|System: DS||Review Rating Legend|
|Dev: Gravity Co., Ltd./ GungHo Online||1.0 - 1.9 = Avoid||4.0 - 4.4 = Great|
|Pub: Xseed Games||2.0 - 2.4 = Poor||4.5 - 4.9 = Must Buy|
|Release: Feb. 16, 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 Jonathan Marx
Ragnarok Online is a beloved MMORPG that fans around the world have been plowing through since 2002. After years of success on PC, developer Gravity and publisher Xseed have decided to bring the experience to Nintendo's portable. Unfortunately, Ragnarok DS is merely a shadow of its MMO ancestor. The active battle system found on the DS cart is weak, the online component is laughable, and the interminable dialogue text spins a trite, clichéd yarn that artificially pads the campaign's length; it isn't long before the adventure grinds you to a pulp.
Starting out as an orphaned Novice named Ales, players will soon come across an amnesiac magic-user, generically named Sierra, as well as a host of other overused character archetypes on a quest to make your name in the world as an adventurer. Of course, fame and riches are only part of the equation; eventually the party will have to take on an end-of-the-world scenario that features a scholarly cult working to resurrect a forgotten goddess. In order to pave the way for this goddess to take her new form, this secret group needs to sacrifice the entirety of humanity. While some will find the overarching plot to be intriguing, most will think it's a tired narrative. It certainly isn't worth slogging through the endless text blurbs that make up the dialogue.
Worse than the story is the auto-pilot battle system employed by Ragnarok DS. Similar to the MMO counterpart, players will use their stylus as if it were a mouse, touching the screen for movement and clicking on enemies to attack. Once you and your party have engaged a baddie, you can simply sit back and watch the battle unfold; you won't have to click again till your foe is dead or if you decide you want to take on a different opponent. As you become more powerful, new skills become available and you can hot-key them to the upper-right portion of the touch screen for "quick" selection.
Implementing skills is somewhat more engaging than standard attacks, as you'll have to pull off a simple drawing command with the stylus in order to activate it. Still, there's essentially no strategy to fights; you'll just click and wait, perhaps healing yourself midway through. Mixing things up just a bit further are party members, but they never need to be directly controlled, because setting job-specific AI behaviors is certainly the most efficient way to fight. The hands-off battle system may be easy to learn and user-friendly, but it fails to challenge or engage players in any meaningful way.
What you're left with is a loot-collecting, level-clearing power-grind that fails to impress. Each area of Ragnarok is made up of generic-looking, labyrinthine environments. Players will have to trudge aimlessly through each "dungeon" until they happen upon a chest containing the level map. Flying blind for the first half of each level, without previously visited areas being auto-mapped for you (i.e. having the fog of war lifted and the layout detailed), is a miserable design choice. Its faults are only further accentuated by the fact that it never changes throughout the game, leading to a frustrating, formulaic dungeon-crawling experience.
Though the story is chestnut, the battle system yawn-inducing, and the map support wretched, the tiered job structure is fairly deep and surprisingly engaging. Rather than choosing one class and plowing through the game advancing that character type, you'll improve both your base level as well as your job level. That means you'll be able to retrain your class and acquire new abilities by visiting the guilds in town whenever you'd like. This allows you to take on new skills, keeping gameplay somewhat fresh despite the drag of combat.