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Review: Rogue Galaxy - A whole galaxy to explore
Radioactive IT
Review: Rogue Galaxy - A whole galaxy to explore | Review: Rogue Galaxy - A whole galaxy to explore |
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| Written by Mike Bantick | ||||||||||||||||
| Sunday, 28 October 2007 | ||||||||||||||||
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So it is hear now, and you will need to set aside a large portion of social, work, eating and sleeping time to complete the game in a reasonable time. Given all the hoo-har surrounding the amount of content that can be stored on the PS3 Blu-ray disc, it is refreshing to note that developers, can, with clever programming, pack upwards of 150 hours of game-play into the "old" PS2 disc format. This is the case with Rogue Galaxy, giving players a complex world, indeed galaxy to explore through a story line that George Lucas would be proud to re-utuilise. Playing initially as the young Jaster Rogue [Luke Skywalker] the learning curve of this new IP from the makers of Dragon Quest VIII and Dark Cloud 2 takes a little to come to grips with. There is a lot to do as you guide Jaster from his home desert planet [Tatoonie], via an over the top pirate space-ship (complete with sails!), crewed by a polite robot [C-3P0], rodent creature with Scottish accent, suave experienced pirate looking out for himself [Han Solo] and young girl. Captained by a big talking, snow white cat, it isn't long before Jaster and his new found pals find themselves marooned on the first of many planets - initially a jungle planet [Endor] followed contrastingly by the complete city planet [Coruscant]. Star Wars references aside, the story line of Rogue Galaxy flows well, with plenty to do at each location and liberally scattered points providing the dual benefits of save position as well as teleport locations to help ease the burden of travel. Graphically Rogue Galaxy probably suffers from packing a heap of content onto the disc. There is a definite comic book approach to the design, which works well for characters and monsters. Though each location has a distinct feel, and is absolutely huge, there is a certain bareness to each local. ![]() The inhabitants wander the geography, providing somebody to talk to (or houses to raid, in front of there very noses), but there is no compelling need to converse with these one and only moving features. Puzzle wise you will find no real challenge with Rogue Galaxy; each particular task has its answer easily telegraphed to the player, and from that perspective is not up to the tasks presented in games such as Blue Dragon. So why is Rogue Galaxy so compelling? Read on to page 2 |
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