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Contact

Review by alwayscrashing

"Cool outfits, nice lines, and the heart of a dungeon crawler."

There's one thing you should know about Contact that hasn't really been defined in the reviews I've read of it. It's a game made with love and appreciation. In the same way I imagine certain other RPG's are made by faceless robotic drones, incessantly adding polygons to cgi sequences and coming up with evermore pompous dialogue instead of new stories; I imagine Contact was made by a bunch of really cool people that understand the importance of ideas. People that understand even a menu screen can be more than just functional, and that like to add cool things to a game just because they want to.

CONTACT - THE RPG

Contact is essentially just a damn good RPG. You run around different areas, levelling up, beating up enemies, collecting items, occasionally fighting cool bosses, with some nice distractions thrown into the mix as well, (such as minigames). Forgetting the storyline, characters and design, the game is good because it has a decent battle system. You enter a 'battle stance' and your character attacks automatically, and you can chip in with a 'skill' if you want to (although they're limited). It doesn't sound like much, but it's a refreshing change from the pseudo-complexity of most turn based battles.

It can be quite repetitive, and the game can be very tough also, but there are a couple of redeeming features that stop it from ever being too frustrating. One is that when you're near enemies which are far weaker than you, they will actually run to avoid you, this alone makes backtracking (a frustrating and time consuming experience in most games) a lot easier. Another is the fact that because the battles aren't turn based, you can just load up on potions and take a ton of hits whilst constantly attacking and healing. You can get away with beating far better enemies than you in this game, but it's obviously wiser to level up.

The outfits, decals, techs, cooking and fishing in this game aren't really worth going into, as they're pretty much things you'll have seen before in other games. Outfits, techs, and decals are just a far cooler way of presenting character classes, limit breaks, and special spells. It's this twist on the normal take on the formula that gives Contact a real sense of fun and gratifying appeal, however.

CONTACT - THE QUIRKY, INNOVATIVE, EARTHBOUND-ESQUE, FUNNY, WEIRD, SELF-AWARE, ETC....

Contact attempts to be very unique and funny, and by today's standards, it certainly succeeds, but it's still not quite the amazingly creative game it tries to be. For instance, I'd heard a lot about this game being designed with a very unique style, with a combination of 8-bit and modern graphics, and a very post-modern approach. Actually, for by far the most part of the game, the design is pretty straightforward. There were quite a few occasions I was running around a forest, or a cave, or a dungeon, that I actually felt like I was playing Golden Sun, or any other cliched RPG again, which wasn't what I expected from this. Although there are some areas in the game that don't disappoint.

Another slight disappointment was the dialogue. It's nice, and there are references to pop culture, other games, and even Jamie Oliver (!), but it's not laugh out loud funny, just quite pleasant. The ending is very good, I certainly recommend anyone to play all the way through, but throughout the game, the plot does feel slightly thin, and there's a lack of really exciting sequences. Instead, the game tends to plod along with the same format: get to area, get to boss, beat boss, next area.

The real uniqueness of this game comes not from the majorly important parts, such as the dialogue or design, but actually from the million small touches that are pretty irrelevant. The fact you have to use a stylus to rub on decals, the throwaway one-line characters, the little Mochi mini game where you pet the cat/dog, the little in jokes such as taking a bath in the middle of a military complex to restore health, even the starting menu screen. All of it creates such a sense of atmosphere of unpredictability and attention to detail that you can't help but feel at least a little fond of this game. I really loved that about this game, and it's worth playing this just for the fact the makers really tried to implement as many ideas as they could, no matter how small.

A mention should also go to the music, which can be hit and miss, but is in places absolutely amazing. There are times when you step off into an area, and the sound kicks in, that you will really feel your spine tingling. If grammys were awarded to video game sountracks, Contact would be a runaway winner.

CONTACT - THE GAME

Contact is rather short, it should be said, but it's still a game with enough depth and accessibility to keep you playing for a while after you've finished. I have to say I'm surprised with Contact. Having given up playing RPG's around the time they all became Final Fantasy clones, I didn't think I would ever find a new RPG that I would enjoy again. It's not as quirky or off the wall as you might think, and it's certainly not as funny or creative as Earthbound, but this is a game that has more character than any other RPG in years, and the kind of game that you really remember a long time after finishing.

Ironically, it's not the fresh attitude, or the unique presentation of Contact that won me over, it's the incredibly well-made and fun dungeon crawler that lies beneath. Contact strikes a perfect balance between interesting and appreciative presentation, and the deep playability of RPG's. This is the way RPG's should be made, and I am sincerely hopeful that it becomes a huge success, as an indication to developers that a little care and attention when you're making games goes a long way.

Reviewer's Score: 7/10, Originally Posted: 10/31/06

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