

While this game certainly lacks the length of the previous game, the ending and [Re]Turn makes it all worth while. The story was losing my interest until the ending, and then I was quickly engaged with series again. It leads into Sundrider 4, which is much longer with a very different style of combat that I find more engaging. Gameplay: Using the same engine as the previous game, you get more hex based space mecha combat. It’s the strength of the game by not just being a virtual novel set in a space war drama. A huge improvement is upgrade for units and special upgrades/buying torpedoes are separate instead of sharing money coast. Upgrading units are most consistent due to intelligence given after combat and money is used for buying extra ships/torpedoes/special upgrades. Story: The main story was forced with little choice. This I suppose is due to leading into Sundrider 4, which is an excellent squeal. I won’t ruin it. If you started with at least the 2nd game as I have, it is epic and over the top. -Warning- [Re]Turn provides choice and multiple endings. Do not play until after the main story! It’ll ruin it. Voice: Japanese voices were adding because...why? Maybe it’s really popular because VN are popular in Japan. The previous game had English, so it could have just continued or had both. I would have preferred to have English voices or cut scenes and whatnot. I’m glad the English voices for combat were left intact. Verdict: It’s not as good as the previous game in terms of story, but the ending redeems it. The combat is fun and refined more compared to the previous title. Firing the main cannon is my favorite thing to do, and works well with the new command point system. The music is excellent and gets the blood pumping, fire that cannon and it makes it worth it.

I played this when it was first released, and this was an interesting RPG but not a very deep one. I'm not a FF7 fan boy, in fact it's rated pretty low for me. This game however feels like a budget RPG and it has not aged well in that early PS1 graphics era. The characters were decent in their design to where they are memberable artistically, but less so storywise where I was not deeply invested in them. The turn based combat is engaging, but it's nothing impressive. It's not the worst, but it's not the most rememberable game. It's in that middle of the road where it's not awful enough never to touch, but not a lot excitement to pick it up. Give it a try and make up your own mind.

Prepare to chop some trees—it begins. Medieval Dynasty drops you into a world where you must survive and thrive in a medieval environment. The concept is well shaped and the world grounded in enough simple background to keep it interesting. You make the decision on how you want to proceed with quest to keep focused on some task to do while you envision your village design. The best village design is close enough to a river for water, and resources nearby to keep it growing like a clay pit, trees, reeds, and stone. You will see the cutting tree action quite a bit and grabbing of resources. You’ll need lots of logs, sticks, and straw for the basics of building. It can get a little monotonous having to repeatably do such actions, but the drive towards building more keeps the spark alive; otherwise, I would have stop playing a long time ago. As of now, a lot needs to be done. Work on dialog, temperature, and balance of the economy requires the most care. The economy needs the most work because at first I tried to play it in character and it was challenging, but as soon as I noticed how broken the system was in the current state… I was disappointed. I could just gather a bunch of random material, maybe crave a knife, and make easy profit. I don’t think this was an intentional design to game the system in that way. Medieval Dynasty has good promise, but it has work to do as any game in development. In the current state, it’s engaging enough but I don’t think it’ll hold me for a long time.