Thursday, March 5, 2020

A look back at: Ranma 1/2: Treasure of the Red Cat Gang


Ah, the missed opportunities. I feel like some franchises just get an RPG out of them but that's about it. The more I think about it, the more I realize it only works plot-wise. And this game is a fantastic example. Nothing new to the traditional genre-savvy RPG player as far as anything this game has to offer. It just has an interesting story. Not even the "defend to increase special power juice" thing is new. For shame.

There's barely much to talk about in this game overall, it's over quickly, you level up a lot, the walking speed is slow, encounters are frequent but special abilities basically get rid of them all the time. There's a moment near the end where you can use any other party members you got for the finale, which is nice, but not all that new. The idea of characters with cursed forms has some potential to it, but they are marginal, for example one character can only use one special in cursed form, another has access to all but one special in cursed form, and another has access to all specials in cursed form but one isn't available in normal form. But Ranma and Shampoo, they get absolutely not one change gameplay-wise in cursed form, so it doesn't even matter which one you prefer in that case. Bosses are usually just damage sponges, but some don't even last one turn.

There's just really not much to say about this game that hasn't been said about many others just like it.

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