I had this at home for a while but I wanted to make it the testbed for the XRGB-3, and now that I was able to spend some time with the game, here are the first impressions...which can be summed up with the word "random".
My last playing session just saw the two main heroines taking a bath together to level up while playing with a bomb-turned-toy and swimming in aromatic water.
Now, Gust games aren't exactly know for their coherency and the first Ar Tonelico had its share of "ecchi" moments, but Ar Tonelico II completely passes the whole first game within two hours from the start! The continue reference to sex or "dirty" things quickly becomes too much and really destroys any kind of serious approach the game tries to make...obviously I cannot really comment on the story but it involves a splinter faction of an holy order and protecting the holy maiden from them; oh yes, there's a goddess somewhere and you'll have to bring it down to save the world at the end of the game (wild guess but I bet I'm accurate enough).
As with all Gust series, Ar Tonelico had its number of changes of the combat system which now tries to emulate Paper Mario and similar mechanics; there are no real turn, instead there's an attack and defense phase, each lasting a number of seconds; while attacking you have a limited time to input commands for each of your frontline characters and one for your Reyvateils; frontline commands are inpt by pressing a direction on the analog stick and pressing X or square, depending on what character you want to act; just like a beat'em'up a different combination of stick and button will have the character perform a particular attack, but right now everything is so random, with you pressing whatever button you can to pull off as many attacks as you want; to select a target you have to bring up a menu (triangle) and assign them from here.
Instead of a single Reyvateil (think of them as female-only wizard singing to conjure magic) in Ar Tonelico II you've got two of them. By pressing circle you can chose the song the two will sing together and once you press circle again or one of them completely drains her MPs, the magic will launch. Longer the Reyvateils sing, stronger the magic will be.
In the defense phase, each frontline character will try to defend the Reyvateil they're assigned to by pressing either X or square at the right time, just like a quick time event. A similar system was used in the first game, but you had to protect just one girl and not all attacks were aimed at her, so just like the attack phase, the defense phase feels like a failed attempt to make turn-based fights a bit more enternaining.
There are two Reyvateils in the game which you can stalk...I mean, take interest in and right from the start they follow standard stereotypes: Cloche (the holy maiden) is the classical tsundere that you would gently caress with a sword after having waved a storm of bullets at her and Luca...freaks me out. She's a fine girl (happy on the surface but with a daaaaaark past haunting her and apparently the long lost sister of one of Ar Tonelico's heroines), but the idea of diving into a girl which has my same name just freaks me out, ok?
Diving into a Reyvateil's subconscious (her cosmosphere) plays exactly like in the first game, a pretty plain section where you go around a fantasy world trying to awake a new magic by reading text...in the first game they were funny to read but unfortunately there was only one outcome and you couldn't possibily lose a single magic, which was the biggest disappointment of the game.
The intro sequence is great and music follows the style of the first game (lots of choirs) but everything else is a mix of highs and lows: town backgrounds are great, sprites could defenetively use some more colors and frames and sound effects are ripped off from previous Gust games and some new ones are downright irritating.
I'll play some more until the great flood of February/March...I just hope that the game will stop being so random.
My last playing session just saw the two main heroines taking a bath together to level up while playing with a bomb-turned-toy and swimming in aromatic water.
Now, Gust games aren't exactly know for their coherency and the first Ar Tonelico had its share of "ecchi" moments, but Ar Tonelico II completely passes the whole first game within two hours from the start! The continue reference to sex or "dirty" things quickly becomes too much and really destroys any kind of serious approach the game tries to make...obviously I cannot really comment on the story but it involves a splinter faction of an holy order and protecting the holy maiden from them; oh yes, there's a goddess somewhere and you'll have to bring it down to save the world at the end of the game (wild guess but I bet I'm accurate enough).
As with all Gust series, Ar Tonelico had its number of changes of the combat system which now tries to emulate Paper Mario and similar mechanics; there are no real turn, instead there's an attack and defense phase, each lasting a number of seconds; while attacking you have a limited time to input commands for each of your frontline characters and one for your Reyvateils; frontline commands are inpt by pressing a direction on the analog stick and pressing X or square, depending on what character you want to act; just like a beat'em'up a different combination of stick and button will have the character perform a particular attack, but right now everything is so random, with you pressing whatever button you can to pull off as many attacks as you want; to select a target you have to bring up a menu (triangle) and assign them from here.
Instead of a single Reyvateil (think of them as female-only wizard singing to conjure magic) in Ar Tonelico II you've got two of them. By pressing circle you can chose the song the two will sing together and once you press circle again or one of them completely drains her MPs, the magic will launch. Longer the Reyvateils sing, stronger the magic will be.
In the defense phase, each frontline character will try to defend the Reyvateil they're assigned to by pressing either X or square at the right time, just like a quick time event. A similar system was used in the first game, but you had to protect just one girl and not all attacks were aimed at her, so just like the attack phase, the defense phase feels like a failed attempt to make turn-based fights a bit more enternaining.
There are two Reyvateils in the game which you can stalk...I mean, take interest in and right from the start they follow standard stereotypes: Cloche (the holy maiden) is the classical tsundere that you would gently caress with a sword after having waved a storm of bullets at her and Luca...freaks me out. She's a fine girl (happy on the surface but with a daaaaaark past haunting her and apparently the long lost sister of one of Ar Tonelico's heroines), but the idea of diving into a girl which has my same name just freaks me out, ok?
Diving into a Reyvateil's subconscious (her cosmosphere) plays exactly like in the first game, a pretty plain section where you go around a fantasy world trying to awake a new magic by reading text...in the first game they were funny to read but unfortunately there was only one outcome and you couldn't possibily lose a single magic, which was the biggest disappointment of the game.
The intro sequence is great and music follows the style of the first game (lots of choirs) but everything else is a mix of highs and lows: town backgrounds are great, sprites could defenetively use some more colors and frames and sound effects are ripped off from previous Gust games and some new ones are downright irritating.
I'll play some more until the great flood of February/March...I just hope that the game will stop being so random.
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