Received: December 24th, 2014 / Written: February 10th-18th, 2016
Published: February 20th, 2016
Published: February 20th, 2016
Alternate Title: Super Drakkhen [|O|]
Year: 1994 | Developed by: Infogrames SA | Published by: Kemco
Hello everyone, StarBoy91 here; passionate about video games, big retrophile, and fan of all things 16-bit. And-- ohhhh, do I really want to talk about this game? =( I guess I'm obligated to, given the circumstances surrounding it.
I may not have played Drakkhen in its original 1989 format by Infogrames, but I did have the privilege to experience the 1991 SNES port converted by Kemco-Seika years ago. While it falls far too short as a game, given its sheer brevity and overt lack of challenge, I do personally feel that it largely succeeds as a Generation One visual and audio tech demo; showing what Nintendo's 16-bit console was capable of accomplishing, and because of that (as well as its unusual and moody atmosphere) I consider it to be a fun guilty pleasure. =) It often gets derided by many as one of the worst Nintendo 16-bit games ever made, and while I feel that might be going too far, I do understand how people might be put off by it (from the literal menu-driven actions that inhabit Drakkhen's entirety to the fact that the battles are largely automatic), and I acknowledge that it's got many flaws. Simply put, Drakkhen is not for everyone.
If you recall after beating the SNES title and after having seen all its credits, there was a message in the end prepping us for "Drakkhen II" which they claimed was "coming soon!!". There is nothing more upsetting than when a game (mostly good ones) that proudly promises you a sequel but in the end never delivers for one reason or another, and when that happens it just winds up frustrating more than disappointing because why say you're making a sequel when you're not going to maintain your word on it? >X(
Why even bother? -_- There are far too many examples to name that did this disservice to us...
Drakkhen doesn't fall under this trap, however, as it did eventually get a sequel... um, sort of. Unlike the previous A-RPG which initially saw life on computers, today's game was made exclusively for the Nintendo 16-bit console (since Drakkhen was ported to the SFC/SNES--let's face it, people are more likely to play games on consoles than on computers) three years later. It wasn't until August 1994 that Super Drakkhen would arrive on the Super Famicom, while North America got to catch up with it that November as Dragon View, with Europe missing out on the action--which is curious, considering Drakkhen made its very debut (and had its SNES conversion released) in that multi-language continent (namely France). =/ Even stranger is the fact that the developers for this game were European, which makes it doubly baffling that it never got a PAL conversion.Seika, Kemco's co-company when it came to porting Drakkhen for the Nintendo 16-bit years prior, felt no compelling reason to return to its universe (instead focusing on porting and/or publishing different games on their own); which left Kemco pretty much in charge by themselves when it came to distributing Dragon View. And from what I gathered, today's game wasn't exactly much of a crowd pleaser either, and the fact that its predecessor's Nintendo 16-bit reception was largely negative did not help matters either. But over the years this supposed second (and final) game in the Drakkhen diptych has developed a tiny following among fans of the genre, and the most reiterated comment about it whether or not people liked Dragon View in the slightest is that: "It's an improvement over Drakkhen". *looks at cart intently* *then looks at audience inquisitively* Is it really, though? o_o
"Surely, you can't be serious?" |
Alex will be venturing on grasslands, mountains, marshes, snow valleys, ravaged areas, and even the desert; all of which have got their own maps dedicated to them (that you earn one by one) if you access the island screen with the right shoulder button. To look at the very design of the segment (give or take some details missing deliberately or not) just select the one you wish to look at and press the B button to see where you are at and how far you are from a nearby location.
Roads usually lead to the right path |
Leaping over fire |
Battling in the blind |
Behind you stands a wandering merchant |
Treading towards the waterfall |
Disgusting blobs |
Trekking the mountains |
Two scorpions and one fighter |
Best enjoy the snow while you can, 'cause before you know it Spring will be here soon |
Healing |
Fire golem |
Urrrgh >_< |
One of the only direct ties it's got to Drakkhen |
Hell-lo, Drakkhen was exactly this, which would make Dragon View a sequel! But this one point is only one of a handful of times that directly ties itself into that game. =|
Such deathly atmosphere |
Death will not take my life but taste the blade of my sword instead! |
In Drakkhen you got to face off against unusual enemies such as Henri Matisse's Icarus, vector swordsmen, giant upper pink torsos, (armored) lizard men, constellation monsters at night who look like they've sprung up from Space Harrier (the very game that inspired the 3D overworld), living water, witches, and sentient fire among other things (most of which you'd never bout in other A-RPGs). At one point you even came across a unicorn! Why was there a unicorn in the first place, where'd it come from? No one knows, but that mysteriousness and quirkiness augmented the intrigue for the Isle of the Drakkhen's mythology and mystery so much. By taking all the quirk factor away and making the monsters you fight more normal by comparison the developers of Dragon View took away the very thing that made Drakkhen so special that it was put on the map.
And since I brought up the slow pace, let's talk about the most longwinded ending I've ever sat through on the Nintendo 16-bit. In Drakkhen when it came to each set of words on the dialogue box all the words popped up at once while in this game the dialogue has the words appear letter by letter--if you didn't want to put up with waiting that long you could just press any button to have all the words appear at once. But that's during the course of the game, but when you actually finish it after defeating the final boss the dialogue is slow to a pulp and it takes for ever for it to get to the point. I counted: from the moment you defeated Giza there are twelve minutes of the ending, five minutes of credits (with word-stretching effects and background gradients I could easily have done on Microsoft PowerPoint at the age of ten), seven minutes of a post-credits sequence, and two minutes' worth of epilogue. That's twenty-six minutes total. Twenty-six minutes??? For an entire ending sequence?!?!? O.O Overkill much, Dragon View?
Drakkhen's dialogue was succinct and to the point, which was especially true during its ending sequence which lasted no longer than a minute before cutting to the credits (which themselves are only a few minutes tops). It did not feel like it was overstaying its welcome because of this, unlike the case with Dragon View. The entire ending sequences of Gaia Gensōki/Illusion of Gaia and Super Mario RPG: Legend of the Seven Stars did not feel anywhere near as bloated as this A-RPG's did, and while they're not exactly brief the longevity in those two games' final moments felt warranted.
Want more? All right, compare this game's ending to that of Xandra no Daibōken: Valkyrie to no Deai's whereas while that ending may not be very long (only a few minutes to be exact) it was still rewarding and worthwhile when all was said and done. And, you know what those story-driven games I just brought up have in common that Dragon View does not? They all made me care, with enthralling stories and characters I wind up rooting for; even after I finish them I still find myself caring about them. <=)
Don't let those vile beings mock you |
Goodbye, fashion sense >_< |
Alex the Giant Slayer |
The woman-led city of Miraj |
As far as Nintendo 16-bit content I got for Christmas was concerned, I was much more satisfied with what I got in 2015 than in 2014. This Christmas I not only got two SNES A-RPGs I had long been curious about (The Twisted Tales of Spike McFang and Brandish), but I also received a Super Famicom console with five Super Famicarts for it--honestly, you can't beat that. =D
While Spike McFang may have been short and not very difficult it was wholeheartedly entertaining with its intuitive gameplay, quirky tongue-in-cheek humor, and purely innocent lightheartedness which did not overstay its welcome while it lasted; and even though Brandish required a bit of backtracking here and there, it was made up for by the fact that it had three speed settings that worked for the game's benefit (that and when given a proper chance is actually a lot of atmospheric and immersive fun on its own merits). I had more fun with these two games than I did with Dragon View the year prior, and in my opinion both these titles are good entertainment (though I get why people would object to the latter).
I wanted to like Dragon View, given my affinity for Drakkhen in spite of its shortcomings (and my love for the A-RPG genre in general), and I know there are some people out there who enjoy today's game--and there's nothing wrong with that if they do, to each their own--but it just wound up rubbing me the wrong way at points. =( If it were exclusively a slash'em up as opposed to a hybrid RPG/slash'em up genre then maybe my thoughts on it would've been a bit higher and a bit optimistic; that, or maybe if it wasn't easy to get lost in the 3D overworld to the point where you have to look at your map again and again that would've been helpful too (instead of feeling redundant, repetitious, and tedious). I beat Dragon View both times at Level 40, at around fourteen (non-consecutive) hours the first time and roughly twelve the next one. Brandish and Seiken Densetsu 3 may have taken longer to beat (especially SquareSoft's Magnum Opus), but neither title felt like it took an eternity for me to play through like Dragon View did. -__- *sigh*
It had its moments, but overall it left me feeling cold =( |
My Personal Score: 6.0/10
<( -_-)>TO EACH THEIR OWN<(-_- )>
P.S. The pacing is so slow that it just puts the "drag" in Dragon View. ... I don't care that the jab was obvious, it had to be said. -_-
P.S. 2 I prefer to play SFC/SNES games in their physical format, but I bet some gamers who play this game on an emulator gleefully abuse the fast-forward setting to alleviate all the slowness--LUCKY!!! =P
P.S. 3 How is it that three Nintendo 16-bit reviews in a row I point out how the Japanese version is cheaper than the localized edition? O.O I swear this was not intentional, it just happened to be the case with all three.
P.S. 4 I make a big deal about Giza's reason to succumb to evil being clichéd,... but at least it's not out of brokenheartedness due to unrequited love, being broken up with, or any of that stuff--isn't that right, main villain from Pocky & Rocky 2? Yyyeah, I went there. =<
P.S. 5 There is surprisingly a lot of stuff for this game that was left on The Cutting Room Floor. Apparently one of the people working on Dragon View liked Capcom's take on Disney's Aladdin so much that they "borrowed" sprites of Abu from that platformer and snuck them into this game's memory. Obviously Infogrames SA did not get off scot free with that.
P.S. 6 So the newest episodes of Wander Over Yonder were really good. "The Cartoon" was so funny and I haven't laughed so hard in a WOY episode in ages (the hybrid nod to Gravity Falls and Scooby-Doo was perfect), and "The Bot" was surprisingly bittersweet and emotional near the end (especially its animatic).
Thank you for reading my review, please leave me a comment and let me know what you think. I hope you have a great Winter Day, and take care!
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"You and I are going to have a serious conversation sometime. About what's really going on; you and me."
"I know."
Dialogue courtesy of Jaws 3
"I know."
Dialogue courtesy of Jaws 3