Given that this is an Enix RPG, it should come as no surprise to
discover that, in the end, Torneko's quest boils down to some
extensive dungeon crawling interspersed with some entertaining
stop-motion cutscenes and a hefty dollop of inventory management.
Gamers must take on the task of guiding the protagonist through a
seemingly infinite variety of randomly generated dungeons, aided only
by a handy automapping feature and more weapons than one could
comfortably shake a severed wyvern claw at.
Torneko is an old-fashioned dungeon crawl, so gamers won't be
too startled to find themselves face to face with an endlessly
encroaching hoard of ravenous monstrosities. Combat itself is a
relatively interesting hybrid of realtime and turn-based methodology.
Characters move in turn, one after another, but if players pause too
long before launching the initial attack, Torneko will forfeit his
turn to the monster. While at first this may seem somewhat arbitrary,
extended use of this slightly unusual system reveals the design to be
a strong one, because it maintains the immediacy of realtime combat
without sacrificing the strategic depth inherent in a turn-based
system.
As our rotund hero slowly makes his way through the game world, his
inventory begins to swell with an incredibly diverse collection of
weapons, food and various magically charged doohickeys. Gamers are
likely to spend a significant amount of time managing this
ever-growing assortment of objects -- attempting to determine the
best use for each and every item stuffed into Torneko's evidently
bottomless backpack. It can become quite compulsive, with players
spending hours to determine exactly which sword and spell combination
provides the best competitive edge against those ever-terrifying Red
Dragons.
Graphically, Torneko calls to mind the primitive early days of
SNES role playing, with blocky characters and repetitive tile sets
combining to create a thoroughly mediocre experience. Despite the
presence of famed Dragonball Z character designer Akira
Toriyama, most gamers are likely to find themselves somewhat
disappointed by the game's relatively unsophisticated visual
appearance. Sonically, however, Torneko is nothing if not
superb, with a gorgeous orchestral score doing wonders to boost the
title's otherwise lagging atmosphere.
While Torneko's dated look may come as something of a
disappointment, in many ways the throwback nature of the game is
responsible for much of its appeal. Older role players will most
likely experience a pleasant wave of nostalgia upon first coming face
to face with the residents of the game's massive bestiary. From
vomiting zombies to the ever-present blue and red slimes, almost
every memorable monster from previous incarnations of the Dragon
Warrior series makes an appearance at one point or another. While
this may mean very little to a generation of gamers weaned on
Final Fantasy VII or Chrono Cross, role players of a
certain age will almost certainly appreciate this tribute to the
golden days of 8-bit role playing.
In an age where role players are often forced to sit through 25
minute's worth of tedious exposition before they get a chance to even
look harshly at the nearest troll or kobold, it's refreshing to find
a title that places its focus firmly on the ancient art of killing
beasties and gaining levels. Torneko's old-fashioned design
will most definitely not appeal to everyone, but there are moments
when this dated dungeon crawler taps into a vein of pure gameplay
that's often missing from today's high-gloss role-playing epics. For
this reason alone, anyone looking for an addictive excuse to slay
monsters could do far worse than give Enix's latest a gander.
Bottom Line: Strictly for the hardcore, but a great game nonetheless.