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Hail fellow, well met! Our Guild seeks
to catalog genres Fantasy, Strategy,
& Role-Playing. From swordplay to
tactics, the Guild shall be your
mighty castlegrounds. Stay awhile.


Chocobo's Dungeon
Square * PLAYSTATION * Now Available JPN

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The steed-turned-mascot of the Final Fantasy series stars in its own action-RPG spin-off, for now locked to exclusivity in Japan. A Chocobo and its Moogle sidekick find themselves tricked into entering a trap-filled dungeon, and on the quest to save a missing farmer (also a Chocobo). Thus unfolds the plot of Chocobo's Mysterious Dungeon as shown in an overly cutesy CG opening cutscene.

Venturing within the 30-floor depths necessitates endurance and a taste for real-time battles. As you guide your Chocobo character around the expansive depths, it will encounter combat scenes played out via the popular ATB, or Active-Time Battle, system. In CMD, enemies are likewise restricted by the ATB and tend only to strike when their bar has reached capacity, leading to some intriguing tactical-like scenarios. You can also cast spells via book-based mana and summon monsters to fight on your behalf.

When not in combat, dungeon exploration requires an eye for traps, and a drive to collect treasure. Be careful to check the hunger/stamina of your Chocobo during the journey, though this is recoverable by resting and using specific items. Visually, CMD is composed of gorgeous, detailed 2-D sprites within a 3/4ths perspective environment, with the occasional CG FMV thrown in for good measure. Decent sound effects and musical compositions, though nothing close to the heights of Square in the mainline FF entries.


Printed in Issue #47, July-August 1998
Dragon Force II
Sega * SATURN * Now Available JPN

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The Saturn played host to a superb strategy-RPG with Dragon Force by J-Force and Sega, released in late-'96. It allowed us to control and maneuver giant armies made up of hundreds of troops, as part of eight addictive campaigns with engaging storylines to boot. Dragon Force II, a direct follow-up with exceedingly huge shoes to fill, recently launched overseas for the Japanese Saturn.

Despite our high hopes, we were dismayed to encounter notable detriments that left us preferring the original. Presentation suffered a real downgrade with an arbitrary refocusing on realism over stylistic artistry. Sprites lack definition and, visually overall, this sequel utilizes a rather boring, washed-out color palette. Generic backgrounds and character portraits also left us bewildered.

Regarding combat, although we were excited by the introduction of dual troop lines, increased spell slots, and aerial-specific attacks, other changes mystified us. Units will break formation upon enemy arrival, even when commanded to stand-by, opening up ranged units for total decimation. Maps are ordered linearly, as well, removing an element of strategy present in the premier entry.

Whereas Dragon Force managed to secure a balance of unit type strengths and weaknesses, in DF II, generals are overpowered with godly resistance to common units. One step forward, and two steps back. No, we're not quoting Chris Hillman.


Printed in Issue #47, July-August 1998