disheartening.








































































































Yep! The fact that I forgot about this game until you made a comment proves that.