Musical Soundalike of the Day, 4/29/2024

Something I’m trying since I’ve been having trouble keeping up in this blog, first a piece of music that sounds like a cross between previously-written pieces.

“Where Everybody Knows Your Name” from Cheers

+

The Love Theme from St. Elmo’s Fire

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“The End of Your Adventure” from Etrian Odyssey III: The Drowned City

Let me know if the videos don’t work.

Deep Look – Etrian Odyssey Origins Collection


Excellent Origins

During my years in undergraduate college, I discovered a Nintendo DS RPG from Atlus entitled Etrian Odyssey that attempted to recreate the style of old-school first-person dungeon crawlers such as the Wizardry series. While it was not without its faults, I enjoyed it enough to play most of its sequels and remakes up to the apparent concluding entry, Etrian Odyssey Nexus on the 3DS. The following decade came the unexpected announcement that Atlus was remastering the first three mainline entries for Steam and the Nintendo Switch under the moniker of the Etrian Odyssey Origins Collection, allowing a new generation of gamers to experience them.

For those unfamiliar with the franchise, the structure of the first three games in the Etrian series consists of a hub town (two in the third installment) where the player creates a guild of playable characters of different classes, with five allies organized into front and back rows, each with the maximum of three adventurers. In town, the player can also purchase equipment for their characters, sleep at the inn to recover the party, and obtain missions from the tavern or whoever runs the town alongside which each entry’s Yggdrasil Labyrinth exists that have rewards such as money, items, and in the third entry, experience for the active characters.

Players can create characters from various classes, some overlapping throughout the games, sometimes with different monikers, such as magicians that can cast elemental magic. Each has a skill tree where the player can invest points into active and passive abilities that unlock advanced skills. Some classes are more effective on the front row, where they deal more yet receive more physical damage; in the back row, they receive but deal less physical damage unless they have a ranged weapon in which certain classes are adept; or, in a few cases, either.

Once ready, the player can head into the town’s adjacent Yggdrasil Labyrinth, which consists of first-person navigation of its various floors, upward or downward. Central to exploration is the dungeon map the player can create while wandering the multi-floored dungeon’s various Strati, with options allowing visited tiles and walls to be automatically mapped, somewhat reducing the legwork of the in-game cartography. Players must still manually place icons indicating elements like doors and secret passageways. While on the DS and 3DS, they could do so with their respective styluses, the developers adopted the mapping control surprisingly well for the Steam versions I played, even when using a controller.

The battle mechanics are also central to the Origins Collection, with fights randomly encountered. However, an indicator changes color from blue to red, which reduces the unpredictability of random battles. Combat utilizes a traditional turn-based style where the player inputs commands for their five characters: these include attacking with an equipped weapon, using a TP-consuming ability, consuming an item from the inventory, executing a limit break (which comes in different forms throughout the trilogy), or attempting escape, with up to five chances to do so if players select the option for each ally.

Victory nets characters who are still alive experience that allows them to level up, which gives allies skill points to put into their respective trees. Enemies also may drop parts that the player can sell at shops to unlock new consumables, weapons, armor, and accessories for sale, akin to Final Fantasy XII. What happens when the enemy obliterates the party depends upon the difficulty setting; on Picnic mode, the game transports them back to town with nothing lost, while on higher settings, death results in a Game Over with a chance to save progress made on the in-game cartography.

In all three games, powerful enemies known as FOEs wander each floor of the Yggdrasil Labyrinths; avoiding them upon first encounter is usually a good idea on difficulties above Picnic. Only in the second game do they not reward players with experience, but they still may drop materials across the whole trilogy. Bosses terminate each Stratum and may respawn after a few in-game days, providing more opportunity for extra experience and maybe a drop the player initially didn’t receive from them. Finding certain enemy drops to fill the compendia may necessitate the use of the internet, but luckily, obtaining all isn’t necessary to complete the main quests.

The game mechanics remain solid throughout the entire collection, with certain classes working well with one another; for instance, abilities that allow a single character to act first in a round can nullify the typical turn-based RPG issue of healing for allies with low health coming too late. Significant mechanical differences in the trilogy come in the third game, with the sea exploration to sail the waters around Armoroad and the eventual ability to allow one class to branch into the skill tree of another. The accommodation in the anthology to players of different skill levels is a big feather in its cap as well.

As mentioned, the developers adapted the cartographic control well to the Steam versions, which comes from my experience with a controller playing them on my television via the Steam Deck’s dock. Furthermore, because of the gameplay structure, there usually is no problem finding out how to advance the central storyline. However, I did come across a few points, most recently in the third game, where I had to consult the internet. The setup of the menus remains the same throughout all three titles and is easy to handle. However, fans of RPGs with highly interactive overworlds and town exploration will be in for disappointment.

The narratives of each Etrian are self-contained, with minimal connection; moreover, while it is up to the imagination of the player regarding the backstory of whatever playable characters they create, there are many stories within the Yggdrasil Labyrinths, sidequests, and especially the sea exploration in the tertiary entry which contain a great deal of thought and lore. The translations are top-notch, as one would expect from Atlus, despite a few rare awkward lines, and don’t mar the plot experience.

Yuzo Koshiro composed the soundtracks for all three games, with many varieties of tracks that have superb digitization and make for excellent aural experiences.

The art direction is also pretty, with the designs for the characters and enemies having polished appearances. However, the latter in combat have many reskins and are inanimate, with battles remaining strictly in the first person, like older installments of the Dragon Quest series. The three-dimensional parts of the visuals have a smoother look compared to the Nintendo DS versions. Still, there is slight blurriness and pixilation in the environmental textures.

Finally, one can blaze through each game in as little as twelve hours; however, side content such as postgames, Steam achievements, and filling the item and enemy compendia can boost playtime well beyond twenty-four hours per game.

In summation, Atlus did a superb job remastering the first three mainline Etrian Odyssey games, given their engrossing combat and mapping mechanics, lore-laden narratives, and solid audiovisual presentation. The accommodating difficulty settings will appeal to players of different skill levels, for the novice taking the edge off their old-school brutality and for the masochist providing a good, risky dungeon-crawling challenge. The Etrian Odyssey Origins Collection was a series of remasters I didn’t see coming. However, the developers did the games justice, and I can’t recommend the anthology highly enough.

This deep look is based on playthroughs to the standard endings of each entry on a Steam Deck using the television dock.


RECOMMENDED?
YES

Etrian Odyssey III HD


Underwaterworld Revisited

The Etrian Odyssey series would attract attention from the gaming community due to its throwback to old-school first-person dungeon crawlers like Wizardry, lasting until the Nintendo 3DS became a defunct system. However, in 2023, the company released remasters of the first three games in the franchise for the Nintendo Switch and Steam, a fortunate thing for those who missed out on them and wished not to pay the exorbitant prices that Atlus games tended to receive after physical versions of their games fell out of print. Etrian Odyssey III HD, like the original tertiary entry of the franchise before it, would shake things up a little in the gameplay department, the remaster making it more accessible to mainstream audiences.

The third entry occurs primarily in the ocean city of Armoroad, which once prospered greatly with a highly developed civilization that fell underwater with a great earthquake, with various adventurers, including the guild the player creates, seeking to unravel its mysteries. While the members of the customizable party lack a story behind them, the other aspects of the narrative are surprisingly well-developed, with plenty of substories, many in the sea exploration sidequest and a few within the Yggdrasil Labyrinth, alongside a significant plot decision that affects the endgame and warrants another playthrough. However, a few moments abound that leave the player clueless on how to further the central storyline unless they pay pedantic attention to the dialogue. Regardless, the plot is a benefit to the game overall.

The translation is also executed well, with a deficit of spelling and grammar errors, legible dialogue, and good naming conventions, aside from occasional awkward lines. 

FOEs are best avoided on initial encounter…except maybe on Picnic difficulty.

Etrian Odyssey III shares many mechanical similarities with its predecessors, with the player first needing to create a Guild of at least five characters of different classes to traverse the Yggdrasil Labyrinth. Encounters are still random yet anticipatable, with an indicator shifting from blue to red to denote their closeness. In battle, the player inputs commands for each character, which include attacking with their equipped weapon, defending to reduce damage, executing a TP-consuming skill, using a consumable item from the party inventory, executing a limit skill that requires the users to have their respective gauges to be at their maximums, or attempting to escape, the player having up to five chances to do so in case one or more fails.

Afterward, the characters and the enemy exchange commands depending upon agility, with some classes having skills that can affect turn order and thus negate the typical turn-based battle issue of healing coming to allies with low health too late. How the game handles death depends upon the difficulty setting, with the Picnic mode taking players back to town with nothing lost and higher settings resulting in a Game Over but a chance to preserve dungeon map progress. Victory nets all characters still alive experience for occasionally increased levels and parts from the defeated enemies, which the player can sell for money and unlock new items and equipment for sale in town.

Leveling nets characters a point they can invest into their skill tree to unlock new active and passive abilities. Upon reaching the Third Stratum, the player can select a subclass for their characters, which nets them bonus skill points and the opportunity to obtain the abilities of another class. Some class combinations can be incredibly ideal; for instance, I had an Arbalist with elemental attack abilities subclassed as a Zodiac, whose passive magical skill bonuses made for a killer mix. As in prior Etrians, powerful enemies called FOEs wander the Yggdrasil Labyrinth, with the recommendation to avoid them initially ringing true on difficulties above Picnic.

Etrian Odyssey III introduced a major sidequest that consists of sailing the seas around Armoroad, with the player needing to outfit a ship with food supplies that dictate how far they can travel alongside nautical equipment such as a sail that can allow players to traverse several tiles with one movement and a ram that can allow their vessel to bypass obstacles such as coral reefs. When the player reaches new landmarks, sidequests unlock where the player can send characters currently in their active party to battle powerful enemies alongside AI-controlled allies. Their experience rewards can provide an edge in the battles of the Yggdrasil Labyrinth.

Players can also obtain experience from story missions and the tavern quests, and while some of the latter and the sea exploration may necessitate the use of the internet, completing all is scarcely necessary to finish the main quest. Ultimately, I had a blast with the mechanics, with the adjustable difficulty accommodating players of different skill levels and putting the game above and beyond the original Nintendo DS version. A few class abilities can nullify the typical shortcomings of traditional turn-based battle systems, and the endless potential for subclassing combinations is another plus, making the high-definition port a pinnacle of classical-style RPG mechanics.

Sea exploration, depending upon how far players advance, can help in the main quest.

As with its precursors, Etrian Odyssey III HD features an intricate mapping system, with players able to set it so that tiles and walls in the Yggdrasil Labyrinth are automapped. While it’s up to players to place icons indicating elements like shortcuts and doors, the developers adapted the control surprisingly well for the remaster. A suspend save is also available to accommodate players with tight schedules outside gaming, and the base menu system is easy to handle. The only real issues are the inability to see how equipment increases or decreases character stats when pawning it and the weak in-game direction at many points on how to advance the central storyline.

As with other series entries, Yuzo Koshiro composed the soundtrack, which is just as riveting as in the Nintendo DS version. Plenty of catchy tracks of different styles abound, starting from the main Stratum themes and concluding with the ending credits music. There are a few silent portions, but the remaster is an absolute aural joy.

The remastered visuals are mostly a joy to behold as well, with excellent character and monster designs, great colors, pretty environments, and mostly smooth three-dimensional effects within the Yggdrasil Labyrinth and on the seas around Armoroad. Granted, some of the environmental textures are blurry and pixilated, and many enemy designs consist of reskins and are completely inanimate in combat. Even so, the game is far from an eyesore.

Finally, playtime can be on par with the third entry’s predecessors, somewhere from twelve to twenty-four hours, with lasting appeal existing in the form of Steam Achievements, postgame content, messing with different party setups, and so forth.

In conclusion, Etrian Odyssey III HD is the final feather in the cap of the Origins Collection, on par with its preceding remasters, given its intricate gameplay mechanics and mapping, tight control, well-developed storylines, and solid sight and sound. However, there are a few blemishes in the interaction, story, and visual departments, given the potential to become lost if not paying close attention to the dialogue, the lack of backstory for the player’s characters, and how the visuals retain much of the lazy design choices of the original game such as inanimate enemies in combat. Regardless, I had a blast and would recommend the game to those who enjoyed its precursors.

This review is based on a playthrough of a digital copy downloaded to the player’s Steam Deck to the standard ending with 11/29 achievements obtained.


Score Breakdown
The GoodThe Bad
Engrossing battle and mapping mechanics.
Good story with different branches.
Great sound and sight.
Player’s party lacks backstory.
Some poor narrative direction at a few points.
Visuals could have been better in a few areas.
The Bottom Line
Another excellent Etrian remaster.
PlatformSteam
Game Mechanics10/10
Control9.0/10
Story9.0/10
Localization9.5/10
Aurals9.5/10
Visuals9.0/10
Lasting Appeal10/10
DifficultyAdjustable
Playtime12-24+ Hours
Overall: 9.5/10

Etrian Odyssey II HD


The Second Crusade

When Atlus’s Etrian Odyssey for the Nintendo DS saw its North American release, most gamers found it a throwback to old-school role-playing games, given a fully customizable party, first-person dungeon exploration, and sometimes punishing difficulty. Given its success, it was natural that a sequel would see its release soon afterward, later given a 3DS remake and years later remastered for Windows and the Nintendo Switch as part of the Etrian Odyssey Origins Collection as Etrian Odyssey II HD, allowing new generations to discover the original version of the first sequel of the dungeon-crawling franchise.

Upon starting a new game, the player must create a party of five characters of diverse classes, with some new selections in the sequel, which include Gunner and War Magus. Before choosing a party, it’s a good idea to give their skill sets a once-over to ensure that whatever party the player selects can work harmoniously. For example, the Survivalist has certain skills that can grant specific allies the initiative in a round of combat, which can, for example, help healers execute their healing before the enemy kills whomever the player wishes to heal.

Battles in the labyrinth are random, with an indicator gradually turning red to indicate how close the player is to encountering enemies, a feature that, like in the first game, alleviates the typical tension associated with random encounters. Fights follow the traditional turn-based formula of inputting commands for the player’s party and letting them and the enemy beat up one another in a round, with agility determining turn order. The player puts their characters into a formation consisting of a front and back row, each able to hold up to three characters, with characters in the front row dealing and taking more damage and back row characters taking and dealing less damage.

Commands include attacking with an equipped weapon, defending, using items, attempting to escape (with up to five opportunities and an increased chance of success with a skill all characters have), changing the front and back row formation (if all characters in the front row die, the back and front rows will switch), or using a unique Force skill when a character’s Force points are at maximum. Defeating all enemies results in the player acquiring experience for all participating characters who are still alive, not to mention monster parts that the player can sell at the shop in town for money (since monsters don’t drop money themselves).

Violating the Hippocratic Oath

Sold parts gradually unlock more powerful equipment and consumable items. In some cases, gear and consumables are of limited stock, so the player must acquire more monster parts to unlock the equipment and items again for purchase. What happens when the player dies in combat depends upon the difficulty setting: the lowest challenge, Picnic, transports players back into town with no experience lost, while higher settings result in a Game Over but the chance to preserve the dungeon map.

Leveling results in the player acquiring a skill point they can invest in a character class skill tree, with upper-level skills requiring weaker skills to have a certain number of points to unlock them. Bosses end each Stratum, their difficulty depending upon the challenge mode, and as a hint for those playing on standard or advanced settings, using bind skills on their head, arms, and feet can be pivotal. Ultimately, the game mechanics are virtually flawless and accommodating to players of divergent skill levels.

The interface is mostly the same as it was in the first game, with a linear structure and a hub town where the player can perform various tasks such as buying new items and equipment, recovering health, and so forth, with expectant features like the ability to see how gear increases or decreases stats before purchasing it while shopping. The ability to map walls automatically also reduces some of the stress of dungeon cartography, and there are some improvements in dungeon navigation, primarily magnetic poles every couple of floors that provide teleportation shortcuts. Aside from the lack of visibility of stat increases or decreases when pawning equipment, control is very tight.

While one can argue that the first Etrian Odyssey sequel is light on plot, it isn’t forced down the player’s throat like in contemporary high-end video game releases. Plenty of positives include intricate backstory (especially elaborated upon towards the end), tavern quest subplots, and mysterious characters such as the adversarial dungeon-crawling duo Der Freischütz and Artelinde. The translation is equally solid, although it features some of its preceding remaster’s missteps with awkward lines such as “It’s a horde of enemies!” when targeting all monsters in battle.

An Etrian autumn

Yuzo Koshiro’s soundtrack, like in the first game, is one of its high points, with plenty of catchy, memorable tracks for each Stratum and enemy engagements, the primary battle theme changing midway through the game. Sound effects could have used more diversity at times, but otherwise, the sequel is an aural delight.

The sequel uses the same remastered visual style as its predecessor, relying on anime character portraits for the player’s characters, people in town, and occasional people in the labyrinth, with three-dimensional dungeon visuals that look nice and colorful, While the monster designs in battle look nice, they’re still inanimate, and a few reskinned foes abound. Still, the game looks good in high definition.

Finally, one can breeze through the sequel in as little as twelve hours; however, plenty of lasting appeal exists: a postgame Stratum, filling the compendia, tavern quests, and Steam achievements, which can push it well beyond that length.

In summation, Etrian Odyssey II HD is, like its predecessor, a great remaster that sports quick combat with adjustable difficulty, making it more accessible to players who would not usually enjoy such RPGs. Control and the signature cartography are also tight, the audiovisual presentation is solid, and the story has some good twists; however, many may admittedly find the narrative shallow. Regardless, the remaster of the first Etrian sequel accomplishes the goal of the remaster collection of bringing the old-school-style dungeon crawler to new audiences. Given the endless possibilities of character and party customization, it will keep prospective players occupied for a fair time.

This review is based on a playthrough to the standard ending with no postgame content attempted.


Score Breakdown
The GoodThe Bad
Lots of classes and formations to mess with.
Tight control.
Solid audiovisual presentation.
Endless lasting appeal.
Plot is thinly developed.
Many areas where the graphics could have been better.
The Bottom Line
Another great Etrian remaster.
PlatformSteam
Game Mechanics10/10
Control9.5/10
Story9.0/10
Localization9.5/10
Aurals9.5/10
Visuals9.0/10
Lasting Appeal10/10
DifficultyAdjustable
Playtime12-24+ Hours
Overall: 9.5/10

Etrian Odyssey HD


Gives Homer a Run for His Money

While I was in undergraduate college back in 2007, I had time for gaming in between studies. Then, I discovered the inaugural installment of Atlus’s Etrian Odyssey series, called Labyrinth of the World Tree in Japan and given its English name, originally Yggdrasil Labyrinth, for several reasons, chiefly to avoid confusion with other Atlus-published titles like Yggdra Union and Deep Labyrinth. The experience stuck with me to the point where I happily purchased and played its translated sequels, after which would come the Untold subseries that remade the first two entries. Atlus would ultimately port the first three games under the Etrian Odyssey Origins Collection banner, the first being Etrian Odyssey HD.

The first entry begins in the town of Etria, situated alongside the Yggdrasil Labyrinth, with the player registering an adventurer guild and receiving guidance from the ronin Ren and the hexer Tlachtga, both checking in as players descend the multistoried maze. While players must formulate their backstory on their guild and its luminaries, the labyrinth backstory is intricate, with occasional twists and side stories that abound in the myriad sidequests. The translation doesn’t hinder the narrative experience at all despite some minor stylistic issues, the plotline adopting the “keep it simple, stupid” mantra of RPG stories, but it still works.

Happily, solid gameplay backs the story experience. The player, as mentioned, registers a guild and can create a multitude of playable characters from various classes, including the Landsknecht, which specializes in offense primarily using swords and axes; the Protector, which specializes in defending allies with innate strength, the Alchemist, which uses elemental magic; and the Medic, which of course has a knack for recovering others. Only five can venture through the Yggdrasil Labyrinth at a time, characters organizable into a front and back row, each having a maximum of three adventurers, the former having a higher attack power but lower defense and the latter vice versa.

Players outfit their characters with one weapon, a piece of body armor, and two other equipment types that can be any combination of shields, helmets, gauntlets, boots, or accessories. In the Yggdrasil Labyrinth proper, a colored indicator at the bottom-right (unless the player has the map expanded) turns from blue to red to indicate the closeness of enemy encounters, which may be preemptive on the part of players, the enemies, or neither. In combat, players face one or more enemies and have many options by which to assault them, including attacking normally with their equipped weapon, defending to reduce damage, using a TP-consuming skill, using an item, changing row formation, or attempting to escape, with five chances at maximum for each character.

“I need a scissors icon! 61!”

Characters also have a Boost gauge that fills as they and the enemy exchange blows and gives one a temporary boost in power. Those familiar with classic turn-based RPGs will likely know the structure of their party and the enemies exchanging commands based on agility, with turn order luckily remaining consistent depending upon foes. Survivors earn experience points needed to level alongside parts of the decimated enemies post-battle. How the game handles defeat depends upon which difficulty setting the player has chosen: while Picnic mode is more merciful to players when they die, advanced settings result in a Game Over, though in that case, the player can save their map data.

Each character has a skill tree into which the player can invest points gained from leveling, with higher-level skills unlocked by investing into those lower-tiered and including active abilities that consume TP and passive traits. One can increase specific skills to ten levels, with supplementary effects like increasing speed of execution, which can relieve the typical JRPG issue of enemies beating characters to healing in the case of recovery abilities. Wandering the labyrinth as floating orange balls are Formido Oppugnatura Exsequens, or FOEs, which are superpowered minibosses players should avoid upon encountering them, though fortunately, there is plenty of room for error in doing so.

The game mechanics function well, with the choice of difficulty accommodating players of different skill levels and allowing freshers to the franchise to experience it stress-free while appeasing those who detest easy experiences. Combat speed is adjustable, with virtually every battle transpiring quickly, and the autobattle mode makes fights with weaker foes cinches. The standard encounter rate some may find a little high, although spells are available to reduce their occurrence for a fixed number of steps. Some tavern missions may be difficult without researching the internet but completing them is scarcely necessary to beat the game, accounting for an excellent gameplay experience.

As in the Nintendo DS and 3DS iterations, the first Etrian remaster sports intricate mapping: the player must drag icons from a legend onto an in-game map to indicate doors and secrets among others, draw walls, and color visited tiles. However, a menu setting lets players automatically map tiles and edges that they have encountered, reducing some of the cartographic work. A suspend-save accessible during standard labyrinth navigation accommodates players with busy schedules, with menus within and without Etria being nonproblematic, stat increases or decreases for prospective equipment visible before purchase, and spell and item descriptions present as they should be in modern RPGs. The map creation controls take some getting used to, but Etrian Odyssey HD is the epitome of user-friendliness.

You’ll definitely want to go deeper into the Yggdrasil Labyrinth.

The soundtrack remains unchanged from the original game, with composer Yuzo Koshiro demonstrating his musical brilliance with beautiful frequency modulation (FM) synthesis pieces such as the peaceful town tunes, stratum navigation themes, energetic battle music, and occasional cutscene tracks. There are a few musicless places, but the remaster is an aural wonder.

The same goes for the remastered visuals, containing significant polish over the originals on the Nintendo DS, with labyrinth environments having excellent detail, along with great anime-style character portraits and monster designs in combat, even if many of the latter consist of reskins. Most of the same issues from the DS incarnation’s graphics recur, such as inanimate enemies in battle, the popup of distant environs while traversing the labyrinth, and the strict first-person perspective of everything throughout the game, but the remaster is otherwise beautiful.

Finally, one can breeze through the HD remaster in as little as twelve hours, especially on the Picnic difficulty, but tavern quests, Steam achievements, a post-game stratum, and a New Game+ can boost playtime well beyond that limit.

Ultimately, Etrian Odyssey HD is inarguably one of the best RPG remasters, given its increased accessibility to modern gaming audiences, the choices regarding dungeon cartography, the enjoyable backstory during the descent of the Yggdrasil Labyrinth, superb audiovisual presentation, and significant lasting appeal. There are some niggling issues, especially regarding the graphics, but the positives of the port greatly outweigh the negatives in every aspect. The HD version of the original entry of Atlus’s dungeon-crawling franchise is a must-play for anyone with a passing interest in Japanese RPGs and a great start to the Origins Collection, and I can’t recommend it highly enough.

This review is based on a playthrough of a digital copy downloaded to the player’s Steam Deck, played through its dock, on a television, played to the standard ending.


Score Breakdown
The GoodThe Bad
-Excellent battle and dungeon crawling mechanics.
-Map controls adapted well to one screen.
-Intricate backstory.
-Solid audiovisual presentation.
-Endless lasting appeal.
-Some sidequests difficult without a guide.
-Map controls take some getting used to.
-Don’t expect extensive character development.
-A few minor translation issues.
-Some imperfections in the graphics.
The Bottom Line
One of the best-ever RPG remasters.
PlatformSteam Deck
Game Mechanics10/10
Control9.5/10
Story9.5/10
Localization9.5/10
Aurals9.5/10
Visuals9.0/10
Lasting Appeal10/10
DifficultyAdjustable
Playtime12-24+ Hours
Overall: 10/10

Etrian Odyssey III: The Drowned City


Underwaterworld

I first discovered Atlus’s Etrian Odyssey series, known as Labyrinth of the World Tree in Japan (given the mentioned English name both because the inaugural entry occurred in the land of Etria and the publisher’s American branch didn’t want to use the English name “Yggdrasil Labyrinth” and have players possibly confuse it with fellow Atlus title Yggdra Union) in my penultimate year of college, and had a high opinion of the first game to the point I played its sequels, in spite of the English moniker of the franchise being equivalent to retaining the name Raiders of the Lost Ark for the Indiana Jones sequels. Video game nomenclature aside, Etrian Odyssey III: The Drowned City, provides a first-person dungeon-crawling experience on par with its precursors.

The third mainline SQ (an abbreviation of the Japanese series name “Sekaiju no MeiQ”, “MeiQ” a stylized form of “Meikyuu”) opens in the sea city Armoroad, which prospered in ancient times through advanced civilization, although an earthquake sank the central portion of the settlement along with its high-level technology, an event known as the Great Disaster. A century later, a party that the player customizes explores the Yggdrasil Labyrinth descending to the bottom of the sea to uncover the game’s various mysteries, many of which are actually good, with the narrative generally told well, in spite of the blank-slate nature of the playable cast.

The localization definitely doesn’t impede the plot, although as with its other games, Atlus makes some unusual stylistic choices such as “You’re too exhausted to move” when you can’t gather anything more from gathering spots and “It’s a horde of enemies!” when the player targets multiple enemies with commands in combat. There aren’t many spelling or grammar errors, and the game dialogue is definitely legible, although the publisher’s translations in the third SQ game’s case remained middle-tier then.

As mentioned, players create a custom party, akin to the tertiary Etrian’s predecessors one of up to five characters of different classes. Among them are a prince/princess, which specializes in support abilities; the monk, the sole vocation able to cast straightforward healing spells; the zodiac, with elemental offensive magic; the gladiator, a pure attack class; the farmer, which excels at collecting items from gathering points, and can increase experience earned for the whole party as well as item drops; the arbalist, which can use various crossbow skills, some elemental; the buccaneer, which can use guns or rapiers; the hoplite, apt at defending allies; the wilder, which can fill the vacant sixth-row slot with an AI-controlled animal; and the ninja, which too can fill the mentioned space with a shadow or homunculus.

There are a few secret vocations that require special conditions and plot decisions to unlock, one of which actually helped me win the final bosses of the main storyline, and midway through the game, the player receives the option to pick subclasses for each character where they gain another job’s skillset, largely eliminating the need to experiment with individual classes then. Battles themselves occur exclusively in the first-person dungeons, with an indicator mercifully showing how close the player is to encountering enemies, the rate of doing so increasable or decreasable through the use of special items or skills. Battles can begin either standardly, with a preemptive strike by the player, or a surprise attack by the enemy where they act exclusively first in one round.

As in prior Etrians, the player selects commands for their five active characters, arrangeable in front and back rows, each with three slots, for a formation of either three fronters and two backers, or two fronters and three backers, front row allies dealing and receiving more damage, and back row allies dealing and receiving less damage. Orders include attacking with equipped weapons, defending to reduce damage, using a consumable item (and given the game’s sometimes-above-average difficulty, most players will have to keep a good stock of recovery items), using a TP-consuming ability, or attempting to escape, with up to five chances to do so since every member of the player’s party has this available option.

Characters and the enemy exchange commands depending upon agility, although akin to its predecessors, the third SQ title lacks a turn order gauge akin to other turn-based RPGs such as Final Fantasy X and the Tactics subseries, making it necessary within the same battles for players to track on their own whoever takes their turn when. In addition to the escapable nature of combat, they can either end with the player’s party victorious, in which case all characters still alive receive experience for occasional levels-up as well as some items they can sell at shops to unlock more powerful equipment and items, or with a Game Over, in which case players lose character development progress but can still save the dungeon maps they made at the point of demise.

Outside battle, the player can set limit breaks to their party, new ones acquirable through special scrolls obtained from the Yggdrasil Labyrinth, and which require one to five characters to use once special gauges have filled in combat; thankfully, if the player executes these abilities, their characters still get to use one command each as normal. Players can also invest skill points gained from leveling into three different skill trees: one for their current class, one for their subclass, and one tree innate to all vocations that can increase stats and the number of chances to collect materials from gathering points.

Etrian Odyssey III features a system similar to Final Fantasy XII where players mainly acquire money not through winning battles (although treasure chests and sidequests can provide monetary rewards), but by selling gathering point and monster materials at shops to unlock new consumables, weapons, and armor for purchase. Characters can equip one weapon and a combination of three pieces of equipment and/or accessories. One handy feature is the in-game compendium for defeated monsters that show whatever materials they drop from defeat, although many of them require special conditions to acquire, only patrons of the bar clueing players in as to their means of acquisition. A consumable item, Formaldehyde, can have foes drop all their materials during their round of defeat (though one can possibly waste it), but these are difficult to come by.

The game mechanics work well, but casual gamers won’t appreciate the difficulty and grindy nature. Furthermore, while one would expect some foresight in the skill point system, given the variety of class and subclass combinations, not to mention the maximum level of seventy, players can reset any character back five levels to redistribute their points, and there can be endless killer vocational combos of primary and secondary classes, such as using the arbalist’s elemental crossbow abilities in conjunction with the zodiac’s elemental damage-increasing passive skills and magical charge. The battle system is not perfect by any means, although one can most certainly “git gud” at it.

Control is okay, with a clear direction on how to advance, given the relative linear structure, and there are positives that should be in any RPG such as item and skill descriptions, the ability to see whether equipment increases or decreases stats before purchasing it, and a suspend save within the Yggdrasil Labyrinth. However, there is the potential to lose character development progress due to Game Overs, and the bottom-screen map can be somewhat labor-intensive, given the need to draw details such as walls, and there not being enough variety in icons. The sea-sailing minigame accessible in Armoroad may also require a guide to make the most out of, and in the end, interaction is middling at best.

As with prior Etrians, however, sound continues to be a high point, with Yuzo Koshiro returning for another excellent digitized soundtrack that includes solid themes such as those for each stratum of the Yggdrasil Labyrinth, and several energetic battle tunes. There are a few silent moments, but otherwise, the soundtrack definitely excels.

The visuals, not so much. The art direction is superb, given excellent character designs, though they don’t show many emotions or animation, and there are many reskins of the static enemy artwork in battle, with combat in first-person and no movement of enemies, just the attack effects of the player’s party. The environments can be pretty and colorful, though, but there is plenty of pixilation with the texturing, and scenery pop-up as the player traverses each floor of the Yggdrasil Labyrinth. Graphically, the game isn’t an eyesore, but things could have definitely used more polish.

Finally, no in-game measure of playtime exists for the third series installment, although there is plentiful lasting appeal in the form of postgame content, completing the monster and item compendia, and endless experiments with classes, although the difficulty level may deter many players.

Overall, Etrian Odyssey III is for the most part a competent dungeon-crawling RPG and worthy addition to its respective franchise, given especially the endless variety in its gameplay mechanics, lasting appeal, and especially Yuzo Koshiro’s soundtrack. However, it does fumble regarding its tedious cartography system, the need to use a guide to get the most out of the sailing minigame, the middling visuals, and the slightly-unfriendly difficulty curve. It would be the only installment of the series not to get a 3DS release, with Atlus then being really terrible about letting their games go out of print, and physical copies consequentially costing in the vicinity of $300 US. While the game is decent, it very much isn’t worth paying that exorbitant price to experience, with any kind of rerelease sadly not being in the books.


Score Breakdown
The Good The Bad
  • Engrossing mechanics and customization.
  • Excellent soundtrack.
  • Plenty lasting appeal.
  • Mapping system can be tedious.
  • Sailing minigame necessitates guide.
  • Middling visuals.
The Bottom Line
Decent, but certainly not worth paying $300 for.
Platform Nintendo DS
Game Mechanics 7.0/10
Control 6.0/10
Story 7.5/10
Localization 5.5/10
Aurals 9.5/10
Visuals 5.5/10
Lasting Appeal 8.0/10
Difficulty Hard
Overall: 7.0/10