Format: Advance
Genre: Strategy RPG
Developer: Climax
Publisher: Sega
Review has joined the Shining Force! A true classic in the turn-based strategy genre, Shining Force is one of the older tactics games that was ported to the GBA. I believe it was originally on the genesis or turbo grafx or something, but this version is the updated port of the original. That means it has new/advanced features, alongside graphical updates and various other changes. Since I don't know the differences between the original and this version I'll simply be talking about this version as I've experienced it. The story is basic, almost too basic. One kingdom invades another and you have to go stop it because, bad people. Sure they attempt to throw a few curve balls into the fray, however, the basic story doesn't change at all. It's extraordinarily linear in that way. Much like other grid-based turn-based strategy games, most maps are a One-&-Done affair. This game has a bit of a mix up in that regard because you have the ability to retreat from most maps, which lets you keep your experience and loot without progressing the game. Let's talk mechanics real quick. Since this was an early tactics game, they didn't quite have the menuing system down that well. Actually equipping or selecting things was quite oddly implemented. Instead of selecting an item or equipment, you have to go to a blank inventory slot and select that instead. This applies to actually equipping things too, which makes it very awkward when you already have something equipped. If you're fully equipped you need to remove an equipment first to free up a blank spot in both your equipment and inventory in order to equip something new. The entire system is awkward and outdated. Staying on the mechanics front, this game also does not have predictive damage outputs. That basically means if you go to attack something, you don't get to see roughly how effective that attack will be. You either have to go look at the stat menu and try to math it out yourself, or trust your instincts of how strong your character is against certain enemies. This style of gameplay is obviously very antiquated at this point, as every single strategy game has predictive damage now. It's pretty harsh to go backwards into this style of mechanics after playing something like, say, fire emblem. Graphically speaking, the game is fine. Looks great, feels great and is very cinematic for a bygone era. The music is also fairly good for a game of it's time. There's a certain feel for these older games and it comes through clearly in this experience. The action of the game comes in 2 forms, turn-based combat and free-roam exploration. In the free-roam mode you can talk to people, buy equipment, advance the plot, and recruit new characters. You can also hit up the church to promote characters as well to advance jobs. admittedly I waited a long time to promote my units.. probably too long. Some characters are earned throughout the story, others have to be sought out to recruit them. Kokichi, Musashi, and Gong are 3 examples of characters you have to go out of your way to recruit. Promotion grants characters more growth potentional as well as the ability to wield stronger weapons. Any character 10 or higher can be promoted, which reduces their level to 1 and removes a few stats. Since exp is based off level in this game and not promotion status, that means they will level back up very quickly. Around mid game, almost all of the weapons you can use get replaced by "promoted units only" weapons, so don't skimp on promoting units. The amount of characters you can get is moderately big enough to where you can have favorites and those you will never use (like pelle). This version has something called "Cards" which are a Mawlock specific feature. Cards are a collectible that you can get from talking to your allies and learning of their past in the base OR by completing various goals or objectives during battles. Mawlock can unlock 4 special features with each card. One of those abilities allows the Card to grant characters double turns. This makes him an incredible strong support character. The combat is turn-based and agility-based. That means you can have some funky strategies if you get double turns, if you know what I mean. Terrains in this game offer hinderances towards units, so flying units have a huge advantage. Exploring definitely is worth it in this game if you're into cards. Credits after the final boss.
Hot Tips: Use a Guide to get Musashi. Egress for free exp/money. Mawlock Cards for Double Turns.
All in All, This game got an 8.2 score for it's finesse in graphics and music. The menu system was absolute outdated garbage. Plot was occasionally schizofrenic jumping around. Somewhat unbalanced classes/roles. No Damage Projection. Little to No Building Drama. Final boss can pre-emptively 1-shot you.
TimeMage's verdict: