04/12/2009

Funny Bits in Star Ocean 2 (200)

Our heroes bump into that mysterious girl once again; despite her remark, I don't think them just walking by to be 'clever'. And what about Claude's reference to that movie? I didn't know it was regarded as culturally relevant in 2400 AD.

Setting foot outside Central City, Claude, Rena take a good look at the landscape, made up mostly of small islands in a large ocean; this is probably the reason finding means of transportation is so hard (but not ride-a-magical-beast hard!). What certainly stands out on Energy Nede is the red-glowing barrier that surrounds most of the planetoid. The rest is just green plains and forests, snowy mountains, and... wait a minute! An island floating in the sky? Whatever, it's magic (or Heraldry).

To the utmost joy of the hard-boiled level grinder, out heroes find out (to their expenses) that evil creatures roam the lands even here: new entries in the bestiary we've compiled on Expel include disc-shaped tentacular machines and old sorcerers with phasing magic. Luckily the path to North City is very short, so our party gets there immediately to see what kind of battle equipment it has to offer (since Central City wasn't great in that department).

To their great surprise, North City looks very different from the previous town: at first sight it resembles a normal rural town, not unlike the countryside towns found on Expel, but on closer inspection (performed by yours truly Claude C. Kenni, Opera Vectra and Ernest Raviede), it appears that all sorts of modern commodities are well-hidden behind covers or underground.

During their first tour of the town, the party again stumbles upon that red-headed girl they had met in Central City; once she realizes she's been found, she runs away through the wilderness surrounding the town, but Claude can faintly hear the sound of her tripping and falling to the ground. This won't be the last we see of her, and the game will make sure we know that she's quite a clumsy lady, by making her trip face to the ground the next two times we meet her, just to get the point across better. It's now clear our friends are being followed, but that doesn't seem to be a problem yet, so we can keep on moving towards our next objective in tranquility.

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