By Tina Hand
Ar Nosurge: Ode to an Unborn Star
is a difficult game to classify. While
it is in many ways clearly an RPG, the unique battle system, oddly limited
amount of equipment, and large blocks of story make it something unique. When I first heard about this game, I was excited,
because I loved the Ar Tonelico games for their compelling story, interesting
battle systems, and unique methods of stat boosting. Your characters are there to protect a
singer, who stands behind your battle party and basically “sings” a spell the
entire time your party is fighting.
Then, whenever you feel the need, you cast the spell and watch the fun
ensue. Ar Nosurge carries on that
tradition but takes it a bit further since you only have one party member and
one singer.
There are so many things to like
about this game. Everything you need is
at your fingertips, often right from the outset, and there are multiple ways to
improve your characters. To make more
songs available to your singer, you “dive” into what’s called their
Genomsphere. Basically, you take a peek
inside their head to learn more about them and encourage them to trust you
more. With the Ar Tonelico games, you
would dive repeatedly into the same girl, learning more and more about her and
unlocking her potential that way. Ar Nosurge
went a slightly different and (I feel) more realistic way about it. Yes, you can dive into your singer, but your
singer will link herself with other characters, typically close friends or
people she’s interacted with in the past, and you dive into them in a way as
well. So instead of learning more about
her by digging your way deep into her psyche, you learn about her by learning
about how she and her friends see each other.
This unlocks crystals you can then equip on your characters through a
“purification ritual” where the two of them sit in a pool/pond/bath house and
chat about things that have happened in the game. Kind of seems like an excuse to get the girls
into oddly designed bathing suits, but still has a purpose. You can also synthesize new equipment and
items from the drops you get in battle.
I think the battle system is my
favorite part of this game. It has been
completely changed, and now instead of running around finding groups to fight
or waiting for an encounter, there is a meter at the top of your screen that
tells you the likelihood of an encounter and how many waves of enemies you’ll
fight. Think of it like having the
entire dungeon’s contingent of encounters at once. Each “wave” is like an encounter, and with a
properly charged song you can clear out the entire batch of them in one fell
swoop. Ar Nosurge does an exceptional
job of demonstrating just how powerful these singers are that they can clear
out entire dungeons with a single song, and the different combinations the main
attacker can use provides the player with plenty of variety in battle.
I won’t say battles are easy,
because some of them can get quite complex.
However, there was never really a point where I felt underpowered, and
that was before I fully understood the synthesis system or how to get the most
out of my equipment. There is definitely
more strategy to a battle than simply mashing buttons, but if you do choose
that route you aren’t going to find yourself getting beaten on a regular
basis. Of everything in this game, I
liked the battle system the best. The
ability to control the opponent’s turns (and often outright deny them the
ability to damage your singer) was awesome, and in a lot of ways the ability to
do all the dungeon’s battles at once made grinding less of a chore and more of
a puzzle.
In terms of art style, there have
been significant changes since the days of Ar Tonelico. In a lot of ways, the graphics and synthesis
system are reminiscent of the Atelier series of games, where you grind in dungeons
to gather the items you need to make new stuff.
The choice to go with more 3D models wasn’t one I was particularly fond
of, though it certainly emphasizes the difference between Ar Nosurge and Ar
Tonelico. Perhaps the most obvious
thing, though, was the character designs.
The majority of the main characters stand out because they all have
ridiculously over the top, asymmetrical costumes. Even Cass is subject to this flaw, though her
costume is the simplest in design. It
seems as though they were trying a little too hard to make these people stand
out from the rest, and while it’s good to make your main characters appear
different, this seemed over-exaggerated.
Locations were all very artfully drawn, though they seemed odd when you
actually go and are running around a 3D model instead of seeing the drawing
style of the over world. Overall, it
wasn’t that compelling, and some of the characters costumes (in particular, Nay
the Gale and Prim) are actually off-putting.
Now, however, I have to talk about
the actual story. The most important
thing to note is that this game is technically a sequel to a game that was
never released here in the US. So often
the characters will reference things that happened in the previous game and
often I didn’t realize that’s what they were talking about until much, much
later. Through the game, you have what
equates to two separate parties: Delta and Cass, and Earthes and Ion. You start with Delta and Cass, and eventually
you gain the ability to switch between them and Eathess and Ion. There are a lot of things that are not fully
explained, or the explanations are ones you have to find for yourself, or they
expect you to know because you played the previous game. So often I found myself completely confused
and wondering just what had happened, or why people were acting the way they
were. Helpfully, the game’s creators
included an encyclopedia with notes and references, so that the player can
figure out what all these strange terms thrown out there actually mean. Unfortunately, the plot is so thick that
often I found myself uninterested in actually knowing what was going on. There was never anything about any of the
game’s characters that drew me in, or made me feel like I could understand
them, their motives, their goals, or their problems. I think this is the first RPG I’ve ever
played where I found myself skipping dialogue because I was bored. Or annoyed with the surprising amount of
typos.
So, overall, this was a decent
game. If you have never played any of
the Ar Tonelico-style games, then this isn’t the one that will convince you to. For that, I would strongly recommend the
first Ar Tonelico for Playstation 2. The
battle system, while unique and innovative, was not enough to overpower the
heavy amount of plot, or the indecipherable motives of its characters. This wasn’t a game I felt compelled to
continue playing simply because I had to know what happened to these
people. I played it because the battle
system becomes addictive once you learn how to manipulate it. It’s a fun game to play, but the amount of
play time was, for once, limited by the amount of plot time.
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