One of the grandest paradoxes of our time is that to secure peace, it's often necessary to go to war. This certainly is the case in the Dreamcast RPG Record of Lodoss War, the most manic realtime chop-'em-up to come down the pike in a very long time.
War's plot revolves around a faceless hero, revived from the dead in a most unclothed state, who's tasked with saving the land of Marmo. Someone's trying to resurrect the evil Goddess Cardice, and suitable sword-meets-flesh action ensues. The game takes its plot and setting from the popular Japanese manga and anime Record of Lodoss War, and fans of the series will thrill to the game's not-so-subtle nods to its source material.
After the grand revival, players get to name their hero and take him through a series of training missions. Though War sports an entirely user-friendly interface, one that allows for quick weapon shifts, on-the-fly spell-casting and potion usage, the training missions run through the particulars in great detail. After the hero's initiation into play has ended, the game opens up to reveal a world that should take about 50 or so hours to explore.
Shown from an isometric viewpoint, War displays graphics work that's alternately fine and flawed in its simplicity. Marmo's dungeons are pretty much all gray stone-tiled messes, with the same kind of grimy feel and washed-out coloring that stand as the hallmark of every dungeon in every videogame. Other environments, notably the oppressive, tree-lined cemeteries and the sprawling Goblin Fortress (home to many a goblin) are certainly more impressive eye-bogglers.
Combat occurs in realtime, and oftentimes against many enemies at once. As things heat up, it won't be uncommon for the game's protagonist to storm into a room with approximately 50 foes of varying types. Though an autoswing feature may well make things entirely too easy for players, there is nonetheless a lot of strategy to be had. Dare to penetrate the underground lair of the Lizardmen and combat will ensue, wherein the hero must tackle spearmen, force-bolt firing sorcerers, swordsmen and the Lizard King his own bad self; here, tactics demand that players not waste their time with the wimps and instead waste the powerful wizards.
Side-quests will keep a player occupied, and there are plenty of mountains, deserts and strongholds to explore. One neat bit of play requires the hero to destroy the Goblin King and, once the foe has been defeated, take control of his majesty's royal forces. The hero can then call his goblin troops to order and command them to join his adventuring party, drop dead or go scour the countryside for treasure. Along the way, it's possible to take a three-man party into the fight, although the player can only truly control his hero.
The hero has access to 60 or so weapons and pieces of protective clothing. It's possible to deck this would-be world savior with boots, shields, armor, earrings, helmets, etc., and just about every piece of equipment can be tinkered with. A liberated blacksmith makes it possible for enchantments to be placed on weapons or armor -- allowing for improved attributes such as intelligence or strength, greater offensive or defensive characteristics, a quicker healing factor, etc. Some neat twists allow the hero to modify weapons into new forms and transfer enchantments at will; it's possible to turn a +10 broadsword into a +10 two-handed blade, and then to take that sword's magic and put it onto an entirely different implement of pain.
Conspiracy Games is currently finishing up the game's translation, and it's expected that Lodoss War will see release in March. A full review, of course, is forthcoming.