At first glance, Sega and Neverland's Shining Force EXA seems to share much with Level 5's recent Rogue Galaxy. Both games feature attractive cartoon-like graphics, with characters defined by thick black outlines. Both place a heavy emphasis on the exploration of large areas. Both feature action-based combat. Yet despite all the similarities, bland game play and poor design decisions leave Shining Force EXA a forgettable affair.
Part of EXA's issues stem from its two playable characters, each with their own approach to combat. Toma's sword lends itself to close-range combat, knocking aside multiple foes with one stroke. Meanwhile, Cyrille acts as more of a long-range fighter, specializing in projectiles like fireballs and crossbows. Thankfully, her ability to whack foes with her spell book gives players a melee attack to fall back on in a pinch, though not nearly as effective as the swipes of Toma's sword.
Though differing approaches to game play typically represent a good thing, EXA mucks up the appeal by forcing players to take control of both characters. While one character and up to two other computer-controlled allies venture out into the world seeking an objective such as rare metal, the remaining cast defends the home base. At times during exploration, the screen flashes and control switches over to the other party. This forces players to spend the proper time with both characters, ensuring they have adequate skills and equipment, lest one go into battle severely underpowered and get creamed.
That said, EXA's customization showcases some neat ideas. A player's ability to customize their own base -- choosing their own balance between offense, defense, overall staff and the training of party members -- acts as one of the game's distinguishing features. In addition, the more rare metal acquired, the more advanced the base becomes, until it progresses into a floating air fortress. This customization extends to characters as well, with both Cyrille and Toma having a variety of configurable skills and statistics at a player's disposal.
No matter the degree of customization though, the battles remain almost wholly unchanged. With no way to block, EXA amounts to little more than mindless X button mashing to work through mobs of enemies, and nothing, not even the grand illusion of customization, can change that core attribute. Enemies come in two varieties, smaller foes that fall after one or two hits or overpowered beasts that take minutes of repetitive action to kill. Large battles consisting of dozens of enemies prove no more exciting than one-on-one duels. The only difference between the two characters merely changes the ideal distance from which one attacks, not the tedious nature of the attacks themselves.





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