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Review
By: Jared
Black
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| Developer: |
ESP
/ Sting |
| Publisher: |
Ubi
Soft |
| #
of Players: |
1 |
| Genre: |
RPG |
| ESRB: |
Everyone |
| Online: |
No |
| Accessories: |
Memory
Card |
| Date
Posted: |
4-5-03 |
Although it's
received more RPGs already than the N64 ever did, as a whole the
GameCube isn't a strong RPG system. Among the RPGs it has received,
three of them are Dreamcast refugees: Phantasy Star Online:
Episode I & II, Skies of Arcadia Legends, and Evolution
Worlds. Among these Evolution Worlds is easily the worst
of the three.

Evolution Worlds
is actually a combination of both Dreamcast Evolution titles
into one complete package. The storyline is that thousands of years
have passed since the demise of an ancient civilization, and that
civilization left behind many advanced technologies. Fast forward to
the present, and a group of adventures known as "Cyframe
users" explore the ruins at the behest of the Society. One of
these Cyframe users is Mag Launcher, a young adventurer who's
attempting to become a revered adventure just like his parents were
before they disappeared. Thus he sets out with Linear Cannon (a
young girl complete with a "mysterious past") to find fame
and fortune, as well as the ancient technology known as Evolutia. It
sounds cliché, and it is.
Mag will meet
many different characters throughout his quest, and almost all of
them are cute, super-deformed, and one-dimensional. Gre Nade
(starting to see the name pattern here?) serves as Mag's butler and
surrogate father while his father is away. Chain Gun is Mag's
primary rival and only daughter of the Gun clan, and also
(predictably) has a crush on Mag. There are other primary characters
as well, which can be classified as the sexy young woman, creepy
Commandant, grim bandit boss, and mysterious spirit boy
respectively. Character dialog is actually worse, with it being both
uninspired and often times horribly translated. Take, for example,
this gem offered up by an item salesman: "In the case of an
item, effect is also displayed, please make it reference." Eh?
Basic gameplay
boils down to this sequence: watch storyline sequence, upgrade and
buy items, head out to next dungeon. The storyline sequences that
get the player from dungeon crawl to dungeon crawl are pretty basic,
and the towns (all two of them) are very basic and do not contain
much more than the necessary shops and a couple of houses.
The storyline is
really just a device to get the player to the next dungeon, and as a
result the game relies very heavily on dungeon exploration and
combat. Here is where it really fails. The combat is simple
turn-based action, with a very minimal menu layout and uninspiring
attack and magic. Each character has his/her own special attacks
based on the type of Cyframe they use, and while they're unique they
aren't really that special on the whole. Enemy monsters are for the
most part boring and repetitive (the boss of the first dungeon is…A
GIANT RAT), although a few of them are somewhat funny in their
mannerisms and sound bytes. Perhaps worst of all, the dungeons
themselves are boring. Other than a few scattered enemies, treasure,
and traps there is NOTHING in the dungeon. Not only are there
virtually no objects to be found in each dungeon, but every dungeon
looks similar to every other dungeon, and since they don't even have
unique names (the Society says something generic like "I have
another dungeon for you", and then you hop in the plane and go)
it's hard to shake a sense of déjà vu.
Graphically, Evolution
Worlds every bit like it originated on the Dreamcast.
Environments are sparse, as the two towns in the game feature
minimal layouts and (as I mentioned before) the dungeons are
virtually empty. All character models in the game are simple,
obviously featuring low polygon counts with angular faces and
minimal animation. Textures are mostly blurry, some to an
embarrassing degree that wouldn't have even looked good on the
Dreamcast. I don't know if the graphics were upgraded for the
GameCube version or not, but if they were they didn't do a good job
of it.
Sound is really
the area where Evolution Worlds shines. The music is catchy,
upbeat (thus fitting in well with the game's theme), and epic in
sound. Virtually every line in the game is voice-acted, and
surprisingly almost all of it actually sounds pretty good despite
the game's super-sweet characters. Sound effects are pretty weak
though, as most of them are pretty comical and unrealistic. In fact,
the "splat" sound when some bug monsters die sounds
exactly like the bug-splatting sound from Secret of Evermore…which
is saying something considering that's a SNES game.
Highs:
- Excellent
music and good voice acting.
- The storyline
is actually better here than it is in most dungeon crawlers, but
that's not saying a whole lot.
- Likable
characters.
Lows:
- Blurry
textures, bland and empty dungeons (a common problem with
randomly generated ones), and low-poly character models take the
player back to 1999.
- Sound effects
are comically bad.
- Combat is
typical turn-based stuff, but hindered by poor menu design and
lame enemies.
Final Verdict:
Since the
storyline isn't the primary focus, dungeon crawlers largely rely on
how interesting combat and the dungeons the player explores are. In
this regard Evolution Worlds fails horribly. Environments are
sparse, the graphics are horribly outdated, and combat is merely
average.
If the GameCube
is your only console and you need a good turn-based RPG, then get
the excellent Skies of Arcadia Legends or Summoner: A
Goddess Reborn instead. Evolution Worlds may be a good
(budget) alternative for youngsters, as they'll probably appreciate
the simple design and cute characters a bit more than an adult
would.
Overall Score:
4.3
Additional
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