Publisher: Square Enix, Inc.
Developer: Square Enix, Inc.
# of Players: 1
Category: Role-Playing
Release Dates
N Amer - 07/12/2005
Fullmetal Alchemist 2: Curse of the Crimson Elixir Review
"Alchemy is the method of deconstructing and recreating matter by understanding its inherent laws and its place in nature. The power to freely transform matter may appear as a miracle to those unfamiliar with the practice ... but even the seemingly almighty power of alchemy must abide by one absolute law. That law is 'Equivalent Exchange.' In order to gain something, an equivalent price must be paid."
Fullmetal Alchemist 2: Curse of the Crimson Elixir is the story of two brothers, Edward and Alphonse Elric. One is partially made of metal, the other is fully metallic (hence he's the Full-metal Alchemist). They didn't want to be made of metal, but when a catastrophic event took their mother's life, they were willing to risk everything to bring her back to life. Their attempt at human transmutation created a figure that wasn't anything like the mother they remembered. In exchange for committing this forbidden act, the boys were forced to sacrifice their human form.
Given the anime series' nature of cocky villains and hordes of enemies that never seem to end, the action/fighting genre was the appropriate choice for the game. Part Devil May Cry, part action/RPG, and part a story-driven quest, Fullmetal Alchemist 2 is 50% exciting, 30% repetitive, and 20% annoying.
Story sequences can't be skipped. It seems like I encounter this with every other game I play. Fullmetal's argument is a good one: this is based on an anime series. Who would buy or rent this game without wanting to know more about the story? The assumption is no one. Fine. My complaint with this is the same with any game that doesn't let you skip long stretches of dialog: if you die before saving, or if you're playing through the game a second time, do you really want to read through the story again? Chances are you want to get to the battles as quickly as possible.
Fullmetal Alchemist 2's battles are great, minus the repetition. Attacks are limited to the square, circle and triangle buttons (tap one or more of them multiple times for a combo). X is saved for jumping, which isn't the most important move, but it is fun to jump kick opponents every now and then. As an individual attack, pressing the circle button causes Ed to punch the ground, rising a sizable concrete block that'll crush nearby enemies. Mix this move with a combo, or press the circle button immediately after pressing square to create a larger, more powerful block. This one comes out of the ground looking like a giant spike.
New attacks are added periodically, and each time an explanation is given to make sure you know exactly how take advantage of them. I'm usually opposed to in-game explanations but it's better than a pre-game tutorial. It doesn't detract from the rest of the game, whether the explanation is given mid-battle or just before the action begins. Players can, at any time, go to the menu screen (press start) and view the explanations under the tutorial listing.
Among the new attacks added are weapons. Weapons can change the attack style dramatically, but there are times when the significant difference lies within how much power is dealt to each enemy. Ed can acquire a lance, a sword, and a hammer, adding at least nine additional combo attacks. The button sequence is essentially the same – the usual square-square-square, etc.
These weapons are permanent and may be used whenever you want, while weapons like bombs, cannons, and shurikens are temporary and may not be saved. The steel balls are one of the best weapons I've seen in a game. Punch these giant, human-sized bowling balls and watch as they bounce off walls, bounce off each other, and destroy everything (including enemies) they touch.
Fullmetal Alchemist 2's controls are great. Ed can block, dodge, counter-attack and perform his numerous standard moves with great ease. The person controlling him will enjoy the experience.
There is one thing missing: a double-jump move. I suppose that doesn't fit with the character or the show, and it probably would have been viewed as a Devil May Cry knock-off.
Everything I just mentioned is exciting in one level. The attacks and combo moves – they're exciting for about one to two levels. After that it's onto bigger and better things ...
At least it should be. Fullmetal Alchemist 2 reveals all that it has to offer in the first level. Saving it wouldn't have saved the game from its inevitable fate, it would have only made the game unbearable. As it stands now there's fun to be had, good music to be heard, and a story that has a few interesting plot points that are worth paying attention to.
But like so many action, fighting, and Devil May Cry-style games before it, Fullmetal Alchemist 2 is plagued by dozens of the same enemies. (Sometimes hundreds of the same enemies! That's how it feels.) The same guys in the same gray outfits. The same stone statues that came to life. The same dark alien/demon-type creatures.
Lots of games have repetitive enemy skins and lousy AI, but Fullmetal Alchemist 2 lacks attack variety. I pull out a hammer and press the square button three times as opposed to doing it with a sword or a lance, or with no weapon at all. Or maybe now I decide to pick up 15 bombs and throw them around the screen. It gets old. And it gets old much faster than it would have five years ago.
The genre is old. It's tiresome. There's nothing that's different about it anymore. Look at the tough time the Onimusha and Devil May Cry sequels have had, and they're the ones who started this fiasco! If it wasn't for them we wouldn't have games like Fullmetal Alchemist 2. Games that are good for a while, but become annoying (and somewhat boring) when you look at the screen and say, "Didn't I just kill that guy? Didn't I just press that button?"
|
Review Scoring Details for Fullmetal Alchemist 2: Curse of the Crimson Elixir |
Gameplay: 7.0
Fullmetal
Alchemist 2: Curse of the Crimson Elixir reminds me of a famous brand of
coffee; it's good till the game drops. The game drops about half-way through
the short quest (this game is a bit shorter than the 2D action/RPGs you grew
up with). It's at that time that you stop finding new experiences. A new enemy
here and there, but the way of dealing with 'em is always the same. It's a
button-masher from start to finish.
Graphics: 8.0
Sharp animation
with more frames and superior fluidity. The anime is cool with its action
sequences and appealing artwork, but the in-game characters move much more
realistically.
Sound: 7.9
Classic,
semi-emotional themes that'll appease the ears of anyone who likes anime, RPGs,
or both.
Difficulty: Easy/Medium
I can't say I had
much difficulty plowing through this one. There were times when I didn't fully
explore a room, or grab every health item because I knew it wasn't necessary.
I knew what was around every corner. No need to grab extra items for a
surprise that wouldn’t be there.
Concept: 6.5
Fullmetal
Alchemist 2 is devoid of original gameplay. They repackage old gameplay
techniques and sell them to you as transmuting attacks, but the function is
the same.
Overall: 7.0
Step right up
kids, it's the Fullmetal Alchemist Carnival! We've got chimeras, phantoms, and
maybe a fantasy or two. The square, circle and triangle buttons must be
pressed frequently. Enemies must be killed consistently. Story sequences can
be skipped – never! That's the name of this game kids. Like most carnivals
it's fun today, dull tomorrow.
Fullmetal Alchemist 2: Curse of the Crimson Elixir Comments (0)
GameZone Review Detail
| Gameplay | 7 |
| Graphics | 8 |
| Sound | 7.9 |
| Difficulty | Easy/Med |
| Concept | 6.5 |
| Overall | 7.0 |
7.0
GZ Rating
7.1







Glink It


