Despite the low quality of the graphics, NES quality sound effects, and mediocre storyline, the game still has a delightful charm and a well-refined battle system. 80+ hours of gameplay too.

+

pleasant, charming, cute, relaxing environment. good for kicking back and enjoying yourself

the music really adds to the artistic feel. very well done

nice enemy animations during battle. well done. gives enemies life (cartoonish).

talking to party during battle is cool; greater feeling of companionship

talking while on field also adds to companionship; like talking to Pikachu

fulfills players lust for adventure

moving speed well done

it makes more sense to have you companions be have minds of their own, or else they wouldn't seem like companions

good camera angle use at volcano entrance

many of the characters have well-defined personalities that are fitting with the cute charm of the game.

3D rotation allows player to feel the 3D environment

artwork very similar to Paladin's Quest

The main player getting to say Yes/No during some dialogues adds some interaction to the cinematics. and it's good that it's always Yes/No because otherwise it would be more confusing to read all of your coversation options

helping people that are facing extraordinary situations is fun and satisfying

the sub-stories (for each island) are pretty well done (good plot development in those cases)

fast loading times. can't even notice the difference

there aren't any extraordinarily long cutscenes, but instead the game often has short dialogues, and then make you go talk to somebody or do something to progress the dialogue. it is an interesting trick that adds more interaction to the plot development

the things people say are kind of cute, quirky, interesting, and certainly not generic

lots of extra things throughout the world to collect (replay value)

different themed areas (plain, forest, swamp, future, desert, time, volcano... of course these have all been done before!)

the architecture of the different towns and castles had varying styles and color schemes.

you embark on a legendary quest to defeat the evils that infect the world, sounds cool!

it has formula for any good RPG: length, diverse characters, interesting plots, subquests, unique system for learning magic/special skils, feeling of freedom and exploration, customizable characters, the tested and true fight/magic/item battle system, many different side things to collect (monsters, tinymedals, exp, weapons, armor, people for town, style pts, intelligence pts, stregth pts, a guy on a quest to save the world from evil,

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there are spots where if you don't do one thing right, you'll have to go through the whole game all over again to wright the wrong (and get any special item that comes with it)

Kiefer, one of the major characters that's on the box cover, leaves the party very early in the game, never to return! Then you're left with this Gabo guy who doesn't say anything interesting hardly ever. At least Maribel's personality remains with you.

The main characters rarely get developed. The game excells at paying attention to what's going on around the characters, but fails miserably why it comes to paying attention to what's going on inside of them.

camera rotation has been done in a few games before

camera rotation obscures

the thing that represents evil should be something that the player can see in themselves (as evil, as well as good, is a trait of being human). I did not see that. the monsters were cheesy (hee hee! wicked! now we have evil power! nyahaha!)

rotation should only be used when they player is supposed to be given a feeling of freedom

graphics not up to par (for when it was released, not when it was set for release)

released three years late. bad timing. especially now when all of the new system are out and people are blowing their money on them. originally set to compete with FF7, but came too late

dialogue box more confusing than the more advanced ways to convey the stats (graphical) same with text menus, where are the graphical icons that animate and look cool?

no idle animations for enemies

spells and attacks should look more spectacular

repeditive gameplay. Go to one island, rid the evil by killing the boss, over and over

having to pay to revive dead party members sucks

auto-controlled characters makes it seem more like they are your companions, but it takes away from the strategy of the gameplay

still some spelling errors

stealing from people's houses and smashing up their things is ok in this game. No one seems to mind.

well done puzzles. not too confusing or obscure, and enough to challenge the brain

names of characters still abbreviated

have you seen this situation in a console RPG before? -town with people turned to stone -fiery demon at the bottom of a volcano (Final Fantasy 1) -human turned demon but still has the emotional heart of a human, shows mercy -town with people turned to animals by evil demon -empty place for you to build a town, collecting people throughout the world for it (Breath of Fire II)