Or for anyone who likes easy games. If you liked the bland, straightforward, unchallenging dungeons in games like Conception I & II or Mind=Zero, Ray Gigant will be right up your alley. If you’re looking for the tougher, less-forgiving dungeon RPGs that Experience Inc. is known for – especially if you’re just coming off Stranger of Sword City – this really isn’t the same sort of game.
I should clear up a little misconception though. I was a little reluctant to start Ray Gigant because I read in a few places that it had a lot of text and reading in it. They made it sound like some kind of Tokyo Majin-like game, i.e. 90% anime high school visual novel with some monsters and brief battles thrown in. It’s nowhere near that bad and not even as talkative as narrative-heavy RPGs like Xenosaga. Every chapter has a brief skit or two, then a dungeon, then another brief skit, then the monster of the day, and on and on till the end of the chapter. As at the 7-hour mark I’d say it’s 20% talking to 80% exploring, but that might change towards the end of the game. In any case if you’re worried you’ll be forced to read when you just want to go out and fight, worry no more.
Ray Gigant is good for beginners
With that out of the way, we can now discuss why I say this game is good for newbies/people looking for a lighter dungeon-crawling experience while having very little to offer veterans looking for the expansive dungeons and bone-crunching battles the genre is best known for. Ray Gigant is super user-friendly because:
- You can retreat from any dungeon at any time.
- You can 100% escape from all non-boss battles.
- Your HP is refilled after every battle.
- You level up using Seeds found from treasure chests/from bosses, not by defeating enemies. You still have to beat a few enemies to get materia/force stones to strengthen your equipment/abilities, but you get that naturally just by exploring. No need to grind.
- There are no classes or class changes and stat distribution is automatic.
- If you change your mind about leveling or learning skills, you can just use Alter/Reverse items to reset your progress.
- There are no random encounters. All enemy locations are marked out in advance so you can choose the course of least resistance.
- Dungeons are usually very small. And 3 floors is the most I’ve seen so far.
- A ‘Jam Stone’ found near the end of every dungeon will clarify the whole map, so there’s no need to explore every nook and cranny.
- Similarly all treasure chests are marked for you so there are no missables.
- The auto-move option will not only take you directly anywhere you’ve been before, it will also chart a course through the weakest enemies and avoid as many traps as possible. It’s not a bad strategy to head straight for the Jam Stone in any dungeon then use Auto-Move to pick up any treasures you haven’t already gotten.
- While enemy encounters are ranked “Light,” “Normal” and “Heavy” there’s no difference in their strength, just in the amount of AP it takes to fight them. It’s not one of those dungeon crawlers that have random enemies several levels higher than your party just loitering around waiting to wipe you out *cough* Etrian Odyssey *hack* Stranger of Sword City *wheeze*. There’s no penalty for avoiding the Heavy encounters either. If anything your party members will praise you for it.
- Allegedly super-powerful Type-I Gigant bosses are not that strong (yet). They can also be countered by a super-powered Slash Beat attack that will knock off 70% or more off their HP if you time it right.
- There is no money and no enemy drops, there are no stores. Equipment and the few items you have take up no space at all. There’s no inventory system to speak of.
- You can use free healing foods as long as you have HP. One character in each party will usually come with a group heal spell as well.
- Attacks use AP, but after 10 turns you switch to Parasitism mode which uses HP to attack instead. This actually makes things much easier because you can spam foods and attacks without limit. Attack with HP, refill HP with food, Attack with HP again, refill HP with food again. As long as you don’t run into a boss that hits very hard (and I haven’t yet after 8 chapters), parasitism is actually better than regular attacking.
- The game switches perspective between three parties. Each time it switches, their levels go way down and so do the levels of the enemies/dungeons. Which means you will not run into anything challenging at least for the first half of the game where no one’s level can go over 15. What’s more, the new party uses the same skills and attacks as the old one so you don’t even have to waste brain power on figuring out new strategies and synergies.
And some other stuff that isn’t coming to mind right now. In short if dungeon crawlers intimidate you because they’re hard and unpredictable with lots of confusing choices to make, or if you want to ease yourself into the genre, or if you just don’t have the time or energy to wander through large dungeons, I think you’ll enjoy Ray Gigant.
Personally I do have moments when I want to play something simple and less stressful, but at times like that I usually play an otome or simulation game. Even by normal turn-based jRPG standards Ray Gigant is absurdly simple. It’s hard to imagine most gamers being satisfied by this.
…Unless it gets harder as it goes along… Or the story and characters turn out to be really awesome. Which they haven’t at all so far. In fact both are rather bad so far. In fact not “rather,” more like “quite.” Especially the characters. Nobody plays a dungeon crawler for the story/characters, but when you take away all the stuff people do play this genre for then you have to fill the hole somehow. I have a feeling this is going to be like Conception/Mind=Zero all over again, but I’m only 7 hours in so I’ll refrain from commenting further. If Ray Gigant ends up blowing my mind you’ll be the first to know.
I think Ray Gigant is so different from Experience Incs usual dungeons crawlers, because it’s not made by Team Muramasa. They are a team within the company that started out with Wizardry Xth and then made the more demanding crawlers like Generation Xth, Students of Round, Labyrinth Cross Blood and Stranger of Sword City. Demon Gaze and Ray Gigant IIRC aren’t by them.
Oh, I see. That makes sense. Well it’s good for a company to branch out a bit. If you become too well-known for a certain kind of game and the market loses interest in those games you’re sunk. Plus it’s always good business sense to make an entry level product to lure leery fans to other products. Which is all to say I’m probably not the target market so I shouldn’t expect too much.
All of what you said it definitely true. However I really enjoyed this games story plus it was kinda nice to play one that was not so demanding, Stranger in sword city. The last type 1 s of each story are a challenge though. Kyle final was a pain as well as Nills. The final boss, thanks to the update, has multiple former and will require some grinding, so have fun !!!
Well I did say I’d only just started. There’s still plenty of time for the story to impress me. At the rate I’m playing I’ll probably run into Kyle’s final boss by Friday so I can see what he has to offer.
Another thing I forgot to mention is after you beat the game you get a new game plus. Here is were you can chose a higher difficulty. You can also chose to carry over your skills, equips etc or not to. You also get the true ending in new game plus.
WHAAAAT. There’s no way I’m playing this twice… I guess I’ll youtube the true ending after I’m done.
Well, that’s interesting. I rather like the idea of a dungeon RPG-lite, because sometimes one just wants to take it easy and get a taste of their favourite gaming genres without investing too much energy in it. If simple dungeon crawlers like Ray Gigant know their place and remain a refreshing exception rather than the norm, then I’m all for it! At any rate, I’m definitely going to play it.
Since you classified the dungeon-crawling in Conception II as “highly solid and enjoyable,” I think you’ll enjoy this one too. Glad to hear your wrist is all better!
I played the game on Japanese release before the patch, which seems to add more content and make the final boss harder. I…basically broke the game by using all the seeds on Ichiya, and the original final boss died in like 2 turns. One severely overleveled guy makes all the battles trivial, lol.
If you’re not enjoying the story by the end of Kyle’s chapter then the rest isn’t going to do much for you. The game isn’t that long though, there’s only 4 chapters. The final chapter finally has actual multi-floor dungeons and not walks in the part, but by that time it’s too late and I already broke the game.
Using all the seeds on Ichiya… why didn’t I think of that? Focus on the Yorigami and let the rest burn, what a novel idea! Now to try it out without any further delay.