I agree with most of what Dale said, but I think he doesn't give enough credit to JC where it really shines, which is the
incredible craftsmanship that was devoted to it. The graphics and animation are well executed, between the rendered 3D
polygon images (real-time and pre-rendered) and the hand-rendered anime distinct character designs that feel more Miyazaki-esque (rather than the typically over sexed goo-goo dolls that normally populate Japanese games). The sound and music also retain
the primitive backwaters village style set forth in graphics, making for a much more cohesive presentation unlike the visually
muddled Star Ocean: The Second Story. JC, in terms of its visual and aural aesthetics, is clearly on par with any recent RPG
entry.
The background plot is very complex and richly detailed, yet logically silly the way folklore typically is. I could tell
that much careful attention was given to the setting and story. This, in turn, not only made me gravitate more toward the game,
but my devotion to the story didn't seem cheaply spent either. It's also brilliant the way historical myths were unfolded to me
via the elders of the village in a verbal storytelling session. The story elements are only furthered enhanced by some of the
finest voice acting in a game that quickly garnered my attention.
In terms of actual gameplay, JC isn't quite the sprawling trek that most RPGs represent. Instead, traveling is minimized
through menus and plot devices that enable quick entry to particular areas. There is some exploration, but the main focus
still resides on combating and capturing monsters (as Dale already mentioned, unoriginally dubbed Minions). Combining various
monsters in order to reach higher peaks of combat prowess is a fun and often addictive experience. And while the Minions don't
have nearly as much personality as Pokémon do, I still found myself engaged in the process of training and evolving my Minions.
This is definitely not a shameless rip-off of the Pokémon concept and it takes only a few combinations of Minions to realize
that serious detail in the process was not sacrificed.
It's too bad that the JC's focus largely remains on a single village which makes for a well streamlined and efficient design,
but comes up feeling positively underwhelming. Add to that the fact that Crave Entertainment didn't devote much marketing resource (the game
barely registered on my radar when it was released), the game was released rather uneventfully and, hence, destined to be a
sleeper hit. It's too bad that such a well-crafted game gets largely done in by not being hyped and thrust into the forefront
of public conscious the way I feel it richly deserves.
- Published September 4, 1999
Reader Second Opinions
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