Sacred Blaze is a hodge-podge but it seems to work. You play as God and watch a small band of heroes try to battle back the darkness which vanquished you 100 years ago. This is a decent setting but you play as the good guys so many time times I kind of wish you could play as the side of evil to keep repressing the world. You have a choice between following the story of the lawful knight lord Alecseed whose concept unpleasantly reminded me too much of Wein from Dragon Force, and Kiyora the chaotic samurai princess. My dear readers can surely guess which one I picked. I suspect that there won’t be that much difference in the overall nature of the game regardless of who you pick. Eventually you probably still fight on all the same maps anyway as well. But when a golden werewolf named “Vilan” who can recover his health by eating one of his “dark beast” servants (your randomly generated mook allies) joins you in a chase across the countryside to kill a giant oni for revenge then you know that Kiyora really does have a more chaotic story. I’ll check out Alecseed’s intro briefly but it seemed like it was going to be blowjobs and incest lollipops which isn’t my thing.
In case anyone is curious about the level of Japanese in the game I’d have to say that it would be prohibitive to play if you don’t know any. The dialogue is not at that high of a level and most of the story scenes are voiced even for the NPCs so you can always look things up. However the game play info like Brave’s Oaths in battles and skill descriptions on the status screen are not readily apparent. Even the single most interesting aspect of battles would be a bit baffling if you had no idea what it all said.
Since you are actually playing as the God of light and goodness guiding the fortunes of your chosen agent (代行者) you are able to create some miracles to help the troops out. You start out with being able to use a weak healing spell for battle with an AOE of 5. This ability is probably the difference between victory and defeat even in the early stage of the game. You also have the ability to ressurect a fallen comrade outside of battle. I’m hoping that eventually this will also work in battle but we’ll see. After clearing the first area you’re rewarded with a couple of new miracles to use, and I imagine that this pattern will remain consistent through the game.
Other than that it doesn’t seem like there are any new developments for Flight Plan that have any originality. I think that they switched to a traditional “level up after getting 100 points” EXP system in Poison Pink. Previously they used a system wherein you were awarded a pool of EXP to be dispensed as you wished after battle. In general there was great incentive to boost only a few characters and just leave most of the allies you received at their default level. Which is really stupid considering how many characters their games tend to have. Flight Plan’s “group attack” system also makes a return but now it has the restriction of only being usable by a Master (like Kiyora) and at least 3 of their servants (in her case Samurai) rather than being usable by your whole party like in DSS. I have to see this as a downgrade even though its power isn’t to be trifled with. Although it was pretty tedious to link your party all the damn time in DSS. Now that I think about it this change to a more traditional co-op attack might have to do with the standard exp system. It would have been pretty easy to abuse the system for leveling if everyone could use it I suppose.
Anyway even the miracle system reminds me of other games that I didn’t play. The whole game also puts me in mind of the classic action/city building god simulator ActRaiser. That game is almost 20 years old now though so I’m sure that plenty of people weren’t alive or old enough to play games at that time anyway. It’s been available on Virtual Console for a while now if you want to check it out. I always sucked at the action part of it but anyway the one system that’s really similar is how your “braves” in this game will pledge certain tasks to god which you as the player have to see out. For example Kiyora’s early pledge is to defeat 150 enemies which will probably take a fair bit of grinding. But in the 3rd battle (I kept thinking it was weird there was no 1-2 but I think that was the event battle officially so it makes sense you can’t repeat that) Kiyora pledges to not let any allies fall. You can always choose to accept or deny this request. Accepting it gives you small boosts like invoking the character’s divine self-boost skill automatically and completing it gives you… OK I didn’t pay attention much but I think it further boosts Faith points (which are otherwise boosted slightly by leveling up and using miracles on characters). Those play a part in the points you get for creating miracles and later doing other stuff. I’ll have to check but I think that 1/10 of the total Faith Points you have received are usable as Force Points which is what gets used up by miracles.
That’s enough to write about this game for now right? Oh the graphics. Flight Plan always has attractive character portraits but so far these ones seem a little less ridiculous than their past couple of games. At least Kiyora is a lot less annoying than Kaito from Dragon Shadow Spell which I’ve also written about exhaustively. The battle graphics do not impress me. Battles take place in full isometric squallor. The locations look OK, and starting the game on top of a burning Japanese style castle was pretty dramatic. But the super deformed pixelated characters don’t impress me. The game is probably an improvement over Poison Pink/Eternal Poison but Dragon Shadow Spell’s visuals are more to my taste. It occurs to me that they went the 3D route because it was easier to create some variance in all the random soldiers you use in the course of the game. It’s also the easiest way to clearly display changed equipment since all they need to do is create some 3D models which can then be moved any which way instead of totally re-drawing all the sprites. Speaking of that you have a small level of customization as accessories/helmet crests become available to you for characters and this causes a slight change in their appearance. After you clear the first area Kiyora gets an interesting head band which is apparently made out of the fangs (I don’t think it was the horns) of the oni that killed her family and destroyed her country. This gives her the appearance of an oni herself and makes an interesting statement about her character don’t you think?
I guess I could have summarized the game with the phrase adequate gameplay and distinct character in a bearable visual package. That’s good enough for an SRPG fan right? I still don’t think that this game will see release outside of Japan but other than being slightly difficult (I could see people getting wiped out in the 2nd battle) it’s more mainstream and less religious than I thought it would be. So there’s a chance. I don’t think it would be that easy to localize since the game is voiced extensively (when will they realize they can save so much time and money by just leaving the vocals and not bothering with dubbing?), and there are a lot of visual intricacies which were clearly not made with the intention of being converted to another language (this is why you don’t see elaborate Japanese in Square Enix games).
I am considering getting a hold of a few older PS2 games but since my hands are giving out (I was wondering if the Wii would be viable for me or not since I can still move my arms), and this is the last PS2 game to be released that I had any knowledge of I think Sacred Blaze will be the last new PS2 game for me. It’s been 9 years since the PS2 came out in Japan and I can’t believe it’s hung around for this long. I haven’t even bothered to buy the latest generation of consoles since all the games I was interested in kept coming out for the PS2 anyway. So many damn games came out for this system. I don’t really think that there’s much ground left to cover.