Kartia is another attempt to place a strong strategy RPG game in the
console marketplace. Previous Atlus games have excelled in complex gameplay and great
storytelling. Unfortunately, this latest attempt is so unbalanced that it falls far short
of what it could have been.
The storyline is the
strongest aspect of the game. There are two complete and intertwining stories told from
the viewpoint of different characters. The major events are the same, but each viewpoint
is incomplete. The player must play through both stories to get the full experience.
The world of Rebus is in
turmoil as rebel factions attempt to gain a magical power to create Eden. Unfortunately,
its creation will also destroy the world. Behind this plot are otherworldly forces that
have their own agenda. The tension builds, leading to a final confrontation that is
paralleled in both characters' stories. The strength of this plot line rests on the
excellent characterizations. The characters all have feelings and noticeably grow
emotionally during the game. It is this intimate aspect dealing with change and tragedy
that adds a humanity to the game and gets the player involved in the story. Unfortunately,
the exceptional strength of the story is not supported by exceptional gameplay. I would
have preferred to get rid of the gameplay entirely and just had Kartia be a
graphic novel instead of a game.
On the surface, the combat
system resembles that of Final Fantasy Tactics. A limited combat field appears
with your enemies on one side and your troops on the other. Unlike FF Tactics,
there is little variety to the human characters. They are all the same class and possess
the same abilities, differing only in magic usage capability. The game ends when any one
of your human characters dies. The majority of combat takes place using Phantoms, which
are created through use of the Kartia cards. This is where the only variety comes in.
Kartia combinations are made through acquiring text found on the battlefield. As the game
progresses, you get stronger combinations and are able to create stronger phantoms and
stronger magic attacks.
There are three types of
Phantoms called doll, common, and shadow. These correspond to a paper, scissors, rock
combat system. The player needs to use this system to effectively eliminate the phantoms
of the other side. Later on, as your human characters become much stronger, the Phantom
troops become useless. One human character will be powerful enough to eliminate a whole
army of Phantoms with little trouble. This seems to negate the whole point of the combat.
Battlefields also offer little variety and the landscape effects only have minimal impact
on the outcome of your actions. The other aspect of fighting involves using Kartia to
create weapons and armor. Different combinations can create stronger weapons, although
most mixing doesn't have much effect. Generally, though, most battles are too easy with
the only real challenge occurring in the last battle, which is incredibly difficult.
The game flows in a linear
pattern. There are a total of 18 chapters for each character story. Each chapter begins
with a story segment, followed by a battle, and then concluded with another story segment.
The game also gives an option to read over already completed story segments to easily
remind the player of what is going on. Without the story, the gameplay aspect would
quickly grow stale and boring.
Graphically,
Kartia is not exactly impressive. Characters are small and sprite-based which allows
little sense of facial expressions on the figures themselves. Most emotion is relayed
through hand waving. Fortunately, during dialogue, the character portraits are shown above
the dialogue box and these change depending on what is being said. There are also a few
very good FMV sequences, notably one big one at the introduction and the rest before each
chapter title. However, most of the FMV has little to do with the story and serves only as
decoration for the chapter title. Towards the end of each character story, there are some
useful sequences that are involved with the story, and these are the most enjoyable.
The only other excellent
aspect of the game is the beautiful orchestral soundtrack. Parts of it are very memorable
and work well to enhance the story. However, this is only valid during story segments.
During battle, the music is very repetitive and annoying.
Overall, Kartia
tries to deliver on all fronts. However it fails in the end. This is why I view this game
as very unbalanced. The quality of both the storyline and soundtrack is outweighed by dull
battles and easy gameplay. No matter how good the story may be, without good gameplay, the
game will fail. After all, this isn't a graphic novel but a video game. Atlus seems to
have forgotten this. I hope their next attempt will be more successful. |