Magic Knight Rayearth - The Saturn Game
Hearing the words a movie license game send chills down a gamer's spine causing him to run to the ends of earth and hide under a rock for hundreds of years while forcing himself a life of denial and self exile. Undeniably licensed games have a well earned horrible reputation by showing again and again what the true meaning of horror really means. But it's unfair to say that 100% of all licensed games are bad as there are plenty of good licensed games as well, even if 98% of them are bad there are still 2% of very good licensed games. Magic Knight Rayearth is one such game.
Magic Knight Rayearth began as a manga by the popular all women manga writers group CLAMP and very quickly garnered enough popularity to earn a two season anime adaptation and an alternative darker and more serious tone three part OVA series. The series began when CLAMP was asked to make a shoujo manga for one of the popular magazines but instead of following the strict rules of the genre they had a complete freedom to bend those same rules. As a result Rayearth combined magic girl, mecha, shoujo, shounen, jrpg elements, sentai team, everything that blurs the line between the shoujo and the shounen genres and was popular among both girls and boys.
The game starts with a beautiful opening which is the opening from the anime tv series with a great upbeat song and well produced smooth animation. As the game begins proper we are introduced to our first of three heroines, Hikari, on a yearly school trip to Tokyo Tower where she and, we the players, meet the other two heroines, Fuu and Umi. Very quickly we get an idea of each of their personality but then Hikari's puppy suddenly appears to her bewilderment, how the hell did it get there anyway and then a chase ensues to capture the puppy. Just when Umi catches the puppy a bright blinding light shone from outside and a mysterious girl appears and calls out to them. The tower disappears and the girls fall into the a new fantastic world where their adventures begin.
The very first thing you notice is the Zelda style top down action rpg gameplay. But the game does everything different enough to stand itself apart from Zelda and its wannabe clones. Each of the characters has a health and magic bars and each has their own weapons. There is no huge world to explore typical of Zelda but there is an overworld map where you can travel to different destinations, visit towns, talk to NPCs, go into dungeons, solve puzzles, and fight bosses. It's a very engaging gameplay mechanics.
The three heroines are Hikaru Shidou the quirky red colored team leader, her name means Light in Japanese and she controls the fire magic elemental and her weapon is a short sword she can side swipe. Umi Ryuuzaki the mature realistic no-nonsense goal oriented blue colored girl, her name means Sea in Japanese, she controls the water elemental magic and her weapon is a long rapier (she's in a fencing club so it's appropriate) and she attacks with strong straightforward stab, unlike Hikari, her weapon has a longer reach. Fuu Hououji the gentle intelligent green colored but blond haired girl, her name means Wind in Japanese and she controls the the air elemental magic, her weapon is a bow and arrow so she can attack from a distance and probably the most useful of them all. You control all three girls at the same time switching between them as needed defeating enemies, solve puzzles, or just a personal preference of one character of the other.
Many licensed games have problems integrating the original story with demands of the gameplay and end up having neither in the process. Magic Knights Rayearth avoids that by following the story through its gameplay so the characters level up not through experience but through progress in the game as the story keeps moving along at a nice pace. The girls start a bit weak but they grow and gain stronger weapons, their hp and mp bars grow bigger, and learn more powerful magics. Hikari gains more powerful fire magic, Umi gains her powerful water magic, Fuu gets stronger arrows which you can even control mid flight and learns the most ever useful healing magic. You'll be relying on Fuu a lot for her long range weapon and healing magic.
Even more memorable is the game's presentation. The lush colorful hand drawn backgrounds and the large smoothly animated and creative character sprites really shows off what the Saturn is capable doing with 2D graphics. The game is fully voiced with each story scene reuses the dialogue from the anime and it all sounds perfectly. The game has a few very short FMV cutscenes but the story is mostly presented through in game dialogue with a visual novel style textbox and the character's image on top. There is a good variety of character poses and expressions fitting for each line delivery, sometimes the characters will even turn into the chibi versions of themselves for an additional comedic effect.
The English version of the game was released by the now gone fan cult favorite Working Designs. The company's president Victor Ireland had a very bitter relationship with Sony's at the time president Bernie Stolar who believed people in the west aren't interested in rpgs and shut the door to most rpgs (and other unique games) to ever come out leaving most western playstation gamers starving. This strict policy was quickly remedied and the playstation western market opened its arms to welcome many Japnese rpgs. However after Working Designs announced the localization of Magic Knight Rayearth for the Saturn, Bernie Stolar left Sony and was hired by SEGA and this led to WD distancing themselves and turning their backs on SEGA, their once home, and instead their focus moved entirely to the playstation.
Working Designs kept delaying the game again and again with a very slow progress while putting most of their focus on the new Lunar remake for the playstation. Lunar:The Silver Star Story Complete still took WD years to polish and release. It seemed like Rayearth was not what WD wanted to focus on anymore, they wanted to move on. But the reality was more troubling, according to an interview with Victor Ireland, the game's Japanese source code was completely destroyed in a hard drive crash and with it all the original data was lost. Working Designs had to recreate entire sections of the game from scratch. The lip sync time data for the in game dialogue was gone along with the crash and Working Designs had to reprogram everything themselves.
If that's true then Working Designs made a very perfect recreation of the Japanese version of the game. This is a bit suspicious of the facts since recreating everything to the latter will not be possible, how much data was exactly lost might be just an exaggeration. The English lip sync time data cannot simply use the Japanese lip sync data, why then did they need the original Japanese data.
The English version starts fully voiced but then suddenly the story sequences aren't voices anymore, with only a few and far between scenes still having voices intact. The reasoning behind this is, as Victor Ireland said in an interview, in the Japanese version which was fully voiced the player couldn't skip those scenes and was forced to wait for the cutscene to finish before moving on. Once again, this is a very shallow excuse to not give the players a completely voiced game. To compensate for that, each heroine also has a diary accessible through the menu, the diary entries are updated automatically as the player progresses through the game, in the English version the diary entries are voiced. These diaries are a lot of fun to read and give a unique perspective on the plot through each heroine's point of view. However this isn't enough for the lack of voices in the game and the truth of the matter is that Working Designs just didn't want to invest their already limited resources into this game. This is not to say Working Designs didn't love the game, every single game they worked on was done with a lot of love from the team and it always showed in their games (even if some of their decisions were, to put it gently, STUPID and IDIOTIC and DUMB, Lunar:Eternal Blue saving system anyone?). It should be noted that what voices the English version does have are mostly very good with a few exceptions, it's a staple of Working Designs' high level of production values, even if there was plenty of room for improvement , they still did one of the best voice jobs in the industry at the time.
The English dubbed anime series had a very good English rendition of the Japanese original song (which was completely abandoned in the remastered versions, it's baffling the decisions these companies sometimes make), yes they used to redo the songs in English for the dubbed versions of anime. Working Designs made their own rendition of the song in English with different lyrics which was just as good as the dubbed English and the Japanese versions. All three versions of the songs are really good and up beat fun tracks that deserves to be on anyone's top favorite anime songs of all time.
As Working Designs kept their non-stop delaying the game again and again Victor Ireland admitted that they wanted it to be the last game ever released for the Saturn, as sort of goodbye to the system and proof to the fans they stayed loyal to the end. This is not unlike what they did with Lunar: Eternal Blue for the Sega CD a generation back.
But no matter the facts and blurred truths Magic Knight Rayearth is still one of the best licensed games and one of the best Saturn games. Working Designs did everything they could to bring the game for the English fans. Even if you never seen the anime or never read the magna, maybe you never even heard of Magic Knight Rayearth, all that is completely inconsequential, you will enjoy the game regardless what your experience with the franchise is.
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