Impression


Check it out, guys, Custom Systems. And Squaresoft.
The above two screenshots fairly well summarize all of the hype surrounding
The Legend of the Philosopher's Stone, the hype that
surrounds it, and what it has to offer: a straightforward RPG with
a neat battle system, a menu system that does a whole lot of very
ordinary things, a markedly generic style, and such a heavy Squaresoft
influence that one would be hard-pressed to believe this wasn't one
of the Final Fantasy 6 ROMhacks that were so popular a few years ago.
As far as Indie RPGs go, this is a game where one can't go particularly
wrong in any area. At the same time, there are also so many areas
where one can't go particularly right, either, and the end result
is the epitome of a higher-than-average RM2k3 experience.
For those unitiated with the scene, I'll give a brief explanation
of why this game's battle and menu systems are so notable. It is made
with the program RPG Maker 2003, which is essentially an engine for
SNES-era RPGs that comes with a handful of basic template of a game.
While some people make use of the Run-Time Package stock resources
and the default code, these games tend to be not-so-good and not worth
the player's time. Legend of the Philosopher's Stone
uses none of these packaged utilities, and instead features a game
whose resources and code are completely "new" to the engine
(more on this later). In short, LiteArc has spent dozens of hours
toiling away to rebuild a game engine from the ground up to create
something very smooth, functional, unoriginal and slightly cumborsome.
In terms Indie Developers will have an easier time understanding,
what I mean to say is: FRIGGIN CUSTOM SYSTEMS! At first glance,
one will come into this game thinking its battle system is the coolest
and most innovative thing around, and in many ways, it is. This is
because of the magic of the CR system. It has no magic points or skill
points of any sort, and rather, using your special abilities will
delay your next turn by a longer period of time than a basic action
would. Furthermore, attacking or defending will delay you next turn
less than a less aggressive action like trying to escape. In short,
complicated actions take longer to execute than simple ones, and you
get to use special skills in the random battles. These things are
cool. If there is a single reason I would tell someone
to play this game, it's because the CR system is amazing

If I were a program function, I would definitely hit
on the CR system, because it turns me on.
That is not to say, however, that the combat system is revolutionary
or that the battles are by any means thoroughly good. Other than the
CR system, the battles here are pretty much what we've always seen.
You can attack, defend, use items, attempt to escape (which, appropriately,
is a pain in the ass because it never works and adds a ton of CR to
your counter, AND only one person escapes at a time),
or blast the enemy away with your overpowered magic spells. The way
CR is allocated is unbalanced in various ways, particularly in the
case of magic, where Christy was able to deal 900 damage per round
with a level 2 spell (unfortunately, I have lost the screenshot that
proves it). This is a huge balance issue, since my other characters
were able to deal no more than 300 damage in the same round. Enemies
will die in one hit from magic, which is less than twice as slow as
normal attacks, whereas the meatiest physical characters will require
about six hits to take down a typical opponent. And, towards, the
end of the demo, I would win every fight in one round simply by casting
one very powerful spell on the entire enemy party. If this were Final
Fantasy 7, where being overpowered is the norm, this wouldn't be such
a problem, but up until the point where the player is given the oppoertunity
to learn some really powerful magic, the game is very, very tough.
This lack of balance, combined with a host of petty annoyances that
made the game a chore at times, almost lost my interest as a player.
The Legend of the Philosopher's Stone is plagued
with little design slips that poke holes in the battle system. For
one, the encounter rate is far too frequent in some areas. More importantly,
there is a serious lack of variety -- all but one or two monster encounters
consisted of three enemies who had about the same number of hit points
and generally behaved in exactly the same way. There was a specific
pattern I followed for all random battles, and I deviated from that
ONLY in boss fights (and in perhaps four or five
random encounters). And, though this is obviously an intentional inclusion,
the enemies always get the first move. This means
that even though my party could slaughter the entire enemy party in
one round, I would still have to heal afterwards. It was a cheap gimmick
to create the illusion of real challenge that I saw through fairly
quickly.
Not all is bad with the battle system, however. It,
for example, represents the greatest bulk of the original resources
provided for this game (which, other than LiteArc's programming, are
nearly nonexistent). These come in the form of dozens (?) of frames
of animation for sprites during battle. Unfortunately, not all of
these frames ("poses," in community jargon) were drawn by
the author, and it shows. Some I recognized from QHeretic's 2000 release
Kindred Saga, and others I recognized from the SNES game Treasure
of the Rudras. The animation done by the author is painfully obvious,
as it is enormously less fluid and a great deal more awkward looking.
bad character animating aside, the animations for skills were all
loud, violent, and very-cool looking. I'm not sure which game they
were adapted from, but they were well-implemented and all looked very
cool (except for the enemy skill Blood Bite, which was a leftover
from the Run-Time Package; just goes to show you this game can't do
anything 100% right). And, despite all the flaws, and the times I
just had to shut off the game in abject frustration, the battles were
extremely fun. The CR system is a simple and effective inclusion,
and the graphics, though for the most part balatantly stolen from
Final Fantasy 6, where crisp and attractive. The key word here is
fun. I had fun hacking my way through the hundreds
(yeah, that's right) battles this release has to offer, and so will
you.

You might be thinking I'm casting a fire spell, but really I'm
not.
Either way, these were fun battles, and I did like magic system,
because Final Fantasy 7 was, and still is, a good game.
Much of this fun is due to the magic system that I have already mentioned
earlier as being too powerful. Does anyone remember Final Fantasy
7? That's pretty much what we're dealing with here. You can collect
orbs, and then the characters can "draw" spells out of them
with ability points that they have acquired. Afterwards, these spells
can be equipped to four slots made available for them. It's a slightly
modified materia system that copies everything down to the spell names
(my favorite spell in Legend of the Philosopher's Stone was
Firaga, followed closely by Stop, Cura,
and Esuna, which all tie for RIP-OFF). Regardless, it added
just the right amount of customization to keep me fighting. I paid
attention to how much AP each enemy was worth, and got excited when
I'd fight the monster group in the area that provided the most (which
was usually, for better or for worse, one of only two or three). And
when I learned a new spell, I was excited to use it, the same way
I was excited when I'd find a new orb or when I had a new character
I could customize differently. Unfortunately, as I've said before,
the magic is way too powerful, and I think that it might be too "cheap."
Much of the excessive power my spells possessed I'd bet was due to
the fact I was casting the most powerful series of magic near the
end of a game that ends with "part 1." All things considered,
I did like the magic system, even though I don't respect it or admire
the authors for how it was implemented.
There's not much more to say about the menu system. It does all the
basic things, like inventory management, item usage, equipping of
items, et cetera. If you have ever played any RPG before, absolutely
nothing will be new to you here. Or, specifically, if you have ever
played a Final Fantasy game. This game's menu setup is so similar
to Final Fantasy 7's it approaches blasphemy - you have three characters
in your active party, each of whom can equip a weapon, an armor, and
an accessory, who use Hi Potions to recover their hit points,
and draw Thundara and Haste spells out of orbs they
find laying around in convenient locations. Huge props go to LiteArc
for getting it all working, particularly the inventory management
portion (since I know from experience it's a real pain to manage dynamic
lists of items like an inventory in an RPG), but it's all so generic
it seems like a wasted effort. This feeling is amplified by the notion
that the included menu system with the game engine is nearly identical,
albeit less attractive or neat, which is reason for a new menu system
enough.
Of course, this game has battles and it has a menu system, since
it is an RPG. But it also has maps, right? And a story? And all those
other things?
Excellent maps. Just great maps. |
The maps are superb. Predictably, nearly every single
tile that these maps were built with is taken straight out of
some Squaresoft or Enix game from the mid-90s. And a little bit
of REFMAP. Basically, what you're going to find here is a lot
of graphics that you've seen before, whether or not you play a
lot of RM2k3 games. But the maps are superb, and there is absolutely
no question of that. There are a variety of tiles, and they're
all mixed judiciously and used expertly. Nemesis continues the
growing trend in the Indie community of ripping graphics from
SNES RPGs, and implementing them more skillfully than the parent
material. |
Of course, this wouldn't be Legend of the Philosopher's Stone
if Nemesis didn't screw something up, and he certainly did. There
were a huge number of tiles that were on the wrong "layer;"
where I'd walk under a railing, or through a roof, or be standing
in front of a chair with the back of the chair somehow being over
my head. They are minor bugs, but once you catch one, it ruins an
entire map. The suspension of disbelief is destroyed, and everything
starts to look fake. It may seem like I am nitpicking here, but I
think that the layer issue was a serious enough problem to warrant
an entire paragraph (even though my review tend to be so long they
throw out paragraphs like free condoms in South Africa). Don't get
me wrong; I am not disappointed with these maps in any way. I'd compare
it to titles like Abstract Paroxycysm and Solar Tear in terms of mapping;
just a step away from the best.
These thumbs are smaller, because they are uninteresting.
Basically, just a few screenshots of random map bugs I'd found.
I really appreciated the little bits of animation
during map exploration. I'm pretty sure they came from QHeretic's
frames from Kindred Saga, since the main character in this game was
also the main character in that game, and they're based on templates
from Final Fantasy 6 anyway, but either way, the sprites looked good
on the map screen. They had been editted to make them look like they
were running on the map, rather than walking ridiculously fast, which
tends to be the trend with games done in this engine. They would also
jump down from a ledge, crouch down to open a chest, or climb up a
ladder. These sorts of tiny environment interaction details can really
add a lot to a game, and they did so here.

Look, he's laying on the bed. Usually, in RPGs,
heroes have a fetish for standing on beds. Either
that, or the animators suck. Also: why is there light
pouring in on the room, but the floor is shadowed?
The Legend of the Philosopher's Stone carries a
story that, appropriately, does not disappoint but does not excite;
primarily because it disappoints so often and excites so frequently.
There a few scenes, like the one in the forest at the campfire, that
were positively beautiful. Two of the heroes sat, worrying about their
friends, making jokes about their idosyncracies in a desperate cover
to stay happy in an unhappy situation. At other times, such as when
the main character suddenly decides it's okay to commit murder as
long as it's for the personal good, were extremely mediocre. The characters
often seem to be acting in the interest of the plot, rather than in
the interests of the writing. Every choice seems to be made for the
sole purpose of keeping the plot moving on, which is only believable
half the time. At other times, it simply seems like Nemesis needed
yet another dungeon idea, which was probably the case. This is especially
clear near the end of the demo, where the party makes a certain decision
that is quite of character and seems really silly. However, I suspect
that once the plot develops a bit more, in the next release, it may
be a lot more complicated than it seems, and I am giving Nemesis the
benefit of the doubt here. If my suspicions are confirmed, then it
may turn out the Nemesis is a much better writer than it seems at
first glance.
The characters themselves were a mixed bag, but weighed in on the
side of being better than worse. Most of the characters had distinct
personalities; particularly the ones that were in your fighting party.
Fausto consistently delivered aggressive, random lines, while Kris
was quite macho and the central character never let up his indecisive
act. There are a total of 15 characters in your "group,"
about 9 or so of which are actual fighting characters, and most of
them had a fairly prominent role in the demo, each fully equipped
with factory-installed distinct personalities. This, much to my chagrin,
means everyone always wants to get their two cents
in, which could be infuriating at times. Many of the cutscenes degraded
to dialogue-fests where the sprites wouldn't budge an inch and all
the characters would try to be as absolutely verbose as possible.
Sometimes, I really didn't feel like reading that much, especially
when the event didn't seem particularly important.
Perhaps the worst moment of the game's plot is the very beginning,
which the author has since pledged to completely rewrite due to an
enormously negative public response. Basically, the introduction is
lifted straight from the pages of Chrono Trigger's script, right down
to the quiet, scrolling helicoptor shot of a town at the beginning.
It even has bird sounds, if I remember correctly. And yes, the hero
is laying in bed, and yes, that map is a graphic taken from Chrono
Trigger in a room built out of Chrono Trigger tiles.


Chrono Trigger was, and still is, a good game. This game, on the
other hand, is not Chrono
Trigger. With screenshots like these, though, you'd never be the wiser.
I had a huge pet peeve with this game's music: half
of it was written by Yasunori Mitsuda! This really irks me, since
the tracks were taken from games like Xenogears, Xenosaga, and Chrono
Cross, which not only are some of my favorite games but also my favorite
soundtracks. Tiles and sprites are one thing; they're like pieces
of the whole, and a developer can make an original
maps out of unoriginal tiles. Music is another story, however, and
if I can easily recognize the source of a particular piece of music
-- and if it's one of my personal favorites -- it really detracts
from my gaming experience, and did so in several instances as a I
played through this game. I really did enjoy most of the musical selections
throughout the game, as they wer appropriate, good, yadda yadda yadda,
but the Mitsuda stuff came off to me like an attack on something sacred.
This is probably due to the fact that Mitsuda is my hero. Results
may vary.

I wonder if I enter the one of the right I get to fight
Lavos with just my main character.
Technical
Graphics
There weren't any particular innovations in terms of graphical presentation
in this game, but there were a lot of typical things that were done
well. A few light overlays were used on the maps to make them look
more full, and it was done tastefully so as to make the maps look
nice and not cheesy (as overlays often do). There were a surprisingly
small number of general graphics glitches, considering the number
of tilesets and the enormous depth of detail, as well. There were
a few uses of more detailed animation while on the map, which all
worked and worked well.
I want to note the battle system here, since it really pushes a lot
of graphics through and does it with style. There are no weird, random
graphical glitches in the battles, which is definitely a plus. I was
expecting at least one, but I can't remember any. Every animation,
damage readout, and target flash comes off without a single hitch.
Overall, I think the accomplishment in the technical side of the graphics
department is not that anything was particularly creative, but that
everything worked so smoothly and was so well polished.
Code
I've covered my thoughts on the menu and battle systems above, but
I didn't really explain just how well everything is programmed. The
battles would lag occasionally, but I think that's because I'd always
have Trillian running, and Trillian does weird things when I first
get messages. Overall, however, I did not encounter a single bug in
a single fight. The battle system was pushing through a lot of lines
of code, and it didn't hiccup a bit. This is extremely impressive,
especially considering the difficulty of performing actual programming
inside of the confines of the RPGMaker interface.
The menu system also worked very smoothly and was extremely satisfying
to me. There were a lot of items, pieces of equipment, and orbs to
collect, and the modular nature of LiteArc's programming handled it
all extremely well. I was particularly impressed with the item menu,
which handled a dynamic, sorting list of items, like one you'd expect
to see in a Final Fantasy game (the inspiration here is clear). You
could rearrange things how you liked, have them automatically arranged,
or even leave big gaps in your list. Neat. I also liked the game counter,
which I understand takes a little bit of extra work to pull off in
RM2k3.
There was only one (1) critical bug in LiteArc's code, and that had
to do with cutscenes, so I suspect it's really Nemesis' fault. When
a cutscene would change the members of my party, it would not always
change the skills my characters had equipped. This means a character
who had not learned Firaga could now suddenly cast it, even though
they had not earned that ability yet! While I personally did the dutiful
thing and unequipped the skills so as not to be one who takes advantage
of glitches, it represents a big, open bug that needs to be fixed.
Sound
Nothing really interesting. There weren't a lot of atmospheric sound
effects or anything, so nothing that I could analyze from a technical
standpoint. The music would often have looping issues, though, which
was probably caused from using mp3s from a soundtrack release. Like
a track would loop, fade out at the second iteration of the beginning,
and then start playing again. Other than that, there's nothing special
about the sound effects other than what one would expect: the click
of a door latch, the creak of a treasure chest, or the giant swooshing
sound effect usually associated with people who wear suits of armor
when they jump.
Artistry
. . . and this is where The Legend of the Philosopher's
Stone falls flat on its face. For all its other merits, like
the custom systems, the pretty maps, the amount of animation, the
passable plot, the rich cast, there is nothing expressive or beautiful
about this game. Everything about this game is trite and done-before.
While it isn't boring, it isn't specially fun, either. The story is
sort of well-written, but it delivers no touching or profound message
of any sort and has no overtones. The characters are diverse and believable,
but they satirize noone and serve as no sort of allegory. If anything,
the cast in Nemesis' release advertises that High School kids are
in general mature and brave, which is exactly opposite of the truth.
From a technical standpoint, The Legend of the Philosopher's
Stone is a by-the-numbers, bread-and-butter, popcorn style
role playing game presents you with a simple premise
and invites you to fight simple battles as you troll through simple
dungeons and read simple dialogue. This is the sort of game that results
when the author tries to cater to everything the target audience asks
for, and in the process loses sight of any particular vision he may
have originally had. The fantasy world the characters are in is generic,
their cause is generic, their weapons are generic, the overall game
design is generic, and their spell names are from Final Fantasy. There
is no artistry to the gameplay in any sense, since it plays like a
mishmash of the features every RPG fan has played in games before
and enjoyed.
Basically, this is a game that you will play, and you'll probably
like it, but there are a lot of things you won't like and you probably
won't remember it for a very long time. It's extremely straightforward
and uncomplicated, and will be fun since it has all the right ingredients
for a fun game. The only thing it's missing is a bit of creativity.
It's really very unfortunate, since a title like this has enormous
potential, but I feel that it hasn't been realized because everything
about it is just so damn been-done-before.
In simple terms, Legend of the Philosopher's Stone
has the same soulless, produced feel as a typical Hollywood summer
blockbuster or a game produced by an extremely large team.

This is what happened to The Legend of the
Philosopher's Stone's soul. Game over, dude.
Play or Not?
Play. For what it's worth, it's a fun, well-put
together game that isn't missing anything except for a personality.
Reviewer's Notes
Start 11:21 PM, April 12 2005
- The opening is very quiet, that I like
- Opening: Hahah . . . Crono Trigger, anyone?
- BAD: I hate the jump sound effect
- GOOD: Of course, the menu system is very crisp and yummy
- BAD: Should have comma in ". . . and after that, summer break
baby!"
- GOOD: I like the way the names for areas shows up. Something about
it is just so cool.
- VERY BAD: Yasunori Mitsuda is my hero, and ripping off his music
is quite sinful to me. Also, the music does not loop smoothly at all,
since it fades out.
- BAD: Prof's facepic is ugly.
- WEIRD: Why is the main character wearing armor . . . ?
- SILLY: The fair looks kind of like a washed out, lower-budget version
of Crono Trigger's. Hahah!
- VERY GOOD: Man, that CMS truly is a thing of beauty.
- VERY BAD: If I hadn't heard such great things about this game, the
Crono Trigger ripoffs would make me quit.
- VERY VERY BAD: If this guy rips off Yasunori Mitsuda again, I'm
going to kick his ass.
- GOOD: Battle system is great. Unfortunately it lags punishingly.
- VERY GOOD: The campfire scene is simply beautiful.
- BAD: But there is a typo. "And we are stuck in a forest of
rabid animal" Maybe a text runoff? Missining period, anyway.
- VERY GOOD: I'm loving the battle system. It no longer lags, and
the battles are flawlessly balanced.
- VERY BAD: This game is awesome, so I'll forgive a third Mitsuda
transgression.
- VERY BAD AGAIN: More Mitsuda music. Sigh . . . I guess this is definite
proof that I am obsessed with him.
- BAD: The axe sound effect is too . . . loud. Or something. I think
the mid-frequencies are amplified too much.
- GOOD: The battle skill effects look very nice. Quite smooth, too.
- GOOD: Guarding is hip, as it restores HP. And unlike other games
with the same ploy, it restores a decent amount of HP! Actually, a
frighteningly perfect amount.
- VERY GOOD: This game is so well balanced.
- BUG! First one so far. Hard to explain, see screenshot 9.
- BAD: I don't mean to be a jerk, but NOT ONE music track has looped
smoothly so far.
- BAD: The world map is . . . ugly, for some reason. I can't place
it.
- Bedtime. See you tomorrow, Legend of the Philosopher's Stone!
End 12:31 AM April 13, 2005
Start 10:35 AM April 13 2005
- Okay, review time.
- BUG. See screenshot 10.
- TYPO! Shopkeeper says, "Let's see what your getting."
- TYPO! Mayor has a text runoff, ". . . at least u/they get back
to their feet."
- BUG! See screenshot 11.
- TYPO! Kris says in bedroom scene, ". . . everyone's spilt up
. . ."
- GOOD: The tutorial was so professional it makes me sick.
- WEIRD: I wonder why the author put so much effort into designing
this game when everything seems so Final Fantasy or otherwise has
been done before?
- BUG! There's a spot near the campfile scene was, when you revisit
the forest, where I can't walk through.
- BUG! When you enter a portal, like to change maps, at the same time
a battle starts, the battle music will play and the battle will not
start
- Died.
- BUG? Somehow, I received 2000 GP at the start of a battle against
one of the fossil dragons.
- Nevermind, it's because I opened a treasure chest.
- Nemesis boss was very easy!
- BAD: Hermit house cutscene music. You are ripping off Mitsuda again
and I hate you.
- Going to grocery store.
- BUG! The chimera cast "earth's fury" on a dead character.
- TYPO! See screenshot 13.
- FATAL ERROR!!! See screenshot 14. I'm quitting.
End 2:19 PM April 13 2005
Start 10:40 AM April 18 2005
- BUG! You can run onto the roofs in northern town
- BAD: Northern town music has this weird, long, sustained, dissonant
note . . .
End 10:34 AM April 18 2005
Start 8:01 PM April 20 2005
- BUG! When the system arbitrarily swaps your party members,
skillsets don't get changed (as in when the ladies leave before the
manhole dungeon)
- BUG! Lode sword is stronger than Shiva Edge. Item description tells
me otherwise.
- BUG! If you go the long way downstairs in the mansion, the guard
will just walk right into and then past you.
- BAD - Soldier footsteps sound like crap.
End 9:05 PM
Start 2:45 AM April 21 2005
- Can't sleep, must finish review.
- TYPO! Shopkeeper asks, "Let's see what your getting."
I might have put this one down already.
- BUG! Dark part of tree overlay is on wrong layer
- BAD! The music in the mysterious forest has some weird chords and
stuff that are just yucky
- BUG! If you open menu during teleport, your character disappears!
- TYPO! In newspaper scene, one of the characters says, ". .
. our leave . . ."
- Game finished with style. Cliffhanger could have been more disappointing.
GAME FINISHED 3:07 AM April 21 2005
Total Play Time: approx 8 hours
REVIEW FINISHED: 5:29 AM April 21 2005. I have officially pulled
an all-nighter.