Not just another story about a girl
and her dragonDrakan has brought together the best of both the RPG and Action
worlds, and I feel like someone in the design world has been listening to my secret
videogame desires. Drakan delivers hours of adventuring fun (roughly fifteen complex
levels) with some great new perks that really get me excited. The warrior Rynn and her
dragon Arokh must free the trapped Spirit Dragons to help fight against evil magicians
called the Desert Lords. Along with the major quest, Rynn is presented with a variety of
sideline adventures that help her gain experience, booty, and items that help in the major
plotline. The story is fairly familiarnobody stayed up late thinking of this one.
But what is most unique about this title is the gameplay. As far as movement goes, Rynn is able
to sidestep, crouch, jump, grab on to ledges and pull herself up, climb, swim, perform
flips to either side and the back, and forward and backward rolls. This is very
reminiscent of Laura Croft, and although the controller set up requires a bit more button
pushing, she really is every bit as versatile. The camera does a fabulous job of following
Rynn through all her acrobatics and the right analog stick pans the camera in a 180-degree
radius. It also allows a character fade so that you can see through Rynn and into the
environment in front of her. It doesnt do as good of a job looking over ledges and
around corners, but is effective nonetheless.
In the
fighting arena, Rynn is able to hot slot a variety of weapons from her equipment menu to
cycle through during the heat of battle. This is a good idea, as your weapons take damage,
can break, or you may need a different type of weapon for mixed groups of opponents. And
because you continue to take damage while in menu screens, being prepared is a must.
Although some people complain about the lack of respite in menu screens, I applaud the
makers wholeheartedly for giving us a more realistic battle experience. I mean really,
would you stop in the middle of a group of Trogs and say, "Excuse me kind sirs, but
would you mind pausing while I pull out a more powerful weapon with which to vanquish
you?" Please! Gamers have been asking for more realismperhaps some of them just
arent ready to step up to the proverbial plate?
Rynn is able to
execute more elaborate attack combos with the help of the weapon button and D pad. Some
combos are more effective for single attackers, some for group melee, and your weapon type
and speed make a big difference. I love the fact that each of the weapons feels and
performs differently--and takes damage. I also appreciate the fact that this game has more
fighting options than a lot of other games in this genre, including backward moves such as
thrust and parry, which come in especially handy when fighting groups or when running for
your life. The ability to fight on the move has gone from a bonus to an absolute must as
videogames have progressed, and Drakan is right on target with this one.
Spell casting
works in much the same way as the fighting commands (except that it requires the magical
power of Mana), with the ability to cast a spell using the spell button and the D pad
during battle. I loved this option, as I get so tired of RPG games in which you have to go
to your spell menu, pull up a spell and waste time waiting for it to be cast. Although
using the D pad requires that you know your spells, it is also much closer to what I would
call a "realistic" mage experience. If you memorize your spell list and casting
procedure, that should be all that is required to streamline your fighting. Because you
continue to take damage while in the menu screens, you want to stay out of them as much as
possible during a fight. This moves the pace of the game along and requires that you think
on your feet. If youre the type that likes time to ponder, this game may not be for
you.
What I looked
forward to the most before playing this game was the ability to ride and fight using a
dragon. They make you wait until youve finished your first major ground objective
before Arokh is at your disposal, but that kept me going as I was slogging through some of
the slower moments in the Shadowmire. Rynns Mana allows Arokh to blow fire and to
use other powerful breath attacks. He can also bite while hes on the ground. In the
air you can change his direction using the left analog, his pitch using the right, and his
altitude with the triangle button. He can turn sideways to bank, and although I wish he
could bank more sharply and quickly, that was a minor issue with as much fun as I was
having flying with him. I loved the aerial dragon battles, but Arokhs flying was
limited to a relatively small area contained by the current map screen (affected by your
current game goals). It would be nice if the game had let you explore everything, which
might also allow you to vary the "plot path." This was one of the places I had
an unfulfilled wishI would eventually like to be able to move through a game at my
own whim, and the ability to be airborne really would open up the idea of choosing which
areas to play first in a more realistic manner.
Now that
weve covered more of the action elements of the game, we can take a look at the RPG
elements that populate Drakan. First is the questing plot, where it becomes necessary to
talk to other characters to glean information and items. We also have a system that
reminds me of my days playing D&D. Your character has an experience level (which
increases as you work through adventures) and you are required to have a specific XP level
before you can wield certain weapons and spells. You also have skill points to assign in
Melee, Archer, and Magic skills. Earned skill points can be assigned as desired, so it is
possible to give some specialization to your character.
You pick up
lots of gold along the way (yes, the old argument about where she carries it all is still
in place, and there is no encumbrance) and are able to put it to use when you reach towns.
You can sell or fix your damaged weapons or buy new ones at the Blacksmiths shop and
get life, spells, and Mana from the Alchemists (some of which you may or may not also
happen to pick up during your adventures). Weapons are rated by damage, durability, and
speed, and spells are rated by skill level needed, damage, duration, and Mana used. Spells
include Fear, Clone, Time Slow, Rejuvenate, Impale, Combust, Lightning, Ice Blast,
Fireball, and Soul Steal. Besides your menus for weapons/items, spells, and skills menu,
you also have a map menu and a journal that lists your primary and secondary/optional
objectives. More than anything, the plot is reminiscent of the RPG element, but the
gameplay is streamlined so that many of the time-consuming RPG elements are no longer
required. Because this allows more gametime in the action arena, many have labeled this as
more of an action game, but the RPG feel is so integral that I have to place them on
nearly equal footing.
The music is
what you might expect for an adventure game and is skillfully employed, so much so that I
was never annoyed with it, no matter how long I was in an environment (which is definitely
saying something for this type of game). It is fluid and provided a nice background for
each area. The sound effects are great, but the voice acting has its ups and downs (with a
great job done on Rynn and Arokh and some of the gross creatures in the game, but some of
the NPCs are a bit lackluster). The game has a nice addition in that you can turn off the
subtitles if they bother you, or leave them on if you want to listen to your very own
adventure music on your home system.
The graphics
have some marvelous moments, with an occasional letdown. The characters may not be as
rounded and visually "tasty" as some other titles, but they are well articulated
with blinking eyes, raising eyebrows, and mostly in-synch mouths (with teeth!). Some of
the movement on cut screens is choppy and there is quite a bit of fogging in the distance
during aerial maneuvers, as well as a lack of detail I know is possible in the outdoor
environments. But I was so enamored of other things in the game that the graphics, which
really are solid, didnt get much of my attention.
To make a long story short (well not really, but we can dream), this game is fairly
deep, provides a nice mix of action/RPG, gives us some great features in regard to
movement and fighting, and lets us have both aerial and ground adventures. It also has one
of the things I cherish most in these types of gamesa save button! What keeps it
from having my wholehearted endorsement as a five star game then? It really is just a mix
of pet peeves and a desire to once again broaden the scope of this type of game. I
didnt like the fact that the screen went black during the load screens (and Im
always in favor of less load time), and Id like better graphics in outdoor
environments. I would want the ability to talk to people or pull levers without having to
be perfectly in line in front of them (this may sound picky, but I wasted quite a bit of
time with some of the levers trying to get them to work, and after playing for ten hours
straight, this can be cause for controller throwing) and most importantly, I wished for
less constriction in how I approached my major objectives (refer back to my comment while
dragonriding). I would, however, recommend that gamers give this title a try, and I hope
that many of the additions in fighting, menu screens, and movement become staples in the
RPG/Action repertoire.