The DS seems to be the new SNES when it comes to RPG releases. Between Final Fantasy, Dragon Quest, Blue Dragon, Valkyrie Profile, Kingdom Hearts and some original titles, the DS just keeps on giving for RPG fans. Nostalgia is one of these original titles, drawing some influence from Skies of Arcadia. Let’s see how it holds up in the crowd of RPGs on the DS.
Developer: Matrix Software
Publisher: Ignition Entertainment
Genre: RPG
Console(s): Nintendo DS
The verdict: Nostalgia is pure JRPG to the core including turn based combat and random encounters, and your enjoyment of this game depends on how much you enjoy JRPGs in general. It’s certainly solid, but it could have left some antiquated gameplay elements behind.
Yet another RPG graces the Nintendo DS, but this one may seem oddly familiar to anyone who played the excellent Final Fantasy remakes on the DS. Nostalgia has been made by the same developer, and they’ve more or less kept the same formula except they’ve added a newer, more innovative theme. Nostalgia’s premise is creative but it almost purely follows a standard JRPG formula, giving it niche appeal but doing little to endear itself to other gamers.
Take to the skies!
Nostalgia itself is unique among JRPGs in that takes place in an alternate 19th century Earth, where airships and steampunk technology rule the day. 16-year old Eddie Brown resides in London and is the wealthy son of famed adventurer Gilbert Brown, who goes missing after a particularly daring adventure. The naïve Eddie decides to find his father using the Brown airship, the Maverick. Along the way he’ll recruit the street-smart Pad, the witch Melody, and the mysterious Fiona as the four fight the Ancient Father’s Cabal, a strange organization linked to the disappearance of Gilbert Brown, which has a more sinister motive involving Fiona.
One area where Nostalgia shines is the sense that despite the formulaic gameplay, the writers wanted to break free of certain JRPG stereotypes. The story is minimal and not intrusive relative to what you get in most JRPGs, and the entire world is open to you from the onset. Rather than slosh through 60% of the game in a linear path before finally getting an airship, you have the Maverick from the word go, which you can use to explore the fascinating world at your leisure. There are a lot of real world locations that serve as both towns and dungeons, including London, Cairo, Tokyo, Mount Fuji, and even the Tower of Babel.
Unfortunately, the four lead characters and the overall story fall into the same repetitive motions as a Fighter (Eddie), Thief (Pad), Black Mage (Melody), and White Mage (Fiona) repeating the process of town, world map, and dungeon. As nice as it is to not have overly long cutscenes, there’s no time to develop the characters realistically. There are some certain scenes that hint at this, like Pad calling Eddie out on his naivety for wanting to find his father despite having no experience as an adventurer, but moments like this are rarely ever elaborated upon.
Who’s turn is it?
Combat is turn-based featuring commands for a standard attack, defending, using a skill, or using an item. The combat is fairly basic but the unit models and spell effects are rendered impressively in 3D. A neat addition to combat is that the order of attackers is displayed on the side of the screen in a manner similar to Final Fantasy X, which helps players plan their strategies accordingly. You also gain experience and level up in a traditional manner, and you get graded based on how well you do in individual fights and performing well nets you bonus XP and money.
Describing the battles as strategic is using the term generously, because the fights are far too easy. Early in the game the difficulty is reasonable, but it’s as if the game forgot to curve monster difficulty up in response to the increased strength of your team. I never died once during the entire game, and I got through most fights using attacks and occasionally a potion. The game is generous enough with monetary rewards that you’ll be able to mass stockpile potions and restorative items.
Fortunately there’s more variety in airship battles, which occur on the world map in your airship and can get much tougher as you gain the ability to climb higher in the sky. Each character has a particular position on your airship that serves as an attack turn; for instance, Eddie’s attack turn allows him to ram enemies with a huge blade mounted on the front of the Maverick (and no, doing this never gets old). It’s certainly more intuitive and challenging than the ground battles but as you get stronger it still amounts to the same attack-heal pattern.
One of the more innovative aspects of Nostalgia is the skill leveling system. Each character has two skill grids: One for the character’s ground combat, and one for his or her position onboard the airship. You earn skill points in battle, which can be used to unlock new skills for your characters, progressing through different trees. It’s an intuitive system that gives you a degree of control over how you build your characters, even if they’re limited to the parameters of their respective “classes”.
However, in trying to be retro, Nostalgia falls into a familiar pitfall: Random encounters. These are archaic and outdated to the point where it’s difficult to discern why these even exist anymore. They’re not part of the old school mechanic, especially with new games as opposed to remakes. They’re intrusive and take half the fun out of exploration. To the game’s credit they’re infrequent enough to not be too bothersome, but there are several predetermined events where visible monsters actually do appear on screen as early as ten minutes into the game. Why couldn’t the game just have visible monsters all the time so I could avoid them when I wanted or needed to?
The gameplay of Nostalgia isn’t necessarily bad, but archaic design holds it down unless you’ll only settle for a hardcore early 90s JRPG experience. There are visible signs that Matrix Software tries to modernize Nostalgia: An auto-save feature has been gratifyingly implemented, you can equip purchased weapons immediately from shop screens, and the freedom of exploration using your airship is one you rarely have in a traditional RPG. At the same time the random encounters and simplicity of combat make the game feel like Matrix Software had a sense of where they wanted to go but couldn’t follow through on it.
Cartography 101
The main story will take a fair chunk of time by itself, but Nostalgia also has some sidequests that take advantage of the game’s unique atmosphere and setting. The World of Treasures quest requires you to find important landmarks and subsequently uncover some great rewards, which is a lot of fun and does a look to give the impression of an epic world. There are also adventurers’ guild quests you can accept that reward money and better equipment. These are great ways get some new gear and experience, but the equipment is all you’ll really need considering you practically trip over money during the main storyline.
Nostalgia looks a lot like Matrix Software’s Final Fantasy titles on the DS – that is to say, beautiful. Character models are rendered with impressive detail given to hair and clothes, and environments are all greatly varied. Right from the vibrant and energetic London you travel to sandy Cairo, among many others. Everything is bright, colorful, and feels like an open world. The soundtrack is also upbeat and inspiring, with particular kudos going to the world map theme and the cheerful London theme.
Closing thoughts
Nostalgia is essentially a love letter for JRPG fanatics since it copies the old formula shot for shot, for better or worse. What’s odd is that Nostalgia makes some effort to implement newer features like an auto-save and abolish certain archaic designs like a purely linear story, but these ambitions are never fully realized. Instead, Nostalgia mostly plays it safe delivering an experience that’s fun, but not too memorable.