I played Shining The Holy Ark.
This is a dungeon-crawler RPG by Sega released in 1996 for the Saturn.
I played it on emulator.
Shining The Holy Ark is a classic-style first-person dungeon-crawler JRPG. You play as a mercenary named Arthur along with a party of other characters met throughout the journey. It's kind of cool to see a dungeon-crawler on the Saturn - normally these kinds of games were only seen on much older systems. This one seems to be a follow-up to Shining in the Darkness for the Mega Drive. I never really played that one. Maybe some day it'll get its turn.
The game takes place in the kingdom of Enrich and the surrounding lands - the story begins as the King of Enrich sends a band of mercenaries - Arthur, Melody, and Forte, into the mines nearby Desire Village in order to track down a rogue ninja named Rodi.
While encountering Rodi, a mysterious airship crashes into the mines and almost kills them all in the impact. Three spirits emerge from the ship and inhabit the bodies of Arthur, Melody and Rodi, which saves their lives and heals their wounds. Our friend Forte gets inhabited by an evil spirit instead, and suddenly leaves the group. Rodi suffers memory loss from the incident, and having lost his purpose, he decides to join Arthur and Melody in their quest to find out what's going on, and to find out where Forte went as well.
The rest of the story involves some bad guys known as the "Vandals" who have been manipulating the king as part of a plot to reawaken a 1000-year-old kingdom that would return the world to darkness. Or something like that. Arthur must gather the Three Sacred Treasures hidden in the three shrines in order to put a stop to this plan.
...The story does its job, but I wouldn't say it is particularly notable as far as JRPG stories go. It's fine. I don't have much to say about it. I'm gonna mostly talk about the gameplay now.
...
The game uses a very classic style of first-person 3D dungeon-crawling. You can move in single-tile increments forwards and backwards, and you can turn 90 degrees to face four different directions. You can also move sideways instead of turning by holding the B button, which is necessary for one puzzle, but is otherwise just for moving more efficiently. The dungeons in this game are mostly square rooms and corridors connected at right-angles, just like in the classic dungeon crawlers of old. But there are occasionally curved and diagonal corridors too. The game doesn't need to strictly adhere to the limitations of the past - it mostly does so out of gameplay design rather than actual system limitations. So even the occasional circular room is okay too.
The game has both dungeons and towns to explore, which are both viewed from the same first-person perspective. The environments are rendered in fully-3D polygons, while the characters and monsters are pre-rendered CG sprites. I think the graphics look quite nice - there is a lot of enemy variety, and they all have quite expressive animations during battles. The CG-looking human characters are cute, and I like the way the camera focuses on them when you speak to them, it makes it feel a touch more immersive.
Everything in the game is viewed specifically from Arthur's perspective - whenever he attacks in battle, the camera itself moves toward the enemy, whereas when one of the other party members attacks, you can see them leap out from beside you. Arthur is never shown on screen aside from his icons in the menus, and Arthur also never speaks. So the player can easily assume his place in the world.
Each town has a shop to buy equipment, a pub to heal your party, a church to save your game, and an assortment of NPCs to talk to.
The shops in this game have an interesting system where unique or rare items are saved in a separate inventory. Whenever you sell a rare item, instead of the item disappearing, it will be added to the shop's rare item stock. This also works for key items - which allows you to sell any keys you don't need any more. And you can buy them back at any time if it turns out you missed something and still need it.
Your characters' inventory space is limited in this game, so the fact that the shops can keep your key items is very nice. It's better than the system most old RPGs use where you cannot drop or sell key items and they just take up space in your inventory forever.
It might be interesting to note that this shop system works in pretty much the exact same way as the shops in Golden Sun, which is a top-favourite RPG of mine on the GBA. I knew that the developers of Shining did leave Sega to eventually join Nintendo, and so it's cool to see some of their gameplay ideas were transferred over too.
Speaking of which, Golden Sun does use a very similar graphical style for its pre-rendered CG enemy and character sprites too. ... It's almost like Golden Sun is a sort of follow-up to the old Shining games? Not in terms of plot or setting, but in terms of... general stylistic qualities?
Though Golden Sun did also refine the system - in Golden Sun, when a shop has a new piece of rare equipment for you to buy, it will simply be added to the rare item menu for you to peruse when you like. However in Shining The Holy Ark, there's a bit more to it - whenever you exit a shop, there is a chance the shopkeeper will say "Hold on a sec, before you go, I'd like to show you something real special". Only then will the rare item be added to the rare item menu. ....This is kind of cool in that it makes the interaction feel a bit more personal and realistic when it happens in the moment, but in gameplay terms, all this means is that a player looking for a specific item is going to have to repeatedly talk to the shopkeeper and quit the shop menu over and over and over in their attempt to trigger the item they want to appear. ... And it can sometimes take a LOT of attempts, as the chance is quite slim. ....while I appreciate what they were going for, I am glad that this was smoothed over when they later made Golden Sun.
...
So... this game's combat system.
It's good. It's nothing too special. It works well.
You have a party size of four, and there are eight total playable characters in the game. Party members can be swapped out at any time, even during combat (except for Arthur who must always be in the team), and they will automatically swap in when the current team is defeated. Everyone earns EXP even if they didn't participate, so it is pretty flexible. I like that I don't have to worry about who is or isn't getting enough EXP. I can just use who I use and there's no problem. Good stuff.
This game uses a pretty normal turn-based combat system. You have a choice of using a basic attacks with your equipped weapon, magic attacks that cost MP, or usable items from your inventory - extremely typical JRPG stuff.
For a large portion of the game, I found magical attacks were not significantly more powerful than regular attacks... Or at the very least, this is true for Arthur and Rodi. ... When you get Forte back in the team later in the game, his magic is pretty strong, but at that point I found myself preferring to use brute strength over magic most of the time. That being said, magic can target multiple foes - this is most useful against stronger enemies and bosses. So magic does have its uses, but overall, I find regular attacks to be the way to go the majority of the time.
It seems that different weapons can have various different effects upon getting a critical hit. Sometimes a critical hit from Rodi's katana can stun the enemy, or a critical hit from Melody's staff can absorb HP. This is fun, but it kinda just makes me want to use magic attacks even less, cause doing damage with the weapon + a chance to do something cool is usually always better than doing damage with magic + no chance to do something cool + use up some MP on top of that.
This is another thing Golden Sun took and improved on as well. Weapons in Golden Sun have specific unleash effects, it's another really cool thing about that game I love.
....ok I'll stop comparing this game to Golden Sun now. haha. Golden Sun just keeps coming to mind because it's so ingrained into me, you know? And seeing an older game that feels so proto-Golden Sun-ish in many of its systems is fascinating to me.
Oh, I should mention that some of the status spells are actually decently useful. Early in the game, the forest area has a nasty tree enemy that spews a swarm of bats at you, which targets the whole party. And a bit later on in the sewers, there's a crab enemy that shoots bubbles that do the same thing. ... Rodi has a sleep spell, which doesn't always work, but when it does, it can significantly reduce the amount of healing I need to do during these tougher encounters. Preventing a turn of party-wide damage is significantly helpful early on in the game. ...I found the usefulness of the sleep spell lessened the more into the game I went though, as later on you have more HP to take hits, so the possibility of the sleep spell failing was no longer worth the turn wasted not attacking.
...
This game has an interesting system in regards to how enemies appear.
Throughout the journey, you can search the space in front of you in order to examine your surroundings. Most of the time you just get flavour-text like "this tree trunk is tall", or "The rock looks heavy" etc, but in specific spots, you may come across a hidden item. And hidden throughout the game there are also these little pixies you can find if you search in specific spots. There are five types of pixie - Fairy, Pixie, Succubus, Incubus, and Leprechaun. ... and yes, one of the pixie types is just called "Pixie"... that's not confusing or anything is it.
You can have one of your pixie types selected by pressing L and R to cycle through them. And whenever an enemy appears, you can press the A button to unleash your selected pixie against the enemy at the start of battle. If the pixie type you selected matches the way the enemy appears, then the pixie will hit. If they don't match, then they miss and do nothing.
The way it works is: if an enemy's entrance animation shows it charging from the distance, then you need to use a Fairy. If an enemy's entrance animation shows it dropping from the ceiling, then you need to use a Pixie. If it approaches from the left side, you need to use a Succubus, and if it's from the right side, an Incubus. If an enemy emerges from the ground, then you need to use a Leprechaun. And if there are multiple enemies, then any of the applicable pixies will work.
When a pixie successfully hits, it deals damage to every enemy in the battle, and it also increases the amount of gold and exp received, as well as increasing the item drop rate. In fact, I believe there are some rare items from certain enemies that can drop only if you got a successful pixie hit at the start of the fight. The more pixies you have, the more powerful these effects become. There are 10 of each type of pixie in the game, so 50 to find in total.
I find the pixie system... really cool, actually. Some of the enemy animations are longer than the others - and in fact, they seem to have specifically given the enemies with quicker animations better item drops. For these, you have much less time to select the correct pixie when they emerge. You sort of have to anticipate them.
...You can even create little strategies - When you've run around a dungeon enough to get an idea of which enemies are around, you can have equipped the correct pixie for the quicker enemies, and if you encounter one, press A straight away. And if instead you encounter an enemy with a slower intro animation, it at least it gives you enough time to select the right pixie for the job. ...it's kind of silly how you can optimise this sort of thing. But yeah, there is a reaction element to this whole pixie biz, it's not purely luck of the draw to have the right one equipped for whoever appears.
I enjoy having this kind of low-stakes micromanagement to think about as I run around the mazes. It's not all that important if you fail it, but when you do get a successful pixie hit and it results in a cool item drop, it makes you feel special. :D
The enemy encounter system seems to not actually be entirely random - enemies are located in designated spots around the dungeon, with a percentage chance to appear whenever you pass over these specific tiles. This allows them to create some very context-dependent enemies, such as the Ice Siren, a water elemental who only emerges from blue circular puddles on the floor. Or zombie enemies who like to appear emerging from behind a corner at crossroads. I also appreciate that this means that enemies don't have the capability to appear on literally every tile in a dungeon - it gives you some nice safe zones here and there, and reduces the randomness of the dungeon progression.
I will say that the combat in this game is a little on the slow side due to all the enemy attack animations. Encounters are frequent, and animations are slow. Thankfully I could use the emulator speed-up function, making it more bearable ...but if I was playing on a proper Saturn, I think I may have had to have YouTube running in the background or something. ...it seems the more old RPGs I play, the less patience I have for slow encounters, huh.
It also doesn't help that, in certain parts of the game, it can lag pretty heavily...which makes encounters take even longer.
Encounters being so frequent and also so slow to resolve was the main reason why I ended up preferring brute-force over using spells. It was so much easier to just hold down the A button during my turn, which auto-selects regular attack for each member, than it would have been to go into the spell menu and select a specific spell to use. ...
...
The dungeons in this game are actually pretty interesting and unique.
There are ten or so dungeon areas in the game, and each of them has its own unique theming and gameplay mechanics.
There's a forest with a graveyard connecting to an underground passage.
There's a.... second forest with a graveyard with a different underground passage. Okay maybe this one isn't so unique.
There's an underground sewer beneath the castle town, which has puzzles to move the walls to create the way through.
There's an abandoned mansion with locked doors and furniture-pushing puzzles to solve.
There's a cave with a huge snake that blocks entire corridors, which must be approached from the head to fight off to clear the path. Plus some ice-floor puzzles for good measure.
There are three shrines that each house one of the Three Sacred Treasures:
The South Shrine has a unique twisted gravity path that lets you walk on the dungeon's ceilings.
The West Shrine features lots of water passageways where you ride on turtles to proceed.
The East Shrine features a gigantic tree that has grown through the whole dungeon, with lots of smaller vines used to get up and down each floor.
There's a mirage tower which has many floors that each have their own gimmick, plus holes to fall down to reach otherwise unreachable spots on lower floors.
And finally, There's the mines from the prologue, which is explored as the final dungeon at the end of the game. It features minecart puzzles, and long stretches of tough enemies.
...
Okay that's ten, right? Yeah. Only one dungeon theme is re-used, that being the forest graveyard theme. Overall it's a ton of variety!
This is way way way more variety than I would have expected from an oldschool dungeon crawler game to be quite honest. The environments never felt repetitive, and I never felt bored with them at any point. I was really engaged with each dungeon (encounters aside), and they each felt very distinct.
As far as dungeon-crawler RPGs go, this game is very very user-friendly. You have access to the current dungeon map at all times, and it is very helpful. It fills out as you explore, so you can tell exactly where you haven't been yet. It shows differences in elevation with different colours, and it lets you scroll through each floor of the current dungeon you're in.
In this game, if your party is defeated, you simply wake up at the previous church, without having lost any progress. And furthermore, the power of the spirits inhabiting their bodies means that if Arthur, Melody or Rodi get defeated in battle, they will revive themselves after the fight with 1hp. This is extra helpful because Melody gets a resurrection spell, so as long as you manage to win, she will be able to restore everyone back to life no matter who died. (as long as she has enough MP for the job, of course).
I also like how, when you revive someone mid-battle, they don't waste their turn - they pick a random action to perform the moment they get up. Pretty cool.
I would say that the overall difficulty of the game is on the low side - however, the bosses can prove to be quite a challenge.
For a majority of the game, I wouldn't really care who's holding which items as I could breeze through the enemies just fine... but for some of the later bosses, suddenly I was having trouble, and I had to prepare everyone's inventories before trying again, and come up with backup plans for when my main healer died, and things like that. The RPG combat actually became genuinely interesting for these bosses, as I had to use everything I had in order to get through. In actuality, it's really not a bad oldschool JRPG combat system at all, but it does suffer from only getting to fully shine in only a small number of difficult bosses, and not much anywhere else.
...
One of the aspects of the game that wasn't so easy to figure out was the locations of optional hidden stuff. Mostly the pixies. I had to use a guide to gather all 50 of them, because some of them were located in some incredibly nondescript spaces that I would never have found by myself.
Normally, hidden items and hidden pixies are found by searching at the end of dead ends. So whenever you reach the end of a path, it's good practice to use the search command, and this will get you the majority of the pixies.... with the exception of a few who are just... not in dead ends. There are a few that are like... one or two tiles before the dead end for some reason. Very annoying, and practically impossible to find without a guide if you don't want to literally search every single tile of floor and wall in every dungeon.
At the very least, each pixie is given a unique name, so searching for their location online is not a big problem. You always know which ones you're missing.
There's also the matter of Doyle, the only optional party member. He's a ninja wolfman who appears throughout the game helping you out of predicaments from time to time.
In order to actually recruit him to the team, however, you have to............ go back to the first town and examine a tree that wasn't there before. Doyle was using a ninjutsu to disguise himself as a tree, and was just standing there waiting for Arthur to come find him.
I would have NEVER found Doyle without the use of a guide! That's a little bit too much, to expect players to have to notice that there's a tree there that wasn't there before. It doesn't particularly stand out. ...
The only hint you get is the chief of the ninja village saying "Doyle already left to go look for you". ... apparently this is supposed to indicate that he's in the first village, but... idk. seems like not enough of a hint to me.
Doyle ended up being my strongest damage-dealer and he was indispensable for the trek through the last dungeon. I'm so glad I didn't end up missing him.
There don't seem to be any actual missables in this game, thankfully. Every dungeon and location is fully-backtrackable at any time, and no location ever becomes locked after completing it. I definitely appreciate this.
Hm...
I guess i'll start complaining about minor things now:
Sometimes when using the search command, the descriptions can be very misleading. "Arthur checked the stone statue. It looks like it's going to move". .... well, it doesn't move. It never moves. When I first saw this text, I assumed that moving the stone statue would be part of a puzzle. But it really isn't. You can't do anything with it at all. No matter how many times you bump into it or try searching it, nothing happens. It's just flavour text.
The intent seemingly was for the text to say something like "the statue is so lifelike, it's as if it could move at any moment". But the translation doesn't really get that feeling across. Instead it feels like a hint that doesn't work. .... well, once you keep playing and notice that every examinable statue in the game has the same flavour-text, you'll realise that it's not important. It really was just the first statue I came across that made me think something was up.
There were some bizarre moments that made me wonder about the game design. The mirage tower has a floor full of panels that make you spin around and lose your orientation. .... but you can just open the map at any time and see exactly which direction you're facing. ...Was this floor of the tower designed at a time during development before they made the map show your facing direction, I wonder? Because as it stands, there isn't really a puzzle here, it's more of an annoyance to have to keep opening the map.
...there was a moment in the west shrine turtle dungeon where you have to use an item called the Eye of Truth to make a hidden bridge appear. I was going a bit crazy trying to work out exactly where to use the eye. When I finally found the place, my only reaction was......... "you know, I guess this does kinda make sense". it wasn't a bad solution in hindsight, but it wasn't obvious beforehand either. idk.
The puzzle to enter the tower of illusion is awful. You get instructions telling you to "raise your right hand" as you walk into a specific spot, which is absolutely completely not obvious what that entails. Does it mean pressing the R button maybe? Does it mean "using" your equipped sword from the menu? I mean, how on earth can we tell Arthur to raise his hand, huh??? ....well somehow the solution is... to walk sideways. ... ... ???... I hated this puzzle the most. it's complete nonsense.
There's a kid in Enrich town who tasks you with finding his missing father. They even put a "Yes / No" prompt so you can formally agree to the task. However, his father is nowhere to be found. I was so confounded with being unable to find this kid's dad, so I looked it up - and apparently there is no dad, and this line of dialogue is just there for foreshadowing for Shining Force III ??? okay then. I mean that's fine i suppose, but don't present it like a quest and confuse your players like that, c'mon.
Every so often, the text box interface has a glimmery shimmery effect going on. I thought this meant something at first, but then I realised that it's completely meaningless. it's kind of distracting tbh.
...
ok here are some more random thoughts that didn't fit neatly elsewhere:
Occasionally as you explore the game, you find stat-boosting consumable items. Whenever I play a game where you cannot take the main character out of the team, I always like to pile every single stat booster on them. It probably isn't the best strategy, since Melody probably needed some more defense compared to Arthur who has plenty, but my reasoning is that.... if this guy is never not on the team, then i'm never NOT making use of those stat boosts, right??? ... as long as Arthur is alive that is.
I just don't like to have to worry about this stuff.
The south shrine had a gemstone puzzle where you had to calculate the value of a group of gemstones relative to each other based on the hint signs on the wall, and then distribute the value evenly between two vessels. I had to actually get a notepad out and properly work it out, which was fun, but kind of required me to shift my entire mindset into puzzle mode. Cool game haha.
There was a little girl NPC who gossips about one of the bad guys. If you keep talking to her too much, the bad guy suddenly appears and.... takes her away. forever. In the same area there is a mother NPC who is worried that her daughter is missing, and for the entire rest of the game, her dialogue is nothing but worrying about her missing daughter. ... ... I feel kind of bad for activating this cutscene... I guess I shouldn't have kept talking to her??? wow game designers, why would you make it my fault like that???
There seem to be three joke equipment items in the game that can randomly be offered to you as "rare items" when you exit a shop.
The Squeaksandals make your footsteps squeaky. it's funny. But not the kind of funny I would actually want to use, because it'd get old fast.
Then there's the "Courage Suit" that can only be equipped by males, and the "Vigor Scarf" that can only be equipped by females. They censored these item names in the English translation, but they didn't change the icons, so I can still see exactly what these items are supposed to be: The Courage Suit is actually a fundoshi, and the Vigor Scarf is actually a pink pair of panties.
This game doesn't really have much in the way of overt silliness like this aside from these items. But I suppose the Japanese game designers just couldn't help themselves.
Anyways. I really like this game. That's all I have to say!