The proliferation of tried and true PC genres on to the Pocket PC
platform should really surprise no one. Both of the platforms share the
PC moniker, so it is natural for us to see the first person shooter, the
real-time strategy and other genres which have defined gaming on
computers, pop up in the PC platform. Mugenstorm's Ariole Sin, however,
is directly inspired from the fantasy anime worlds. Ariole Sin is an
interesting piece of work being part RPG and part fighting game;
probably a strange combination. But then, we have to remind ourselves
that Final Fantasy Tactics (and for that matter, Fallout Tactics) were
credible hits in themselves, merging the RPG world with strategic
combat.
Here, the combat is shifted into one on one sparring between various
characters in the game. You assume the identity of Ariole, an angel
sent from the heavens to save the world. She is aptly tasked to defend
the world against a little phenomenon like armageddon, the apocalypse,
total destruction and annihilation. Why Ariole must be dragged away
from frolicking in heaven, is of course because a band of evil-doers
want to put together a medallion split on to three continents. This
medallion purportedly makes the beholder a god. Thus, the evil ones
disperse and repeatedly bully innocent villagers for medallion pieces
that they undoubtedly either do not have or do not want to share with
the evil ones. The story is complicated even more because Ariole, like
the Christian Jesus, has identity problems when descending into the
realm of the mortals. People in the mortal world think she might be
representation of the "one true God" rather than a follower, disciple or
offspring. Part of the story involves the classic motif of the search
for self.
The premise of Ariole Sin is indeed intriguing and for a game that
revolves mostly around dialogue, intermixed with fight scenes, you would
not expect something entirely prosaic or unfulfilling. The combat is a
bit quirky and definitely seems inspired by its console roots. You have
one health and energy bar. So if you want to initiate attacks, you
might inadvertently weaken yourself so much that your opponent could
simply initiate a coup de grace. Although combat can certainly
denigrate into a parry-recharge-attack cycle, you can avoid this by
pulling off some combos. There are only two controls, one for a long
ranged fireball attack and the other for a charge or combo breaker. The
combat works well, when it works though. Sometimes, battles may be
totally one-sided with either you or the computer winning outright.
It's a little disconcerting because one round dictates the entire
battle. Though I'm not an avid fan of fighting games, the two buttons
seem a little simplistic. I cut my teeth in fighting games with Street
Fighter 2 so it is a bit strange with only the two.
In between battles, Ariole is placed on a world map where she must
traverse through different regions in order for the story to progress.
Often, these are just hotspots on the map that involve some dialogue and
then some action. It's nice to finally see some female heroines make
their mark in the digital world. The graphics are definitely colourful
and a bit whimsical or even cartoon-like. My complaint rests not in
the content themselves but with the execution of it. At the end of
battles and during dramatic scenes, the developers zoom in and out of
the characters. Because the characters are 2D sprites, they suffer from
extreme pixilation much like Zio's Metalion. Moreover, the dialogue in
the game is presented in the console style where text is slowly spelt
out to you. However, I find it superfluous that "[PEASANT]" and titles
for who is talking must be spelt out in the same manner. Furthermore,
it is a bit confusing when you can press buttons to bypass screens. I
found myself wishing for a flashing indicator at the end of very
dialogue and at the end of every sentence, so I can easily manage
fast-forwarding through the game. On the other hand, the audio in the
game is styled similarly. My only wish for that part is a longer
soundtrack or more variety in the pieces played.
Overall, Ariole Sin has some pretty impressive production values but
ultimately it seems too much of a niche product. Its style either works
for you or it does not. It certainly has its overseas origins as the
writing of the dialogue is not an example of perfect English. If you
enjoy cross-genre titles like Fallout Tactics or Final Fantasy Tactics,
this operates on a slightly different wavelength. Ultimately, there may
be a good chance the interesting premise is lost because of the accrual
of these minor flaws and via extension, their collective effects on
Ariole Sin.
Ratings:
[ 07/10 ] Addictiveness
[ 16/20 ] Gameplay
[ 12/15 ] Graphics
[ 08/10 ] Interface/Controls
[ 08/10 ] Program Size
[ 04/05 ] Sound
[ 03/05 ] Discreetness
[ 11/15 ] Learning Curve
[ N/A ] Multiplayer