Dark Cloud Review

Dark Cloud Info


  • N/A


  • 1


  • Sony


  • Sony

Release Date

  • 01/01/1970
  • Out Now


  • PS2


Forecast calls for rain, so move your village.

Once, there was a Genie. But not like that happy blue guy from Aladdin – this Genie doesn’t do impersonations or sing sweet songs about friendship. This Genie’s first name is Dark, and he’s one evil mother. The “Dark” Genie gets his jollies from destroying humanity, plundering the world of happiness, and long, intimate walks on the beach. And unfortunately for mankind, the Dark Genie has been freed, and in one fell swoop, half of the world has been annihilated.

But alas, all is not lost.

The Fairy King (man, what a lousy name) was able to save the villages before
they were destroyed by locking them into Atla spheres. Unfortunately, these
spheres were whisked away, hidden in the depths of dungeons throughout the land.
Being a lazy and weak old man, the Fairy King has given you, Toan the little
villager boy, the power of the Atlamillia stone. With this stone, Toan can rebuild
and restore his world.

And so can you, should you decide to undertake Sony’s epic PS2 RPG, Dark
. Equal parts innovative and derivative, it’s a solid addition to the
currently paltry PS2 RPG lineup.

Take just one look at Dark Cloud and your immediate conclusion will
be Legend of Zelda.
Toan looks like a boring version of Link, complete with pointy ears and green
hat. You’ve got dungeons, a lock-on fighting system and a world in peril. But
unlike Zelda, the dungeons are randomized, triggering fond memories of
that old ASCII-based DOS game, Rogue.

The driving force in Zelda games has always been the puzzles. With
each new dungeon, a new weapon or power up is found, crucial to unlocking the
mysteries of the level. After solving the dungeon, you are propelled to find
the next dungeon with the aid of the new device.

Dark Cloud follows a different sensibility. Without pre-designed dungeons,
the random dungeons work towards the idea of stamina – how long can you last
against the onslaught of baddies? The treasures and Atla spheres are randomly
laid out, but thankfully, there’s a map and a magic crystal to point out the
item locations. In order to proceed to the next dungeon floor, you must kill
the one randomly chosen baddie carrying the floor key.

When you finish one dungeon floor, you have the option of continuing or exiting
out of the dungeon. Exiting allows you to work on rebuilding your village, stock
up on supplies, and save your game. When you return to the dungeon, you can
pick up right on the floor where you left off.

With the emphasis on dungeon progression, weapon development plays a greater
role in the game. The weapon development system is welcomingly easy to grasp,
yet deep enough to be interesting. It’s a smart mix between Vagrant
weapon creation and Final
Fantasy 7
Materia usage. If the right variables are improved within a weapon,
the weapon can be built into a new form.

Weapons can be damaged and broken. The Weapon Hit Points (WHP) meter keeps
your weapons usage in check, requiring you to use repair items before your weapon
is kaput. This little feature is all well and good…until you find your way
into a ‘Limited Zone’, an area of dungeons that limits your abilities, such
as quicker thirst deterioration or the inability to change weapons. If you don’t
plan ahead, just think about how much fun it will be to fight gargantuan behemoths
with a dinky broken slingshot, dishing out 1 point of damage. Challenging? Sure.
Irritating? You betcha.

Out of nowhere, several battles found throughout the game are Shenmue/Dance
Dance Revolution style rhythm exercises. I don’t understand why they are in
here when the lock-on battle system works well enough. Guess it’s to add some
flavor, even though the flavor is a little old.

can also find allies on his quest. Switching to these allies is the equivalent
of using a new item or ability. Let’s say there’s a chasm that Toan can’t jump
across. By switching to your consummate cat-girl buddy, you can make the leap
and continue.

The world of Dark Cloud is separated into several areas. Each area
is made up of two parts: the empty plain where the village used to be, and a
dungeon. Toan can traverse these different areas with the aid of his map – he
points to a place on the map, and he’s whisked away. Though it cuts down on
travel times, the map method perpetuates a cyclical, more repetitive feeling.
Work your way through the dungeon, rebuild the village, and then back to the
dungeon to get more village parts. It keeps the flow going, but isn’t as captivating
as actually running through the world ala the amazing Hyrule Field in Zelda.

One of the big selling features of the game is the world-building aspect.
As the Fairy King promised, you do have to reconstruct villages. But before
you think this is an all-powerful Black
& White
god trip, let me tell you that the Fairy King is a liar.

Village reconstruction plays out like a logic game. Let’s say you find “Johnny’s Apartment” and “Johnny.” After you place these items together on your plain, you can go visit Johnny and talk to him. Johnny might gripe that he would like a bay view and his laundry back.

Johnny’s apartment can be rotated and replaced to meet his request. When you find laundry in the dungeons, you can grab it and place it within Johnny’s Apartment. After you’ve fulfilled all of Johnny’s requests, an event takes place – for example, Johnny will reward you with a cookie. By meeting the needs of the different villagers, important items are gained and useful areas like village stores are opened.

The concept is fairly new and interesting, though it isn’t really like you’re building this big RPG world. It’s really just a cool way to facilitate story and game movement.

Graphically, Dark Cloud is colorful if a bit bland. It simply looks
like a first generation game. One of the problems with randomized dungeons is
the same homogenized look throughout each one. Running your PS2 through component
video cables makes the ever-annoying jaggies that much more apparent, so I advise
staying with the simple AV cables that come with the system.

The largely instrumental music is very generic. Thankfully, it isn’t lousy, but it doesn’t add to the game. Plus, the tracks get reused often. There are also generic sound effects and no voices. Argh.

Despite its obviously derivative mechanics and gameplay, Dark Cloud
offers a solid, fun experience and at least tries something interesting with
its village building system. Though far from the “Zelda-killer” half-wit journalists
have dubbed it, it certainly gives the other PS2 RPG games released thus far
a good punch on the arm.


Randomized dungeons
Weapons creation system
Logic-based world creation
Ho-hum story and characters
Weird rhythm based battles
Bland presentation