In terms of variations upon the
foundations of role-playing games, the monster-catching sub-genre is
arguably one of the more appealing and accessible of the bunch.
Claiming ownership of a party member is an enticing prospect, but the
ability to customize both the individual and whole party, as well as
the completionist mindset, allow for multiple layers of enjoyment.
This sub-genre is one that has been around for a while, some games
utilizing the concept as more of a combat motif, while the more
recognizable titles use the idea to inform their aesthetic, narrative
structure, and longevity. While we can all agree that the wildly
popular and long-standing Shin Megami Tensei series acts as both the
face of the sub-genre and a shining example of player accessibility and
universal appeal, many other titles have risen to challenge and
attempt to profit off of the monster-catching framework. Some, like
Digimon, offer unique combination methods and multiple character
routes, while others, like Dragon Quest Monsters, capitalize on the
charming art style of a more recognizable franchise. We cannot forget
about the more niche, forgettable series like Pokemon, either.
What many of these games have in common
is simplicity- their ease of access kept low in order to encourage
younger players to become consumed by collectible frenzy. This can be
found in the presentation of their mechanics as well as their
narrative structure, stripping away complex storylines for clear and
concise objectives. Likewise, a number of these games stick to
turn-based battle systems in order to allow for methodical planning
and low-pressure combat. However, there is a particular, short-lived
series that managed to do the unthinkable in its attempts to add yet
another fold into the sub-genre, focusing on action-oriented combat
and a much more convoluted catch system. The result was a series
constantly at odds with itself, and over the course of three
installments, many features would be tweaked, iterated upon, or
removed entirely in order to try to increase accessibility and
appeal. I am speaking of Spectrobes, the Nintendo-exclusive, Disney
and Jupiter collaboration that appeared in two entries upon the
Nintendo DS, with a final installment releasing on the Wii.
Spectrobes is not a successful series,
likely because of its inconsistent quality. But it serves as a
fascinating example of iterative change over a three-title period, as
the games seemingly only share aesthetic and narrative cohesion, and
even those connections are somewhat unstable. Over the course of this
three-part series, I hope to highlight the aspects of Spectrobes that
were genuinely appealing and enjoyable, but more importantly, focus
on the drastic changes that occurred over a relatively short period
of time- whether they were improvements, necessities, or otherwise.
Let's start at the very beginning.
Spectrobes (Release Date: March 2007)
A Rocky Start
A brief summary: Spectrobes is a
science-fiction, monster-catching action Role-playing game with
elements of active selection. When the Krawl, a dark-based,
spore-like race of aliens invades the Nanairo system, its inhabitants
must utilize the power of light-based creatures called Spectrobes to
defend their home. Rallen and his partner Jeena, two Nanairo
Planetary Patrol officers, discover a guy who looks suspiciously like
Rallen in ancient stasis, he gifts them with the technology used to
awaken the fossilized remains of Spectrobes, as well as the ability
to seek the fossils and minerals that boost their strength.
There are space pyramids.
1) Central Mechanics
For an experimental title, Spectrobes
has a staggering four different gameplay components, covering all its
monster-catching roots: Exploration, Excavation, Incubation, and
Combat. The most important distinction to make when comparing this
title to other monster-catching role-playing games is that its combat
and capturing mechanics are separated. Rallen only fights Krawl in
the combat component of Spectrobes, so finding these creatures
necessities the excavation system, which differentiates the series
from its competition somewhat.
Exploration is rather base, taking
place from a sort of isometric perspective that is very, very zoomed
out. Rallen can explore areas and use his child-level Spectrobes to
sniff out excavation points. Enemy encounters appear in the form of
shadow vortexes, some following a specific path as an environmental
hazard, while others home-in on Rallen when gets too close. The
environments in Spectrobes are fairly standard- you have your city,
jungle, desert, ice, and lava worlds. While each environment has a
select number of Spectrobes, they vary a great deal in elemental
affinity, so you won't always find a creature that corresponds to its
surrounding biome. These environments are also very linear in
structure and design, often featuring a single critical path with few
shoulders or branches. The most obvious detail regarding the linear
nature of these environments comes from the acquisition of the
jetpack early in the game, which functions as a warp that returns
Rallen to the ship.
While in the field, Rallen can call
upon his support Spectrobe to scan the surrounding area for
excavation spots. These spots can contain either minerals, an
important resource for powering up and incubating Spectrobes, or the
fossilized remains of Spectrobes themselves. Both kinds of excavation
challenges function similarly, however, with the primary goal of
excavating as much of the reward as possible in the shortest possible
time. The excavation tools available are diverse and very enjoyable
to use, which gives the impression that the most work- and most
favored element of the game- was excavating fossils. Because all
excavation occurs on the touchscreen, there is a tactile element to
the process that makes digging through dirt an engaging and at times
intense affair. Small touches like the length of time the player uses
a drill increasing its intensity, or the delightfully satisfying
method of blowing away debris by literally using the DS microphone go
a long way to make this aspect of the game feel authentic.
There is also a decent difficulty
curve, as players must discover which tools will help expedite their
excavation most efficiently and become familiar with the relative
shapes of each kind of fossil and mineral, as they will appear
embedded at different angles. Familiarity also helps with avoiding
using the scan screen, which when used repeatedly or for extended
periods of time can detract from your overall excavation score. The
efficiency of the excavation time and the relative damage done to the
fossil or mineral determine the excavation score, which is then
converted into experience and money. While the player is required to
obtain an excavation of at least 95% going the distance and
attempting 100% excavation often grants greater rewards. Leveling up
one's excavation rank improves their ability to quickly excavate and
access new tools.
When a player has found Spectrobe
fossils, they may awaken and then incubate them back at their ship,
which functions as a base of operations throughout the game.
Awakening once more uses the DS microphone in a sillier fashion, but
it gets the job done. Placing Spectrobes into incubation rooms allows
the player to interact with them by feeding them minerals and
petting, which help contribute to their overall level and state
distribution. Spectrobes of any age- child, adult, and evolved- can
hang out in incubators, but adult and evolved Spectrobes benefit from
direct combat best for leveling up. Even so, improving stats helps
maximize the particular potential of certain Spectrobes. In terms of
the complexity and frequency of use, the incubation mechanics are
simplistic, but contribute a great deal to the growth and progression
cycle that forms the basis of gameplay. The most critical flaw of
this system, however, was the inability to track growth progression.
Often, the player could only incubate their Spectrobe and keep
feeding them minerals until the Spectrobe showed literal signs of
evolution. The process of training these beasts of light more than
often amounted to shots in the dark.
2) Critical Flaws
You may note that combat was not
covered in the previous section, and not without good reason. Or
perhaps bad reason. Combat is the weakest element of Spectrobes,
which is truly a shame, because on paper, the concept is fascinating.
That Rallen fights alongside his Spectrobes with a variety of
weapons, as well as the unique and more savage designs of the
Spectrobes themselves, gives the impression that combat will be
fast-paced and savage, but this is far from the case. Upon entering a
battle, the flaws are glaring- Rallen and his two equipped Spectrobes
move around in a horizontal, linear formation at all times, and the
characters seem to slide across the floor awkwardly. While Rallen can
command his Spectrobes to wait, they must still be manually aimed at
enemies in order to execute their attacks. While every Spectrobe has
their own unique properties and attack types, the only type of attack
that truly benefits from this combat system are area of effect in
nature. By holding the charge button, the player can add energy to
the CH gauge, which can be spent on Spectrobes' special attacks,
which are still difficult to use, or saved for a combination attack,
which triggers an animation and deals damage to all enemies.
Rallen's attacks are useful for little
more than support, and because many of the enemies are slow enough to
literally run circles around, the gameplay simply devolves into a
game of cat and combination attack, where the player strafes around
enemies until their CH gauge is full and deals massive damage to
them. While the player is certainly welcome and able to attempt to
master the convoluted aiming and execution mechanics, the sad truth
is that Spectrobes' battle system is woefully unbalanced and broken
based on its fundamentals. This is unfortunate, as it makes the very
inventive and diverse monster design (as well as the lackluster enemy
design) a moot point.
Not entirely, though. You could stick
around with the same two adult Spectrobes from the start of the game,
but even then, you'd have to nickel and dime your way to victory at a
much slower pace. Even with its broken combat mechanics, Spectrobes
still has an elemental triangle to work with, so raising the
Spectrobes that will deal the most damage to the current Krawl
species is important. Likewise, making sure Rallen is able to survive
a stray hit or two is also important, as he is far weaker than his
battle partners in just about every respect. Although the combat
isn't mindless, it is very close to it, which is especially
unfortunate for a first attempt at a popular genre.
3) Narrative Cohesion
Spectrobes narrative is largely a
result of its aesthetic and genre inspirations, with characters that
do little more than embody their character archetypes. That being
said, the lore and concept behind the title is much more engaging
than the actual moment-to-moment narrative beats.
Much like The Legend of Zelda: Breath
of the Wild, most of the game is spent trying to reclaim the means to
defeat the main antagonist in a similar fashion to the methods used
long ago in the past. Unlike Breath of the Wild, this game takes
place in space. Well, more than just that. Spectrobes relies on an
ancient character granting Rallen ancient technology to call upon
ancient creatures in order to find an ancient ship that can fly
through a cloud of darkness to defeat the present antagonist. These
revelations occur one after another in a very straightforward
fashion, with the only real twist being the attack on the Planetary
Patrol headquarters midway through the game.
Another similarity to Breath of the
Wild is the nature of the antagonist- the Krawl are a fungus-like
invasive horde that threatens to swallow the entire Nanairo system in
darkness. However, the exhibit no personality and have no other
motive than pure instinct- even the final boss is nothing more than a
massive spawning point for the rest of the species. While some of the
Krawl have interesting designs that contrast a great deal with the
Spectrobes, they fail to leave any sort of impression. What remains
so surprising about this storytelling device is that the next two
games in the series would veer so drastically from it, which may make
a player wonder why the Krawl were originally interpreted as such in
the first place.
Really, though, what sells Spectrobes
and its stylized-yet-bland narrative is the aesthetic cohesion that
exists in every aspect of the game. Each planet has a distinct look
and the characters the player encounters upon each vary enough in
disposition and profession to make each encounter feel different from
one another. The ancient elements of the game, such as the giant
flying pyramid ship and the Spectrobes themselves, have a unique
aesthetic that contrasts the cleaner look of Nanairo's modern
technology. The Krawl are alien in comparison with both Spectrobes
and humans, possessing their own insect and fungal designs. The
somewhat disappointing aspect of Spectrobes is how it embraces its
ancient lineage/space age concept but fails to bring in any other
kinds of alien NPCs, hurting the diversity of the Nanairo people.
This was perhaps done in order to emphasize the alien nature of both
the Spectrobes and Krawl, however.
Let's be real, here, you likely aren't
playing any monster-catching Role-playing game for the story- with
the exception of Shin Megami Tensei, maybe. The unoffensive nature
and bare-minimum character development found in Rallen and Jeena
isn't great, but in a much more linear and narrative-centered
Role-playing game like Spectrobes, the writing leaves a bit to be
desired. With the mystery and high stakes elements found in the
narrative, one would hope that the characters would match in
intensity, but the sterile delivery is par the course for a title
attempting to match the popularity of giant monster-catching
franchises.
4) Ultimate Spectrobes
Why do Ultimate Spectrobes get their
own section of this analysis? Well, they exist for little reason
other than post-game material that further breaks the game. The
Ultimate Spectrobes are this title's version of summons, occupying a
similar niche as combination attacks. They can only be used once per
battle, however, and require a significant amount of charging. They
are obtained by completing long gauntlets of battles, which are not
very difficult due to the fundamental mechanical flaws. There are six
to obtain during the post-game, but one is required in order to
complete the main narrative. The required kill-all mechanic is
somewhat superfluous when combination attacks already exist, but the
Ultimate Spectrobes are at least unable to one-shot the final bosses.
Outside of this Ultimate Spectrobe
hunt, there is littler else to do in the way of side-content. Raising
and completing the small catalog of existing Spectrobes (a number
that pales in comparison with most other monster-catching titles) is
still a lengthy process due the nature of incubation and battle
grinding. Each Spectrobe also has three different color schemes that
can only be accessed via consumption of a specific (and rare)
mineral, further enhancing the catalog completion. Another aspect of
Spectrobes that is surprising is the inclusion of player versus
player battles, which are just about as broken as the standard
affair, as players have access to Ultimate Spectrobes and combination
attacks. Sadly, there just isn't all that much to Spectrobes outside
of its main narrative.
5) Final Impressions
Coming away from Spectrobes, there is
little reason to believe the game should ever receive a sequel. Its
novel excavation mechanics and unique aesthetics are countered by the
bland narrative and terrible battle system. One thing that Spectrobes
does offer, however, is the obsessive compulsion to find and evolve
all of its monsters. This is at least one aspect of the genre that it
executes, simply because its character design is so bizarre and
different from any other series.
Upon release, each copy of Spectrobes
was packages with a random set of printed cards, each having a set of
stylus holes punched into them. Using an in-game machine, players
could lay these cards over their touchscreen and input the stylus
points in order to unlock secret Spectrobes, custom equipment for
specific Spectrobes, or minerals to use during incubation. It was a
novel idea, but Disney failed to capitalize on selling these cards
separate from the game- or perhaps, didn't feel they had enough
product to warrant such a possibility. This could have possibly
enhanced the collectible frenzy of the game, but no one will know for
sure.
Spectrobes is a concept that had great
potential, but the title failed to deliver in any substantial way. If
a sequel were to happen, it would require a massive overhaul of
combat, a narrative with more personality, and added complexity atop
an already solid excavation system. With as disappointing an opening
as this first title, however, it seemed like this was unlikely to
happen.
But, it did anyway.
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