Main game
3.00 average rating based on 4 ratings
Dark Half, for SNES
Rating: 6.0/10; Above Average
Hard to recommend. Only SNES Jrpg enthusiasts will likely want to play this.
Dark Half is a highly unusual Jrpg with many mechanics that are not found in other (and better) games. The game alternates between 2 different parties, the hero and the villain, with each chapter being an in game day experienced by each character.
The game starts with the hero in a very short prologue. Both permanent and temporary party members join as the story progresses, which is largely about defeating the villain and getting rays of light from the corpses of people killed by the villain. These rays have no gameplay effect but are needed for the ending. The world is similar to a typical Jrpg with an overworld connecting towns, dungeons and other locations, and invisible random battles. Battles are turn based and take place on a grid where movement range and position matter, so it is a bit more tactical than most. However, combat options are very limited. You can only attack, cast a spell or skip turn. You are not able to just move or target empty spaces with magic though you can adjust …
Dark Half, for SNES
Rating: 6.0/10; Above Average
Hard to recommend. Only SNES Jrpg enthusiasts will likely want to play this.
Dark Half is a highly unusual Jrpg with many mechanics that are not found in other (and better) games. The game alternates between 2 different parties, the hero and the villain, with each chapter being an in game day experienced by each character.
The game starts with the hero in a very short prologue. Both permanent and temporary party members join as the story progresses, which is largely about defeating the villain and getting rays of light from the corpses of people killed by the villain. These rays have no gameplay effect but are needed for the ending. The world is similar to a typical Jrpg with an overworld connecting towns, dungeons and other locations, and invisible random battles. Battles are turn based and take place on a grid where movement range and position matter, so it is a bit more tactical than most. However, combat options are very limited. You can only attack, cast a spell or skip turn. You are not able to just move or target empty spaces with magic though you can adjust the radius effect of the magic. Friendly fire and healing enemies is possible. Spells gain in allowed max radius by leveling up, and this occurs in the same way that characters level up; via orb items that are found in treasure chests and, more often, rewarded after battle. Magic orbs are used on a character to upgrade a random spell while chaos orbs upgrade a random stat. Random sucks; you don't want the warrior hero to gain magic attack (even though he can cast some spells) or the mage to gain str. This progression system leaves much to be desired and lacks player control. The item, magic and time limit systems are intimately linked. Every step on the overworld and inside dungeons costs soul power; if you run out it is game over. However soul power and money can be converted into each other with 100% efficiency, though only at towns. There are plenty of items to find and almost every enemy drops a spell (spells are single use items; there is no mana) so there is no trouble keeping the time limit high, unless you waste way too much time, flee lots of battles or buy too much stuff.
The villain has many of the same fundamental mechanics though the overall playstyle is significantly different. The soul power time limit is far more important here because the villain has no item system whatsoever. The only way to get soul power is if something dies; an enemy, an innocent townsfolk or your own minion. The villain is not able to attack but can cast spells using soul power like mana. One spell allows you to recruit monster enemies, which will make up the bulk of your offense and meat shields. In addition to getting expendable minions, you can learn and rank up spells by recruiting a new minion. Even though it is more efficient to heal them, there is strong incentive to keep a steady stream of new recruits. The monsters are entirely AI controlled though so most of your input in battle will be to skip your turn and watch. They will do stupid things, such as trying to attack an enemy too far away and then next turn blasting that enemy in the face with magic. The only real saving grace is the enemies are just as dumb and it does lend a more calculating minion master feel.
Between the 2 parties you will end up visiting most places twice though there are plenty of places unique to each. The game does try to make you waste time with a lack of maps, samey looking environments, and puzzles. The puzzles are usually of the type that need a lot of moving around and trial and error; all to make you run down that time limit. The limit is definitely more of a challenge than combat, and this is where the game fails the hardest. It just does not feel like a proper rpg because of the strong discouragement to explore and smell the flowers. Save points grant bonus soul power though it is difficult to tell whether or not they give enough to progress in the event that you almost run out. They are also single use only; one of the most ridiculous save systems I have seen.
Whether or not the interesting story, which is as dark and convention challenging as Shin Megami Tensei, and the novelty of playing as the villain is worth putting up with the game's flaws is a tough question to answer. And the main flaw to be concerned with is the time limit, which poisons the very experience, despite being reasonably forgiving.
Beat the game. I enjoyed playing as the antagonist more than the hero because of the minion master playstyle. I pretty much sat back and let the minions do most of the work, throwing the occasional spell as needed. My offensive spells were high level though I more often used heal. Shield and strength were also good. For the hero I had him do most of the fighting. Gilbert stayed in the corner casting spells as needed; nukes, heals and buffs. I never saw a use for status ailments though monsters with sleep on hit were very effective. I save stat scummed all level ups to give the hero all improvements in hp, str and dex while Gilbert got all of the magic attack and spell upgrades. I collected most of the rays of hope and watched the good endings for both characters.
This game reminds me of FF13 Lightning's Return because of the stupid time limit. Even though there is enough time I found myself constantly trying to scrape every additional second through excessive save state scumming and using a walkthrough. I would often flee from battles while exploring to see if there was anything worthwhile and then load …
Beat the game. I enjoyed playing as the antagonist more than the hero because of the minion master playstyle. I pretty much sat back and let the minions do most of the work, throwing the occasional spell as needed. My offensive spells were high level though I more often used heal. Shield and strength were also good. For the hero I had him do most of the fighting. Gilbert stayed in the corner casting spells as needed; nukes, heals and buffs. I never saw a use for status ailments though monsters with sleep on hit were very effective. I save stat scummed all level ups to give the hero all improvements in hp, str and dex while Gilbert got all of the magic attack and spell upgrades. I collected most of the rays of hope and watched the good endings for both characters.
This game reminds me of FF13 Lightning's Return because of the stupid time limit. Even though there is enough time I found myself constantly trying to scrape every additional second through excessive save state scumming and using a walkthrough. I would often flee from battles while exploring to see if there was anything worthwhile and then load to do it for real while saving time. This time limit really detracted from my enjoyment of the game, though it does make sense for the antagonist; I really don't see why the hero is subject to it. Though the game has numerous other problems it is interesting enough that it was worth playing.