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Time
Stalkers (known as Climax
Landers in Japan) is another dungeon crawler/RPG developed by
Climax and translated by Sega for a domestic release.
Unfortunately, this game comes up short in every department
imaginable and will leave RPG starved Dreamcast fans disappointed.
The
basic premise follows the misadventures of the annoying Sword, who
comes upon a book in a castle that draws him into a quirky world
filled with settings from different times and worlds.
It’s his job to uncover who is kidnapping the residents of
these time periods and why. During
the course of the game, more characters join Sword and any can be
controlled by the player. The
plot goes immediately into a nosedive as you realize the story is just
an excuse to create the dungeons.
There is virtually zero plot development and even less
character development. All
the characters are one-note personalities that don’t change at all
during the game. The
events are predictable and ultimately boring. With every dungeon
conquered a new section of the world appears, filled with the same
useless NPCs as before. The dialogue is dry and does nothing to flesh out the
characters or the plot. I
don’t know why Sega bothered to translate the story at all seeing as
there is none to speak of.
The
graphics of Time Stalkers feature sharp, colorful environments
that vary widely between futuristic platforms to volcanic islands.
Here the game breaks down again because only the environments
are pretty to look at. The
characters have an awkward polygon look that could have been much
better considering the power of the Dreamcast.
The
worst graphical features are the dungeons where the player will spend
the majority of their time. All
the dungeons are basically the same, with long narrow corridors
branching into wide rooms. All
are randomly generated. This
would be good for replay value if there were anything different to see
in the dungeons. As
it is, after the second dungeon the novelty wears off and the player
will find himself or herself wondering why they are playing this game
at all.
Another
big problem is the uncontrollable camera in the overworld.
It zooms in and out seemingly at random so that you can never
control what and where you are looking at.
This makes navigating outside the dungeons a big chore.
Fortunately,
the sound and music is pretty good - changing for each character. The
game also features lots of sound effects during walking and enemy
encounters. Here again, there is not much variety as the music repeats
endlessly complementing the boring dungeons.
With
plot and graphics in the doldrums, Time Stalkers may have been,
at least, a decent dungeon-crawler game.
However, this is where the game really falls apart.
Someone had the bright idea of allowing leveling up to happen
only in the dungeons. Once
you step out, the character level goes back to 1.
This makes building-up your characters pointless.
Sure you can gain new spells and titles with dungeon experience
but you can’t use them until the character is at a certain level
again.
The
battles themselves are standard attack/magic/item/skill mix with
little to no strategy involved. Monsters
are laughably easy doing 1 point of damage to your character even near
the end floor. In
addition to HP/MP, there is also a vitality statistic that allows you
to perform special attack moves which really are no different from
standard hacking. Finally,
the character has a hunger meter which when full allows you to search
the dungeon area for items or traps.
The
item management system is also a huge pain since you can only take a
very limited amount of items into dungeons.
Item storage capacity increases with experience but that means
you must find all the items in the dungeon as you go.
Once outside, you have to sell or store any items you find in
order to go back into another dungeon.
However, even the storage space for items is limited so you end
up selling everything. This
is a big problem because it makes gathering items in the dungeons
useless.
So,
the dungeons all look the same so there is no fun in exploring.
You can’t keep or do much with the items you find which means its
pointless looking for items. Battles
and enemies are boring and offer little challenge.
All together this makes for a very dull game with no redeeming
qualities whatsoever.
Sure,
there’s also a monster rancher mini-game where you can capture
dungeon monsters and have them fight for you.
However, these end up being good only for support since
monsters can’t use magic or abilities.
The game designers might as well made it a multi-character
party. It’s unclear to
me why they chose to replace the potential ally characters with
faceless monsters. At least there could have been a feature to combine unique
abilities between the characters during battles.
Time
Stalkers is a perfect example of what happens when a game is
designed without any forethought or planning.
It seems more of a demo for the Dreamcast rather then an actual
RPG game in the true sense of the term.
Sega is in big trouble if it keeps bringing out cheap excuses
for RPGs like Time Stalkers.
This game will sink into obscurity and deserve it.
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