Size: 911 MB
Developer: Game Arts
Release date: 28/05/1999
Requirement: PSP w/ CF 5.00 m33-6, MS PRO DUO 2GB
June 14, 1999 - There's one thing you can say about Working Designs ¿ whether the company's games are bad or good - it takes its sweet time, for whatever reason. Lunar Silver Star Story Complete was to come out in the US more than a year ago (arguable more like two years), and it's easily the most delayed game in PlayStation history. June 1999 marks the month the company's most anticipated release hit the store shelves. The game has been out and available in Japan since the first year of the PlayStation's life ¿ in fact, the game is quite a bit older than that, too, since Lunar Silver Star Story Complete is a remake of a Sega CD game released in the early '90s. Working Designs put forth its magic and localized the game ¿ again. And you know what? Despite its dated look and feel, this is a really fantastic RPG.
Lunar Silver Star Story opens up with Alex, the game's lead hero, dreaming about becoming a Dragonmaster, like his hero. His buddy, Ramus, convinces him to go on a quest to obtain a Dragon Diamond from the White Dragon Cave. Luna, Alex's "love interest" tags along to make sure he doesn't get into trouble. And so begins the quest of Lunar: Silver Star Story Complete. As soon as you obtain the Dragon Diamond, the plot opens up like a floodgate ¿ and I'm not here to ruin the tale for you. And like every RPG out there, there's the encounter with monsters that you have to put up with. When you bump into an enemy sprite, you're taken to the battle sequence where you fight with whatever was in that monster group. What's great about Lunar Silver Star Story is that you don't have to do all the decision making if you don't want to ¿ one of the handiest options is "A.I." Choose this up front and the computer will fight the battle for you. Or, you can choose A.I. for the individual characters when it's their turn. And if the computer's not performing a function you want it to, you can jump in and take control. This is a great feature for those just interested in the story and puzzles, and who could care less about the tedious, but necessary battles. Some of the puzzles are quite clever ¿ for example, you actually have to utilize a monster's attack path to destroy a road blockade to access hidden items and caves, coaxing him to attack you, running away just before he touches your party. One of my biggest gripes in the game is how the menu interface is laid out. I can't tell you how many times I've accidentally restarted the game from the beginning by hitting the Circle button when I really wanted to load a game from a memory card. What's worse is there's no way to skip the opening introduction, so I have to sit through the entire thing before I can correct my mistake. (The developers disabled the software-reboot option of the PlayStation, so that didn't work, either.) And even though Working Designs has been working and tweaking on the game for a couple of years, I've stumbled upon a few fatal bugs. At the end of a battle, the game would just hang as if it were looking for a controller input. I could hear the "bings" and "chimes" as I pressed the buttons, but the game would refuse to leave the battle scene back onto the dungeon map. The only way out: reset button. What's worse is that I hadn't saved the game in an hour, so I lost all the progress I made from my last save point to that game bug.
Oh, and why the heck does Ramus have blue hair in the quests, and brown hair in FMV sequences and closeups? Hmm?