A role-playing game for the TurboGrafx CD and one of Working Designs's earliest localization projects. It is the only Cosmic Fantasy game to be released in the US.
Cosmic Fantasy is yet another Telenet Japan (one of the bigger companies pushing out games for the TurboGrafx-CD, and developers of the Valis games) franchise that the West only saw bits and pieces of. Specifically, this one game. Cosmic Fantasy 2 is also a Working Designs joint, who were US publishers/translators who were very selective with the games they chose to localize. They're best known for some early Sega CD games as well as Lunar, Alundra, Vanguard Bandits and a bunch of other fifth-generation JRPGs after FFVII sent demand through the roof. Telenet Japan and Working Designs also collaborated on Exile, a game we've previously covered. There are at least four other Cosmic Fantasy games for the PC Engine CD-ROM2 that never saw a localization, including a weird non-interactive spin-off that splices together all the cutscenes from the first two games and plays them without any gameplay parts in-between getting in the way (does Kojima know about this format?). Though I believe each entry is detached in the way most JRPG franchises are, they all seem to focus on that Star Ocean/Wizardry concept of a "primitive" fantasy setting that is juxtaposed with more overt science fiction elements. For instance, the spear-wielding rural hero of this game, Van, is depicted in something like a Starfleet uniform (or maybe something from Outlaw Star) on the US box art. (That's not the US boxart up there, by the way, I just think the Japan one is better. It has a sentient cat!)
Besides the curious theme combo, Cosmic Fantasy 2 seems like your run of the mill JRPG. Battles are turn-based and happen randomly whenever you're in a dangerous area, and the player is limited in what they can do until they level up a bit and learn new skills and magic. What's strange, and the Wikipedia entry for this game corroborates this, is that every enemy in the game just hits you with regular attacks. They have no spells, no status effects, no criticals and no area of effect attacks that hit the whole group. Each enemy just targets one member of the party and hits them, for an amount of damage generally defined by the strength of the monster and the defense of the party member. So it's perhaps not the most tactically challenging RPG out there. Still, though, you didn't see too many RPGs from 1992 with fully voiced anime cutscenes, so perhaps the care and craft that went into this game was put towards its presentation rather than its gameplay. But hey, let's not throw shade before we've had a chance to see the thing.
Please, If It's Sci-Fi Fantasy, It Should Be Spelled With a "Ph". That's More Science-y.
You know, it probably doesn't do a JRPG any favors to only play through the first half hour like this. I mean, most of them start pretty much the same way anyway. All the same, I think there are flashes here of the sort of game Cosmic Fantasy 2 might blossom into (though absolutely nothing regarding the game's sci-fi elements). It's fair to say that I have a soft spot for JRPGs like this, even when they get grindy and repetitive. Working Designs is a fantastic translation team too when they aren't making dumb pop culture jokes that become instantly dated, so I'm always curious to try out more games they worked on.
So as I end another edition of Octurbo, I'll leave you all with this to ponder: What's your Cosmic Fantasy? Wait, no, don't answer that. Abort, abort! We're done!
Cosmic Fantasy 2 full soundtrack (it seems the guy who uploaded this just burned the whole CD. That's totally something you can do, since most CD players recognize TGCD games as audio CDs with the exception of the first track, which is where the game's data is stored and should always be skipped over. Playing the first track leads to an error message that essentially says "yo, don't play this part, it'll probably ruin the disc and/or player". Sounds like they got a few audio-only cutscenes in there too.).
I'm playing through this now and I just can't believe how broken and unfinished the combat feels. They aren't kidding, every enemy and boss in the game just has single target physical attacks. Even enemies called "magician" and "sorcerer" can only hit you with their staves for a pathetic amount of damage. There's accessories you can buy and equip that reduce magical damage!!! There is no magical damage! There's also spells and items that can be used to cure status effects. There are no status effects! This doesn't feel like a design choice. It feels like they ran out of time to balance the combat in the game, so they just removed all enemy spells and status effects at the last minute.
I'm going to finish it because I've already put several hours into it, and it isn't very long. But man, I'm reading some of the 80-90 review scores this game got when it came out and I just don't get it. I guess the novelty of animated and voiced cutscenes made up for the ridiculously bland gameplay.
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