Review - Phantasy Star 0 (DS)
November 27, 2009 by Mike

Yes, like other console RPGs, this one has a "magical" girl.
If there’s one common characteristic of the console RPG subgenre, it’s this: combat is usually detached from the real action. Fighting is carried out by choosing options from a menu, and the only tangible feedback shown is the damaged character blinking. Apparently, someone from Sonic Team has been taking notes, and has crafted Phantasy Star 0 for the DS. Interestingly, Phantasy Star 0 plays a lot like Phantasy Star Online, a Dreamcast game released almost a decade ago. The difference—you get to play Phantasy Star 0 on the road.
This handheld Phantasy Star puts you right in the thick of the action, and lets you attack the way you want. You can string together combos and dodge enemy attacks. There’s probably still some number crunching under the hood, but this is probably limited to the amount of damage you inflict and/or receive. Here, your survival isn’t dependent on your character’s stats. It’s all up to you.
Of course, the game is still an RPG so you still have to choose a race, character class, equipment, and weapons. Your class determines what weapons you can use, and this choice changes the way the game is played. Some classes focus on long-range weapons like rifles and bazookas, while others require you to use blades for hurting your enemies. Like any RPG, Phantasy Star 0 lets you customize your equipment by way of grinders, which enhances them with different elementals like ice, fire, or dark.

Phantasy Star 0 is packed with action.
Customization can also be made on the action palette, an interface menu on the lower screen that contains the different moves that you can do during the game. At the default settings, the palette contains the button layout for your two different attacks, plus one dodge button. The palette comes with a second layer that is accessed by toggling the R shoulder button, allowing you to put in even more shortcuts. You’ll have to manage the shortcuts and decide which actions stay or go, depending on what you need during a mission. This can be changed at any time, but it’s best to do while there are no enemies about.
Like its predecessor, Phantasy Star 0 is obviously built for multiplayer. Here are a few indications: A) The game comes with a built-in chat system similar to Pictochat; B) The boss fights are overly long and require a certain amount of teamwork to beat, something that your obtuse AI companions cannot provide. C) There’s no pause. D) The levels play the same; the only difference—your mission objective. E) There’s also a matchmaking option for random players, but a lot of limitations were imposed to keep relations “friendly.” You can team up with your pals, but you’ll have to deal with friend codes.
On the production side, this game is quite the looker. Unlike many console RPGs, Phantasy Star 0 uses 3D graphics for its environments and well-proportioned characters. During dialogues, the game resorts to the familiar static character pictures and text. An occasional anime sequence is thrown when important moments occur, but the in-game music and ambient sound is generally unremarkable. The anime sequence comes with voice acting, and while some characters are convincing enough, not all are that well made.
Phantasy Star 0 has done many things right, especially the action and combat parts. The fights are engaging, especially when playing with other people. You’ll probably forgive the AI since this is a multiplayer-focused game. Unfortunately, the game’s lazy level design has somewhat dampened the overall experience. If you’re looking for a deep and challenging RPG that you can also enjoy with your friends, then Phantasy Star 0 should be a good candidate.
8/10
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[...] need of more action RPGs. Notice that for every Lunar Knights, Final Fantasy: Crystal Chronicles, Phantasy Star 0, The World Ends With You, and Mario & Luigi, there are months (or even years) of waiting [...]