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Title: Azure Dreams
Publisher: Konami
Features: GameBoy Color/GameBoy/Super GameBoy Compatible. Battery Back-Up. Exchange Option By Link Cable
Format: RPG
Reviewer: Heiss




Kou's house, with Mom and sis


Out on the town


Follow the leader...


Battle screen


Ghosh challenges you


The Plan menu


Fur's General Store


The inventory screen


Nico's fund-raising


A trio of nasty bosses awaits


I guess the name says it all....


Characters:

Kou


Kewne


One of the evil, bloodthirsty monsters in the tower, a Troll (aawwwww...)


Nico Southey


Ghosh Rode


Selfi Rode

Introduction

In late 1997 an RPG with an unusual name called "Other Life Azure Dreams" was released for the Sony PlayStation in Japan, and the game itself was described as one of the strangest ever created for that game console--incorporating dungeon hack-and-slash, treasure collecting, monster breeding, dating sim and city sim all rolled into one. July 1998 saw the release of the English version for the PSX, with the title shortened to "Azure Dreams," and it received mixed reviews; you either liked it or hated it. That same year saw the release of the Game Boy Color in the USA, and with it came the announcement that Azure Dreams would be ported to the GBC. And now, almost two years later, the game is finally out. Was it worth the long wait?

Gameplay

You play Kou, a rather mischievous teenage boy living in the desert city of Monsbaiya, a town whose claim to fame is a huge, looming Monster Tower located right beside it. Treasure hunters come to this place seeking valuable and rare items, among them the prized Monster Eggs. Boys are only granted access to this tower when they reach the age of 15, as it can be a dangerous place crawling with monsters, and only the most experienced Monster Tamers are able to brave its topmost levels. One of these was Kou's father Guy, who disappeared years ago following a mysterious incident. As Kou turns 15, it will be his chance to discover what really happened to his father, as well as earn enough experience to be a respected Monster Tamer.

Hindering your quest is the tower itself, as each level changes its layout every time you enter it--the effect of a magic spell meant for people to lose their way. Worse, another spell that lowers your strength is activated once you pass through the entrance, and the result is that you always start out at Level 1. Once inside, the entry way will be sealed shut, leaving you no choice but to ascend the upper floors by way of exit ports found on each level. You can only leave the tower by using a WindGem that transports you back to town.

The tower has winding passageways filled with monsters, traps and items. Items are plentiful--money, gems, magic orbs, seeds, oils, weapons, shields, and other special items can be found scattered throughout the floor; most of these can help greatly in your quest and can also be sold in town for large sums of money. Your inventory slot is limited to 20 items, and once it's full, you must discard or use items in order to free up space to get more items. Inventory doesn't work the same way before you enter the tower though, as you can only enter the tower with 5 items.

Traps are either seen or hidden, and they can cause all sorts of havoc for you and the monsters, like putting you to sleep, rusting your weapons, or turning you into a frog temporarily. Some traps can teleport your familiars to another part of the floor, or even transport you all to a higher floor. As you move around, an auto-map feature gradually reveals the map of the current floor. Using special items like the StarSpecs will also reveal the entire floor, with the location of traps, items, roaming monsters, and the exit.

Monsters

Occasionally, you will find a Monster Egg, and you can hatch the Egg by warming it either in the tower or the Monster Stable at your house. Once an egg hatches, out pops a monster, and by placing a Monster Collar around its neck it becomes your familiar and will assist you during your adventure, battling monsters or providing you with a spell boost during combat. Unlike Kou, however, monsters retain the levels they gain during your adventure.

The lead monster of this game is your father's familiar named Kewne, who joins you at the start of your adventure, using the Monster Collar your mother gives you during the beginning of the game. Another collar can be found in the upper levels, and you can use this to have two familiars follow you around as you explore the tower. As you go higher, the monsters become tougher, so it's vital to raise your level and the level of your familiars--a good tip is to have all your levels at least 2 or 3 levels higher than the number of the floor you're exploring.

The monsters are an assorted bunch, ranging from the cute-looking Wumps and Trolls to the strange-looking Cyclones and Garudas. They are classified into three types: Fire, Water, and Wind, and possess powers related to their type. During battles, it's a good thing to note that Fire beats Wind, Wind beats Water, and Water beats Fire; for example, a Fire monster will have the advantage during combat with a Wind monster, but will have a much more difficult time fighting a Water monster. Some monsters also have unique skills inherent to no other species: one of my favorites, the Submar, can burrow underground and provide you with an instant map of the entire floor and the location of everything on it. Another monster, the Barong, eats whatever item you throw at it and spits out another item back at you. If you throw enough items at it, you might get a rare or powerful item in return.

You can set your familiar's position and AI while exploring the tower; choose an AI setting from 1 to 5, where "1" makes it just sit there, "3" will make it give you a spell boost during combat, while "5" makes it attack aggressively, fighting every single monster it encounters. One strange thing about this game is that while Hit Points are regained just by walking around, the monster's Magic Points gradually decreases with each step; once a monster's MP reaches zero, it will be unable to move. Setting monster AI to 4 or 5 consumes MP faster--you can conserve MP by just keeping the monster in your bag while exploring, only letting it out when you need help, or by feeding it Vit Seeds to regain MP.

Combat is in real-time and pretty straightforward enough: face the monster, hit the A button to attack and that's it. Sometimes a battle screen similar to Pokemon will appear, and battles will shift to turn-based mode. Combat tends to be prolonged in the battle screen mode rather than the real-time mode, and victory results in earned experience points for you and your familiars. A defeated familiar becomes battle-incapable and returns instantly to your bag, while your own defeat sends you back to your house, losing every item in your current inventory except for your familiars.

Monsters can also be upgraded by using Fusion. Two different monsters can be fused together, resulting in a stronger monster with traits of the former two. In general, fusing two monsters with different levels will result in a monster with the higher level of the two. Also, fusing two different types will follow "Fire beats Wind, etc."--the stronger type will emerge from the fusion. You can learn the result of a planned fusion by bringing your familiars to Mademoiselle Lauriche, the town fortune teller. It's best to experiment with fusion before saving, as you might end up losing a prized familiar.

Other Game Aspects

Only two save slots are provided, but you cannot save your game anytime in the tower. Saving can only be done while going up a floor, and you'll be presented with a choice whether you want to save your game or not. From time to time you'll meet other people in the tower; these are people who knew your Dad, and they will help you out by healing you, exposing traps, or giving you items.

In town, you can save your game by talking to your Mom, who also opens the safe where you can store up to 20 items. Every monster you encounter will be recorded in the Monster Book that your little sister Weedy keeps; talk to her to view it. When you hatch a monster from an egg, you have the option to name it, and additional info about it will be recorded in the Book. You can also trade monsters with other players via link cable, a process that shouldn't be a mystery to Pokemon fans.

As your experience grows, you'll discover that people will react differently to you; once regarded as the town troublemaker, people will now seek you out for help, and these mini-quests involve retrieving an object from the tower. When you've saved at least 10,000G you can hire Tonka to work on your house; this will make your house bigger, and you'll be able to house more familiars in the Monster Stable.

You should also help your friend Nico Southey with her fundraising to bring a little bit of culture to Monsbaiya; do this by donating lots of money, and you'll soon see improvements in the town itself. It also helps to be nice to the snooty Rode siblings, Ghosh and Selfi. You can choose to battle the arrogant and pompous Ghosh in the tower when you encounter him, but being extra nice to Selfi no matter how mean she is will result in a gradual change in attitude towards you.

Controls, Graphics, Sound

The A button does most of the action and selection functions while the B button cancels, speeds up the text, or used as a Dash button by pressing it simultaneously with the direction pad. Pressing START will bring up the Item Menu in town or a range of choices in the tower: Items, Status, Skill, Plan, Fusion, and Map.

The Item Menu displays 5 items at a time per screen, and pressing START here will show a brief description of the item. The Status screen shows your current condition and your familiars' stats. The Skill menu will list your familiar's abilities and spells; read their description by pressing START and use them by selecting with the A button. The Plan menu sets your familiar's strategy (position and AI), while the Map screen displays the map of the current floor.

Controls tend to be a bit sluggish and unresponsive at times, particularly when there are lots of moving elements onscreen and during battles; if one of your familiars is engaged in battle and you are far away it will take some time before you can aid it.

Graphics are colorful and features a top-down overhead view, rather than the isometric perspective used in the PSX version. Most of the monsters are represented by different sprites and you can spot them from a distance--no monsters hiding in the grass here. The colorful floor layouts tend to be a bit overwhelming as your characters can sometimes disappear into the background. Animation is smooth; Kou seems to be marching all the time, with Kewne floating effortlessly beside him as he moves about the tower floors. The exit level sequence is similar to the PSX, as Kou rises to the next floor and his familiars turns into twirling crystals that follow him.

Town graphics are detailed but resorts to diffused monochromes--this is supposed to be a desert town after all, and it sure looks like one. The music is excellent; most are identical to the PSX version, from the tower exploration music to the flamboyant theme music of the House of Rode.

Other Comments

In the PSX version, Azure Dreams featured several other goals, among them involving Kou winning the hearts of at least 8 women in Monsbaiya, wooing them one at a time by being sweet to them or doing them favors. This dating sim isn't present here, which is just too bad, since it added to the uniqueness of the game.

The other goal was to slowly turn Monsbaiya into a booming, prosperous city, by earning enough money to build and upgrade its facilities, like a hospital, temple, and library. Thankfully, this is present in the game, though the town is considerably smaller and it takes a huge amount of money to build new structures.

Exploring the tower can get repetitive after a while, but there is something to be said for a game that makes you want to play just one more level, and Azure Dreams does exactly that--it makes you curious enough to see just how far up can you go. Besides, it's not exactly as if you don't have any sense of accomplishment, despite your being reduced to Level 1 everytime you enter the tower; your familiars retain their levels, and they should be really strong enough to help you survive the more powerful monsters on the topmost levels.

The ability to not save the game at any time is a hindrance, as the game only saves right before you enter the next floor--if there's a battle waiting for you the moment you enter and you're not prepared for it, you're dead. The auto-map feature is helpful, but the map displayed is so small it can cause eyestrain, particularly on monochrome GB systems.

Which brings us to the inevitable comparison with another popular game with monsters. So is Azure Dreams a Pokemon killer? Nope, and it shouldn't be viewed as a Pokemon rip-off either--it's basically a dungeon hack game with monster breeding elements. Your main goal isn't to "catch 'em all" here, or to participate in League battles, but to reach the top floor of the tower and find out if your father's alive.

It's unfortunate that this game took so long to be released on the Game Boy platform--had it been released in late 1998, it could've taken a fair share of the Pokemon market at that time, but coming on the heels of Pokemon's success now, it will probably be viewed as just another Pokemon clone. Which is really a pity, since it's a very good port of the PSX game. It's not for everyone, but Azure Dreams should be viewed as what it is: one of the most unusual RPGs ever created, and a worthy Game Boy title for RPG fans.

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