Earth Seeker, developed by
Crafts and Meister, is a
Wii action game that is, in simplest explaination, a clone of the massively successful
Monster Hunter
games. There's a hub town where you accept quests, build weapons and
food, and an off-branch of the town where you employ some rather
alcohol-saavy, pint-sized creatures called Gajiin to assist you.
Gameplay is handled by going out into an apocalyptic Earth and battling
your way through highly-challenging monsters that don't support HP bars,
finding treasures of the Earth-past as well as mountains of materials,
and then returning home, cashing in, and doing it all again. In truth,
this game really
is a clone amongst several others, but like 2010's MH-clone (not to mention overwhelmingly underrated) title,
Gods Eater Burst,
Earth Seeker does a lot to not only differentiate itself from its idol,
but is also a downright solid videogame that is just a ton of fun to
play, language understood or not.
Language Barrier
Earth Seeker is
very playable, and there are several hours
of gameplay before any "required" sleuthing within the more complex game
world becomes apparent. While the brief introductory moments may cause
the less-creative of import gamers some confusion (which you can remedy
by checking out the
First Hour Gameplay Video here on Youtube), from there on it's pretty much blind, enjoyable sailing.
It's worth mentioning that I have a miniscule knowledge of Japanese
writing, but that, with Earth Seeker, the little bit of it didn't do a
thing (for those wondering, Earth Seeker
does not have Furigana
outside of the instruction booklet). I've been playing completely
blind, but in the 8 hours spent I have not hit a single hiccup or
aimless frustration, and this game has been one of those surprising
imports that just really succeeds by its gameplay alone. Accepting
quests is handled by a single desk which reveals a list of lined
objectives, and from there its only a short run to the huge ship in the
middle of the hub-town which transport you to the location of the quest.
The gameplay I can assure to be understood within minutes, and the
controls are basic and singular. Knowing when a quest is complete is
also unanimous, as either a large golden font will collapse into the
center of the screen, or your tough-nut Gajiin will successfully drop a
collected part onto the ship (more on this below).
But it isn't a perfect import. The meat of Earth Seeker comes down to
collecting materials, customizing your weapons, and managing your team
of Gajiin. While the former two are more blatant and easier to grasp,
the latter is a downright pest, and this is a serious issue. While you
will be neither forced nor stalled due to the complex tablet of
upgrading and structuring your team of Gajiin, it's undeniable that
you'll be
nagged, subconsciously at least, and the frustration of not knowing how or if you're
actually
maximizing your team is pretty bothersome. The little guys play an
important role in your battle abilities (they alone can utilize
elements), and not knowing how to boost them appropriate to your ability
will be an enlarging tumor as the game progresses.
Still, the language barrier, as far as I've been slumped by it, comes
down strictly to your team. There's no halt to actually playing the
game though, and the enjoyment of it is never hampered by the language
barrier. This is a highly accessible import title, and certainly
surpasses the bar of "possible."
Gameplay
There are two aspects of Earth Seeker's gameplay; the peaceful
Hub-world (which is accompanied by a wonderful, sleep-inducing melody)
where you accept quests, organize your things, upgrade weapons and
manage your team, and the vast, dangerous ruins where you will be
battling monsters and pillaging the loot randomly strewn about.
Let's talk about the battle first.
Earth-Seeker is an action-title with a Time-Stop battle system. When
you are out in the ruins and come across a baddie, pressing the A button
pauses the in-game world and brings up a combat menu. Here you select
which available attacks to use, then initiate them with a press off the Z
button. Which attacks you can choose are subject to the amount of
Action Points (AP) stored, which is shown by a series of red plates on
the bottom of the screen. Each attack, be it a blazing melee strike by
your main character or a spell from your accompanying Gajiin, takes a
certain amount of AP, and not having sufficient AP renders the
attack-option inoperable. While this style of gameplay may seem like it
would disrupt the gameplay heavily, it's quite the opposite. While the
first operation may have you carefully analyzing and choosing your
attacks, it quickly molds into a very fluent, hasty process that never
feels as though it's halting the action. In defense of the pausing
occurrence though, I can't stress enough how important your choosing of
attacks actually are; when you select a melee attack, your character
withdraws her blade and marches right up to the monster, then starts
swinging. While choosing constant melee attacks is alright for the
little guys, it'll show to be a one-way ticket to Game Over when you're
up against a far more hurtful, if not larger, badass. Having the combat
menu is a surefire way of the game knowing what you want; if you decide
to stampede the monster with blows and die, then it is
entirely your fault, a quality that, while damning, is well-sought and praise worthy.
Other aspects of the battlefield would be the variety of missions,
which are quite selective. While there are plenty of "Kill the Big One
and get his Treasure" missions, there also "Slay X amount of this
creature," "Get the Treasure (Which involves finding a teleporter which
brings you into a big, cyber-like Freight chamber)" and "Find the
Spaceship part." The first three are practically the same; explore the
area until you win. The latter though is unique, and worth discussing.
While I don't know exactly
why you're building a spaceship
(which you can check and watch it's growth at the Hub-Town), the rarer
missions require you to head out to the field and find a large segment
of the dismantled ship lying around. This mission-type brings to mind
the videogame
Pikmin; when you find the piece, your
Gajiin will circle it, lift it up, then head back for the ship
(entrance/exit) in the level, completely defenseless and unable to
support you. While carrying this, you're assured a plethora of monsters
to show up and try and stop them, and it's up to you, the lone melee
fighter, to prevent them from knocking out your creatures. It's a tough
mission type, but without a doubt edge-of-the-seat inducing and
downright fulfilling when its mastered.
The majority of the game though takes place in the hub-town, Panga.
It's a clean, vacant place that is readily adorned with a bakery,
weapons shop, storage robot, quest desk, art museum, spaceship works and
a vast tomb mostly occupied by a lonesome old woman named Rosa who is
in a huge metal suit accompanied with still, liquid chambers reminiscent
of the Mako Chambers from
Final Fantasy 7. There's
also the grassy underworld of the Gaijin, accessed by taking a floating
branch. Again, I can't read the script, so I really don't have a damn
clue
why for any of this.
For language-ignorant, interactive purposes, you'll mostly be
obliging three portions of the hub-town; the quest desk, the
storage/save robot, and the weapons desk. While the Storage Robot may
require some trial-and-error to understand, the actions of these places
is quickly recognized, and whether you're choosing to upgrade your blade
or take on another quest is pretty apparent. Other places, like the
Item Shop and Spaceship Works, are probably going to be downright
confusing and most likely ignored, but the Art Mueseum is a readily
available place worth checking up on. The main objective of each Quest
is, when not to fetch the rare Spaceship part, to acquire an artwork,
which is modeled in the golden "Complete" text when you finish a
mission. These artworks are Earth's, the
real Earth's, best,
and be them the statue of David or Van Gogh's Starry Night, the historic
artworks acquired from the main quests are then stored in a 7-story
cylinder located in Panga, which you are free to view and grow pensive
over whenever you like.
The land of the Gajiin I can't actually explain, because this has
been the single article of Earth Seeker that I just cannot get a grasp
on in any way, shape or form. There isn't much to it either; a building
where you manage your Gajiin (hiring/firing, equipment, Rank and skills,
etc:), and an ominous hole where bright yellow eyes stare at you and
ask you for... something. I dunno; I can't understand it. Whatever is
going on down there thought, it's here that there isn't a single "click"
that will give you results of imminent activity, not unless you spend
some serious, concentrated time out in the battlefield figuring out just
what
exactly you did. I won't muddle you with my "thoughts"
here, as quite simply I just cannot grasp a single of the Gajiin area's
offers, but it's probably safe to say you'll avoid it for as long as
possible.
Worth to Import?
Earth Seeker is a highly practical import title, and I was incredibly
surprised by how readily playable it has been. I can't stress this
enough, even for the Japanese-absent, and that even though it bares the
scope of a console title, I believe anybody with just a pinch of
patience can get a solid amount of playtime and enjoyment here.
There are some things to consider though. As of this blog, Earth
Seeker has only been out for little over a year, which is a far cry from
labeling it an ever-import title. Localization takes time, especially
when Earth Seeker's distributor,
Kadokawa Games, doesn't have a western agent.
Xseed has also already expressed an interest in Earth Seeker, and their upcoming localization,
The Last Story,
may very well decide for them the choice on whether or not they
consider the Wii a worthwhile expense for localizations. On the
pessimistic side though,
Earth Seeker only sold 5000 copies on its release week, so if Xseed's intrigue falls through it's highly possible no other company will choose to take a chance on this title.
As a game currently available only in another language though, I do
consider Earth Seeker a grand example of an import possible, will really
give you a lot of fun alongside a surprisingly low amount of
frustration, and is one smooth, cool ride until the more demanding
aspects of the game take mental hold. I've had a terrific time
experiencing Earth Seeker so far, and am enthusiastic to get back to
exploring the strange and fascinating world within.