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 PLATFORM: DS
KICKING THE BUCKET

will always remember Crystal Chronicles for the GameCube as the Final Fantasy wannabe that made me carry around a stupid bucket. While that ignominious mechanic has been scrapped for this handheld follow-up, I can’t say that my experience was improved over the disappointing original. Like that title, Ring of Fates is focused on multiplayer (though single-player is at least viable this time), but enjoying the game hinges on the player’s willingness to sacrifice gameplay in order to play co-op with friends.

The critical mistake is how magic is handled. Spells are consumable items, not learned, and you can only hold a limited number. Normally this would just lead to conservative casting, except the spells also double as keys to open doors and make moving platforms appear. You can slowly replenish your stock at specific points using the gimmicky alchemy system, but the whole process mainly just encourages players to ignore magic as an offensive option.

Of course, if you ignore the magic, that means you need to focus on straight-up combat – which is another problem. Whoops. Movement and attacks are sloppy, and attempts to integrate DS-specific mechanics have gone terribly awry. The touch screen-based special abilities are useless unless you have competent teammates to run interference. In single-player, your AI companions would just as soon take constant damage by standing in fire than lift a sword to help you out.

Ring of Fates does provide the opportunity for you and three others to engage in Gauntlet-style dungeon exploration and lots of monster-killing. Even so, it’s a poor excuse to round up the gang. Presumably, the reason why your friends are your friends is because you share some common interests. Do some of those together instead.

  

MATT MILLER   7
This is a more simplified and arcadey presentation of Final Fantasy than we’re used to, but I can’t say that it’s all bad. In fact, the hack n’ slash action can be pretty entertaining, particularly for new RPG players looking to enter the genre for the first time. Dungeons are large, but their design sometimes feels a little haphazard. Melee combat is satisfying while the magic system is peppered with problems. Aiming spells takes too long and the damage output is rarely worth the effort. The coming-of-age story feels tried and tired, but at least it is backed up by partial voiceover and a decent musical score. Meanwhile, four-player action is a kick for short sessions, even with some notable slowdown. Ring of Fates doesn’t look so hot placed beside most other games with Final Fantasy in their titles, but on its own merits it isn’t without its own charm.
6
CONCEPT:
A reject in the Final Fantasy family tree soldiers on with a sequel
GRAPHICS:
This is the only area where Ring of Fates truly excels. The visuals and cutscenes look good, and the action on-screen doesn’t get too muddled
SOUND:
There is a fair bit of voiced dialogue, but given its quality, I wish there weren’t. The soundtrack serves its purpose, but isn’t particularly memorable
PLAYABILITY:
With such simplisitic controls, it’s a wonder that they can’t be more accurate and responsive
ENTERTAINMENT:
You need to sucker a friend into buying a copy with you if you hope to enjoy the game at all. Even then, it’s barely worth it
REPLAY:
Moderate
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