I know that the first 4 game series for .hack was hit or miss with some. The random dungeon/world approach sat well, but with a lot of repetition and a plot that meandered for a while, plus extended likely too much over 4 disks, made it a somewhat average game.
The new series looks to correct some of the problems, though being only about 13 hrs into it, it’s hard to see where it’s going yet. The ‘offline’ MMORPG in the new series is more like a World-of-Warcraft world, with a history to why the world is the way it is, quests, guilds, and player “killing”, which is a key point of the game. While I’ve not yet gotten to a point where your character can affect the data streams of the world (playing outside the confines of the system), the plot has hinted at such a device that the character eventually gets.
The random dungeons are still there, but combat’s improved as to avoiding being overly repetitive button mashing (combos, special attacks, morale to unleash party combos, and so).
Unfortunately, while the first 10 or so hours have a rather direct plot (playing mostly on rails through specific missions), I’ve hit a point where you need to level up in the player battle arena to continue, but this requires a good amount of leveling through random worlds. However, this is holding my interesting, though I think FFXII will be a higher priority at this time.
Filed under: dot-hack-gu-series, dot-hack-gu-v1, initial-impressions, jrpg, playstation-2 | Leave a comment »