|System: DS||Review Rating Legend|
|Dev: Mistwalker, Bird Studio||1.0 - 1.9 = Avoid||4.0 - 4.4 = Great|
|Pub: D3 Publisher||2.0 - 2.4 = Poor||4.5 - 4.9 = Must Buy|
|Release: May 18, 2010||2.5 - 2.9 = Average||5.0 = The Best|
|Players: 1-3||3.0 - 3.4 = Fair|
|ESRB Rating: Everyone 10+||3.5 - 3.9 = Good|
by Kyle B. Stiff
Blue Dragon is an action/RPG hybrid with a customizable protagonist, dungeons full of loot drops, and online gameplay that can augment the single-player campaign. In the world of Blue Dragon, people use their "shadow" (sort of like a magical power animal) to assist both in combat and in everyday life. While it's interesting to see a cartoonish rendition of Carl Jung's concept of the shadow self, Blue Dragon is unfortunately marred by wonky combat mechanics, an unsatisfying single-player campaign, and an utterly forgettable cast of characters.
I can't quite figure out if Blue Dragon was made with single or multiplayer in mind; while it's more fun to fight boss monsters with human allies, there's also quite a bit to do in the single-player campaign. I'm not going to kid myself into thinking that the developers spent equal time developing both single and multiplayer; sadly, I think that, somehow, both aspects of the game were somehow neglected, if such a thing is possible.
For instance, most of the computer-controlled allies have mastered the art of the wild haymaker, but few of them have an understanding of how to stick and move, or even the basic knowledge that they have a limited number of hit points which need to be preserved; they seem content with rushing into battle, getting stomped, and spending the rest of the fight taking a nap while you do the real work of achieving victory. What this means is that it's all well and good to fire off powerful offensive spells, but if you don't focus almost exclusively on being the team healer, then you're also going to focus on being the team undertaker due to your AI allies not being able to keep themselves alive.
Then again, you are presented with a full cast of characters, and each of them conveys at least a suggestion of a personality during sequences of character interaction. I continually found myself wondering why the story wasn't structured in such a way that your allies are presented as either zombies or victims of mind control - then, at least, it would make sense why they rush into battle, swing away, and then eat some curb.
I also found myself wishing that the developers had simply ripped off character ideas from anime, movies, or other games; the AI teammates are so vanilla that they can't even truly be described as cliché. They are nonentities. If I could team up with, say, a faceless knight and a nameless ninja, the experience would have been much more tolerable. As it is, I just can't imagine recruiting warriors from a playground. As far as fantasy goes, it leaves something to be desired.
Combat is somewhat fun, as long as you can deal with a few annoyances. Combat handles like an action/adventure game, but the RPG elements make for an awkward mesh. For instance, you can roll to dodge an attack, which is pretty standard fare for any action/adventure combat system. Unfortunately, just because you roll out of the way before an enemy finishes their attack animation (or even connects with your character) does not matter - oftentimes, the end result for how much damage you receive from an attack has already been rolled and applied BEFORE you have rolled away from the attacking character. What this means is that you can roll away, the enemy will finish their swing several feet away, then the damage you have somehow received will appear over your character. It's enough to make you think you should simply wear good armor and block, as in a standard turn-based RPG, rather than even try to compensate for Blue Dragon's awkward implementation of action/adventure gameplay mechanics.