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    Sands of Destruction

    Game » consists of 2 releases. Released Sep 25, 2008

    In this world, beasts have enslaved the humans, and some think that the only way to save the world is to destroy it.

    raycarter's World Destruction: Michibikareshi Ishi (Nintendo DS) review

    Avatar image for raycarter

    A game that needs better gameplay

    Two teenagers with attitude will take the world to hell.
    Two teenagers with attitude will take the world to hell.

    Unlike some of my GiantBomb colleagues (unless they updated or something), I'm actually coming into this review with the distinction of actually beating this game, from start to finish : )

    All kidding aside, I can see why people are down on this game. The gameplay was a HUGE issue with many, resulting with many low scores and opinions. But that's where I divert from my fellow gamers on this matter, because I see some good in the bad. I think the story is above average and the presentation is bolstered by phenomenal scores. That doesn't mean that Sands of Destruction (which I will now refer to as SOD) is among the best in the loaded DS RPG library, but it is more than good enough to escape the bottom of the barrel.

    SOD tells the tale of Kyrie, a teenage boy who unknowingly has the power to destroy the world, a world where humans are ruled by half human, half animal hybrids known as ferals. In light of the discovery of this power, Kyrie gets picked up by Morte, a member of an organization bent on destroying the world because of the feral tyranny, and thus they both set off to destroy major feral installments to end civilizations and raise Cain.

    I like the story on two levels. First of all, the game has a really good cast of characters, from those who only appear inbrief moments, and the main characters to sharethe spotlight. I particularly love the way the writers understand that stories of war don't have to be tales of black and white. I think they understood that for every warring faction, those that are "good" or "bad", there is a spectrum of participants: those who are war hawks, those who are doves, and those in the middle of the two extremes. This unique blend of characters create a lot of intriguing and different interactions and dynamics, really pulling the gamer into the story. Moreover, the main characters are all believable, likable and easy to root for (I would even use the term "well developed"), another staple for impressive RPG elements. I also like the plot, specifically how it plays out. The narrative does a good job of maintaining suspense (like the origins of Kyrie's powers, or Kyrie's romantic tensions with Morte) thanks to some well thought-out plot twists. In short, SOD's story is the best I've witnessed since playing Nier, a huge testament to the former's outstanding cast and plot.

    Don't take this teddy lightly. He's one gruff commando.
    Don't take this teddy lightly. He's one gruff commando.

    Despite having a sound storyline, SOD struggles with its gameplay mechanics, as I mentioned earlier. Much like any RPG, you move around different maps around the world, transitioning between towns where you purchase new weapons and items and dungeons where you fight monsters and reach the next objective (usually a boss battle is waiting there). But the combat is what got everybody up in arms about this game. With 3 characters you duke out light, heavy and special attacks, turn-based combat style, against a bunch of rehashes like the girl with the wyvern, plant monsters, hammer-wielding wolf ferals and so on. This sounds like simple enough, but it isn't. For starters, you can take advantage of modifying your attacks and even linking them up to form extended attacks. The issue is that you can link a lot of your fast, high-hit count attacks together to dust similar level foes, really making the game too easy. To compound it further, assuming you hit the enemy, you are almost guaranteed to execute an all-hitting, no-miss special attack that will finish off your standard opponents, again making the game way too easy. I guess the real issue is that the game doesn't require too much thought on part of the player; you just spam your high-hitting attacks and then execute a special attack, rinse and repeat. Then when your party is low on health you use a special ability to heal, then commence to do those flurry attacks on the SAME TURN. In Pokemon terms, it's like using 6 separate attacks on an enemy pokemon without flinching them and then capping off your turn by using a full restore AND a PP-restoring item on not just the active pokemon but also for those not even in battle. That's how unbalanced the game could be to the game's detriment.

    But note that I've only said that the game is very easy against the random encounter enemies. The same really can't be said of boss battles. Now some bosses can die easily, but a lot more of them are really really cheap. Those bosses seem to possess infinite agility, allowing them to dish out a ton of attacks on your party. I've seen 1 boss do 2 special attacks in 1 turn, an unheard-of feat, and they just keep going on and on and on. And on. I have had to shake my head as to how many shots they get off and how much damage they do. It's not just that the bosses themselves can be real cheap, but given the context of the easy random encounter battles, the difference in difficulty level between the bosses and the standard enemies is just jarring. I would like to have some consistency in difficulty level, like a gradual upswing, not the jagged up and down lines you see in a chart for a volatile stock market, and in that regard SOD fails to deliver.

    You'll visit towns like these, as well as huge pristine cities run by ferals
    You'll visit towns like these, as well as huge pristine cities run by ferals

    Beyond the inconsistent difficulty level and the very-little-thought-required combat, SOD also has a morale indicator and a lot of maps that resemble puzzles. The former is a poorly executed concept if only because the game doesn't tell you much about it. High morale is important as it'll allow characters more action points to do stuff in combat, but for about halfway in the game I didn't even know how to raise morale until I read about it. Considering that you don't even notice it until you're deep in the game, it would really be helpful if the game helps to explain an important concept of the game. The puzzles are actually OK but there are some that really grind the game to a halt. Because it extends your time in combat, the game is better off omitting some of those mazes. I've probably implied this, but getting a guide while playing this game will really help to get pass some tough puzzles and help you enjoy the game more, lessening the time in combat and increasing the time for the story scenes to occur. In short, both the morale system and the puzzles are good ideas, but leave a lot to be desired.

    Speaking of strong points, if the story is the game's best to offer, then it's musical score comes in at a very close second. Not only are the scores really good at conveying a good variety of moods, from somber to silly and others, but some are worth listening to multiple times, like Arms of Time, its introductory theme (Link: http://www.youtube.com/watch?v=egfkf0sEjIg). The presentation is also nice to look at, save for the rehashed enemies, but the one thing I really like is that there are some animation and thought bubbles for the characters, allowing them to visually convey their thoughts and feelings (like Kyrie having a heart broken in his thought bubble whenever the object of his affections, Morte, tells him off). There are those animated 3D scenes sprinkled in as well, a nice touch but not enough to make a difference to the overall presentation quality. Finally, there's the occasionally voice acting from the characters. Save for the weird pauses between lines I am ok with the voice acting: Not convincing all the time but enough to convey the characters' personalities.

    it's a shame that SOD doesn't even have average gameplay, as even that will be enough to vault the game upwards and over other RPGs in the DS collection. However, I like a lot of the little things the game has paid attention in areas where other RPGs don't: A great story with an amazing soundtrack, good enough presentation and the requisite RPG shelf life (give or take 24 hours, tack on more if you tackle some loot-getting sidequests). This begs the question of whether we SHOULD heavily criticize a game when it's gameplay is bad but the rest of the package is more than OK. In my case, and it will sound impossible to some, I enjoyed playing Sands of Destruction. Yes, the combat was a nightmare. I've stated succinctly why, and there were times when I wondered whether the game can get any worse. But those bad memories were compensated as I found myself fully drawn to its wonderful narrative and soundtrack. In the end, I was sufficiently fulfilled from the experience, and for a game that's the bottom line.

    How does Sands of Destruction's flaws and strengths balance out? Btw just an excuse to post this cover cause it looks awesome.
    How does Sands of Destruction's flaws and strengths balance out? Btw just an excuse to post this cover cause it looks awesome.

    Breakdown

    Story: 4/5

    A phenomenal cast and a great storyline.

    Gameplay: 1.5/5

    Way-too-easy standard battles, some cheap boss battles, badly implemented morale system and puzzles.

    Presentation: 4/5

    A great score to go with a decent presentation.

    Bonuses, Alternatives,Replay Value (BARs): 3/5

    1 campaign that spans around 24 something hours, some side-quests

    Final Verdict: 12.5/20 (3 stars)

    A game that can't deliver in its gameplay but does so in almost every other facet in spectacular fashion.

    *Advice: If you are buying/renting this game, remember that you will be doing it because of its story and soundtrack. Think of the gameplay as an afterthought. Also, make sure a game guide is close by, as it will steer less time into combat.

    Other reviews for World Destruction: Michibikareshi Ishi (Nintendo DS)

      Didn't finish... didn't want to finish 0

      Sands of Destruction looked like a great game, thanks in no small part to its list of supremely talented creators.  Masato Kato (the director), Kunihiko Tanaka (the character designer), and Yasunori Mitsuda (the music composer), all played key roles in the making of the classic PlayStation RPG Xenogears.  Their latest work looked to recapture some of the former’s magic, with 32-bit style presentation and combo-driven battles.  Unfortunately, something went horribly wrong during productio...

      2 out of 2 found this review helpful.

      This review makes me feel guilty. 0

      I’m going to be frank with you, dear reader. I’m embarrassed to admit it, but I did not finish Sands of Destruction for the Nintendo DS. I could not finish Sands of Destruction for the Nintendo DS. I make it a habit to finish the games I’ve set out to review, but in the end, this is the only way this review is going to get written. Which, simply put, is a shame, both for me, and for the game. Going in to Sands of Destruction, I was kind of excited. In the last few years, I’ve become very a...

      1 out of 1 found this review helpful.

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