PlayStation 2
Posted: 2024-07-18
I started this review partway thru the game and kept adding and adding things until i had somewhere in the ballpark of 2500 words which is a lot my dude. Genuinely thinking of scrapping the whole thing. Was having a rough go of things for a bit but decided to try editting this beast and posting anyways.
Wonderful game!
I have been sitting on this game for over a decade. Kinda glad i waited so long lol. This was my first ever ps2 game ive ever owned, having been sold to me as a recommendation at a convention by a very enthusiastic gentleman. I didnt even own a ps2 at the time (^u^")7 i asked for a space themed rpg and rogue galaxy fit the bill
The game gives a solid first impression with real-time action supported by jrpg elements.
Easy on the Eyes
The graphics are well polished and stylized to serve peak ps2 aesthetics. I always appreciate a brightly coloured, easy to see game The hand drawn facial features of the characters can be a little distracting when the models move at the standard 60 fps while eyes and mouth features cap out at 12 fps. This is because these features are hand drawn 2d animated textures on the 3d models.
Ultimately, this was a smart choice as the delicate details in the face allow for more expressive and appealing characters. it really works in their favour. The cinematography is not shy about closeups with character faces in this cutscene heavy game. Clearly the art team knew what they were doing. The framerate misalignment is a small price to pay to avoid some of the more uncanny alternatives.
A couple hours into the game, i started to get pretty apprehensive on what my experience was gonna be like. It wasnt just the aesthetics, but a lot of gameplay elements and mechanics bore a striking resemblance to dqviii (another game i need to move to the bin lol whoops). My suspicions were later confirmed when it turned out that both games were developed by the same studio, and given their release dates, almost certainly had overlapping development cycles.
Rogue Galaxy is just More Fun
Despite the similarities to dqviii, rogue galaxy's gameplay turned out to be much more appealing.
The genre change from turn-based to real-time makes the pace of combat feel more reasonable. Ive previously talked about how the initial switch from 2d to 3d caused the runtimes of some turn-based jrpgs to balloon, largely due to long and repetative battle animations. *cough* ffx *cough* rogue galaxy skips most of that. While the combat is action focused, there is a menu that pauses the gameplay while the player selects spells or items to use. I mean, this isnt an unusual feature by a long shot and the combat is still nice and snappy so the pausing generally helps rather than hinders. Animations for spells and unique attacks are skipable after a few seconds.
Theres also several QOL adjustments introduced for a more approachable exploration. Fast travel, skipable cutscenes, plot recaps, disabling voice chatter, and marked points of interests are welcome additions. Characters gain exp even outside of the party and save points insta-heal which drastically smooths out gameplay.
The most standout improvement to me personally is the weapon fusion system. This seems to be a spin on the alchemy pot in dqviii, except streamlined and way more user friendly. The alchemy pot in dqviii only allowed specific combinations of items, with only vague hints given for possible recipes. Rogue galaxy only allows players to fuse weapons, and the game is very clear on what is and isnt allowed. Even if the combo isnt a recipe, fusing weapons is generally a net positive. AND fusing weapons is instant. The alchemy pot needed like 15 real world minutes to combine things. (ᗒᗣᗕ)՞
It was easy for me to get excited to play rogue galaxy. Its that perfect balance of engaging and grindy that i like. The weapon levelling and character skill trees gave me that party management gameplay i like so much.
As of writing this bit (20 hrs in) i havent hit a boss i couldnt beat in one or two tries. Anytime i decided i needed a little more grinding, i found it was easy enough to set my goal to defogging the map or look for chests while collecting exp in the process.
Bara Furry My Beloved
I dunno if ive been playing better games lately, or if ive developed a more open heart, becauss i found it easy to like most of the cast. (Or maybe playing shite games with unhinged characters set the bar really low for me ehe ("=u=))
i especially like Deego, huge bara dog furry my beloved it really helps that Deego's character and backstory is basically Barret lmao its just Barret again i just love huge men with huger hearts (ෆ˙ᵕ˙ෆ)
Unusual for me but i basically did my best to keep all party members on rotation. The aforementioned exp gain while outside the party really helped facilitate this. Everyones skill trees were carefully balanced and weapons constantly reforged so i never had to worry about who i took with me.
Except for Jupis. He was an annoying boss fight who turned into an annoying party member. (ノಠ益ಠ)ノ彡┻━┻ I benched him whenever i could.
never have i been more excited to find junk
Generally, i find that most items in any given game is unused junk. Even if items have utility, its common for me to figure out what my favourites are and ignore everything else.
The skill trees in Rogue Galaxy require items instead of skill points to be spent in order to upgrade spells and stats. This ONE gameplay detail turned a bunch of otherwise useless novelty into invaluable assets to hunt down.
Contrast this with a game like botw/totk where most items only take up inventory space outside of extremely specific use cases. Picking up items in botw/totk sometimes feel incidental especially with items that aren't immediately or directly important to combat.
Rogue galaxy's design choice highlights how mechanics can change my relationship to finding items in the game. Every chest becomes valuable regardless of contents. Items for skill trees, weapons for fusing and of course, healing items all become valuable finds.
Boggling Mini Games
The factory minigame is oddly opaque on how to play correctly. It took some guidance and a lot of fiddling with the controls to get it to work once. Even after figuring all that out, the factory is a time sink with a lot of little steps. I managed to make a few of the more advanced recipes for things that had obvious or immediate usefulness. More advanced recipes had that irritating feature that some of the ingredients are vague descriptions. (=A=”) I needed a guide to tell me what ingredients I needed, and how to get through the steps the game did not tell me about. Once I got past those initial hurdles, the factory was a neat little puzzle game.
I did not play the insect minigame. Fat no thanks (*u*)
This Section is About Optomization
The back of the case boasts "No Load Times". This is false in the same way one-take videos are false. Its pretty obvious when the ps2 is reading the disc, and its easy to spot loading zones. This does not at all diminish what an impressive feat it is to remove loading screens on such a large game.
The game uses various techniques and tricks to achieve this. First and foremost is that the game is properly optimized. *shrug* Otherwise, you see the usual long hallways, slow elevator rides, and gates to remove line of sight. The only cutscene is travelling between planets. Overall, really impressive demonstration that more power in a console isnt needed for smooth gameplay that doesnt break momentum.
As an aside, the game explicitly forbids opening the menu near or on door thresholds. Probably to reduce the risk of bugs and exploits. I dunno, i thought it was an interesting quirk.
This game is not without its drawbacks
I mentioned that this game as a lot of QOL adjustments that give it an edge over other games in this era, but there are also things that would benefit from QOL improvements.
For example, magic skills are extremely useful in the late game. The issue is that every skill has a unique animation that plays every time it's activated. Cutscenes are skippable after a few seconds, but honestly I wish there was an option to disable those cutscenes altogether. Its not unusual in a lategame fight to activate 3 or more skills from the get go, so a lot of the battle is spent mashing (△) to skip cutscenes. (=A=") These get peppered throughout the rest of the battle as skills expire. While its a huge improvement over other games that these cutscenes are skippable at all, those handful of seconds before the skip button shows up adds up.
Dungeons get stale real fast
The majority of dungeons are a series of hallways with the occasional chest and save point.
Dont get me wrong, dungeons are visually impressive. Each one has a unique set of assets and layouts to match the setting. Most of that set dressing stops being interesting by hour 3 of the dungeon crawl.
Im not exaggerating about that time frame. Late game dungeon crawls will take hours to traverse. (TдT) At around the midgame, every dungeon was overstaying their welcome. Every single dungeon had repeating layout elements. Add this to the fact that every dungeon has an extremely linear path from start to finish, its hard not to feel put out long before reaching the boss.
To keep dungeon crawling from feeling like such a slog, Rogue Galaxy became a podcast game. Ive listened to hours of podcasts and video essays while trying to reach the end of dungeons.
The absurdly long dungeons dont seem to fit how short the game is overall. I dunno how to explain it like, the scope of the game feels pretty typical, but a lot of dungeons were really drawn out, yet somehow the actual hours in the save file to beat the game is way under what I expected.
Mind you, I didn’t engage with all the features this game offered. There were plenty of optional bosses and side quests I opted out of, but I did end up exploring every map twice over. After you find all the save points on a planet, the game reveals the map and marks all chests. (Amazing feature by the wayyy ) I spent a lot of time backtracking to open any chests I missed. I decided not to skip fights, so that also padded some of my game I was overlevelled by the time I got the final boss. I clocked in just under 50 hrs. That doesnt seem right to me. ¯\_(σ ‸ σ)_/¯
Dungeons are just monster houses
For better or for worse, there are no dungeon puzzles or mazes.
This simplification means its near impossible to get lost. The game is extremely transparent about where the player needs to go to progress. Even after pausing my playthrough for 2 months, there was no ambiguity on what my next goal was supposed to be. Rogue Galaxy is pretty excellent at pointing the player in the right direction overall.
The fact that dungeons generally dont ask the player to complete any puzzles is sort of a good thing, sort of a bad thing. No puzzles means the potential to get stuck is drastically reduced, but the lack of play outside of regular combat adds to the existing problem of dungeon monotony.
One dungeon, the Gladius Towers, looks like its gonna be a maze, but it isnt a maze. Its actually two dungeons wrapped around each other. Even though you can see the other path basically the entire time, you cannot cross from one path to the other at any point. This simplifies the dungeon tremendously, while presenting the illusion of complexity.
This dungeon also had an additional level of care for the aesthetics. The base of the towers were in terrible disrepair, partially flooded, and littered with debris. As you climb each floor, the hallways are more intact. Eventually you start seeing partial statues of the rulers of these towers, until eventually the top floor has hallways lined with near perfect statues and clean carvings on the walls. This is the only dungeon with a gradual visual progression like that. As a result, even though the path is linear, it was an improvement from the monotony I mentioned earlier.
Sometimes the linear hallway dungeon layout is just downright bad. The most egregious offender is the Labyrinth. Each section is named "Maze of X" which made me sigh and think "is this gonna be another series of identical looking rooms and hallways?" Yes. Yes, it was. Just look at the map for this place. There are two places where the dungeon has a fork, and both paths merge again later. It’s ridiculously linear for a map. Called. LABYRINTH. (ノಠ益ಠ)ノ彡┻━┻
Some of the character arcs feel... unearned
Including the protagonist, there are seven party characters. They do not all get the same attention or dedication to flesh out each of their characters. Simon’s character feels the most slapped together. It’s as if his backstory was applied to him as an obligation, rather than a genuine part of the character’s story. Meanwhile, there is no doubt in my mind that Deego was a favourite during the game’s development.
I mentioned earlier in this review that skill trees rely on items to unlock skills. Pretty much ever item required for the skill trees are drops or items found in chests. There are two unique items that are received through the plot. One of these items is used for Jaster’s skill tree. He’s the protagonist with a direct connection to the main conflict. This makes sense. The second unique plot item is for Deego.
It would have made way more sense if the second unique plot item goes to Kisala. She’s the other party character with a direct connection to the main conflict. Nope. Her entire skill tree uses items from drops or chests. The mechanics of the game does not give her any special treatment.
Deego’s arc is deeply personal to him, and is only loosely connected to the main conflict. He’s easily the character with the most depth. The story arc that introduces Deego to the main party even explores his relationships to the npcs connected to him. He’s the only character besides Jaster that gets a solo boss fight because it’s relevant to his story arc. The conclusion of Deego’s character arc at the end of the game is the one that has the most narrative satisfaction.
Oh, god... Speaking of the character arc endings...
Character arcs BADDDDD
Midway through the final dungeon, each character gets a scene specific to their character arc. You would think... this close to the end of the game, that this is not the time to introduce new information about this party of characters you’ve spend dosens of hours with. Sure, these final scenes are moments of reflection, but not for the player. These characters are having deep personal epiphanies before any of their arcs had an opportunity to develop or marinate.
I learned... for the first time at the END of the game... that Simon is a victim of a workplace accident that horribly disfigured him. That’s why he wore the mask? I didn’t even know Simon was supposed to be read as human???? The LAST time we learned anything about Simon before this was at the beginning of the game when he mentions... what planet he’s from???? How the hell was I supposed to connect the random mother daughter npcs that kept showing up out of nowhere to SIMON???
Not even Jaster, the main character, was immune to this treatment. In conclusion of his character arc reveals he forgot that his dream of travelling through space used to have more depth. This isnt a good reveal if the seeds of this development were never planted. Its a moment of reflection that completely bypasses any reflection of the actual events of the game. I dont think Jaster is a bad character, I just think these choices cheapen the development Jaster ACTUALLY went through.
But honestly, none of that holds a candle to the end of Kisala's character arc. She abandoned her way of life and everything she loved to claim the throne for a planet up until a day ago she wasnt even sure existed? Like, she was told she wouldnt be able to talk to the father that adopted and raised her nor her love interest?? like, wouldn't she have gone kicking and screaming??? it would have also made Jaster's post credits scene where he plans to kidnap her back all the sweeter???? Hello?????
The flagship IP that could have been...
From what i understand, Rogue Galaxy was an attempt at launching a new flagship IP for this game studio. As flawed as it is, this game had enough going for it that it could very well have launched a new series of beloved games. All of the flaws i talked about arent dealbreakers. Bungled character arcs is something that could be fixed in later titles. The sci-fi space theme is flexible enough for either a direct sequel or an anthology series.
Y'know, for a game that had a lot of good things going for it, Rogue Galaxy doesnt seem to be all that well remembered. I certainly wouldnt have heard of the game without that recommendation. I wondered why it seems to have faded from our collective memory. While researching, I found a detail that seems to sum up its place in game history pretty well.
Rogue Galaxy was released in NA in 2007, and was nominated for a "Role-Playing Game of the Year" award. It lost to Mass Effect.