The task our heroes are to complete is not an easy one: we've already had a small taste of what the Ten Wise Men are capable of, by fighting Berle and by witnessing the influence they have over wild beasts on Nede. Getting powerful enough to face all ten of them must be tough. It's weird, though: how can the Nedians trust our group of randomly assorted heroes so quickly? Providing them with their own sources of power might also make them the next biggest threat to the planet. I guess Narl can tell that Claude's intentions are good.
On a side note, during this playthrough I must have tripped on a bug of sorts: after getting the Synard and talking to Narl once again, I checked the news office to see if that stalker-reporter was there, and eventually return the job ID card she dropped to her. To my disappointment, and unlike every other time I've played Star Ocean 2 (i.e. a dozen other times at least), the hot-blooded girl wasn't there. I've tried checking numerous times later, with no success. I've also searched about the matter, and found that I was not the only one to have experienced this, but also that there was no consensus about the cause: one would suggest that talking with Narl right after getting the Synard would make me miss the 'quest', another would say that, since in the Synard cave I already had 8 party members (the maximum number), even if just temporarily, the game thought the group was already full and dropped the next encounter with her (yes, she's recruitable). If it's the latter, then it's all Ernest's fault!
I'll still check the office every time I can, but if that girl doesn't show up, I can say goodbye to my
No comments:
Post a Comment