Two or so weeks ago, I finally finished the climax of Etrian Odyssey (commonly known as the “end boss"), in the sense that I saw the ending for the game, not conquered the game — there is still another stratum and a couple quests left to topple. All in all, it was a very enjoyable (and enjoyably frustrating, at times) experience, and the game has left me with a small sense of real accomplishment. I did not beat it, so much as I did pass its trials, and Etrian Odyssey II sounds like it will be just as enjoyable as the first.
In the end, EO is probably one of my favorite RPGs, which is saying a lot. There are of course the common favorites: Baldur’s Gate II, Final Fantasy VI, etc., but Etrian shines for what it isn’t. It is not a glossly conglomoration of drama, overpowered combat with spiky-haired, pencil-thin kids, and card games. It isn’t action intermingled between cutscenes. It doesn’t hold your hand through half of the game. It uses the DS’s stylus in a goddamn reasonable manner.
EO knows what it is and embraces it. There is a dungeon, and apparently you’ve assembled a gang of people who consider themselves adventurers and dungeon delvers, so what you have to do is obvious. Round peg, round hole.
That reminds me of a sentiment sprinkled here and there in the press for the game — the game keeps plot sparce and PC character development nil so that the player can imagine their own stories and motivations, however reasonable or not. In my game, the guild was named after the gaming group, and the characters were all friends from the group. In my mind, their motivation was simple, and as just described — much like how we get together to play D&D, the quest for the group was running head-first into danger together, sharing in accomplishment and defeat, the joy of a close battle and the fear of an even closer one. And I pictured myself as the guildmaster; not a participant, but the orchestrator, the one getting the party into the messes they so gleefully got themselves out of.
It sounds hokey, but it worked for me. I catch myself every now and then, seeing friends’ D&D characters in a slightly EO light: Mark’s cleric a stalwart center for the party, Aaron’s exemplar brute force in combat. Granted, the class selection for the characters were inspired to varying degrees by their then-current D&D characters, but nevertheless, EO had no small part in making the characters of both games feel a bit more real.
Off that, however, and back onto the actual game. The supplied plot is decent, but low on surprises; surprising, however, is the writing supplied for the town’s NPCs, a couple being presented well enough that you can become momentarily attached to their unanimated, never-leaving-the-shop lives. But, in the end, it’s all about exploration and combat, which it delivers superbly. The game is one that dials into its desired formula (backs-to-the-wall difficult dungeon diving), assembles it into an old-school feel what with the first-person view, the mapping, and the PC-88 original soundtrack, and supplies it throughout, without distraction or deviation.
Not incidentally, I think this may be the first RPG I’ve beaten since Neverwinter Nights, another favorite. Currently competing for the next slot is any of The World Ends With You, Rondo of Swords, and Final Fantasy III. Hopefully, those won’t take me five+ years…