

Unfortunately, that's more or less a uniform description of Reiselied's looks: very bland indeed. It's too bad, since that's the one concession towards making the world look a little bit less bland. The game's realtime lighting is another spot where errors frequently occur - it's strange to walk around a dungeon and see the lighting on walls actually increase as the character moves his little torch-lit halo away from them. Collision detection glitches occur frequently around joints, hair, and clothing in cinematic sequences, which is odd considering how fluid some of the combat animations are (Rummy's character model even features the Bounce). The characters are smooth, but low-detail 3D realizations of fairly simple 2D designs, and they're animated primarily with simple, stiff motions. Either way, though, it's fairly clear that the graphics engine isn't taxing the hardware too badly. Graphics Reiselied was either a Dreamcast or a Nintendo 64 project at its inception, depending on who you ask.
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Even the vaunted Guitar Freaks mini-game can't breathe much life into it, since it appears so infrequently amid cinemas full of dull dialogue and predictable story portents (none of them translated with any particular flair - and who thought naming the female lead "Rummy" was a good idea?). This, then, is a very slow specimen of a genre that isn't renowned for moving all that fast to begin with. Thus, instead of going somewhere or chatting with somebody in order to hit the next little plot flag, you just have to sit and wait, or head for one of the spots where you can rest and advance the clock. The event progression system is based on the clock, which moves in an accelerated version of real time, and story events are frequently assigned to a specific time. The aggravating thing about that is the amount of time the game seems to expect you will simply want to kill. The game actually switches over to the black "NOW LOADING" screen and sits there for a good several seconds before returning control to your hands. Want to walk around town and kill some time? Soon enough you'll prefer to just sit tight and stare at your watch, since your average afternoon constitutional will be interrupted by around half a dozen trips into limbo.

Maneuvering near the borders of the load zones and trying to find something there might sock you with loads seconds apart. The towns and dungeons, none of which involve an unduly significant quantity of textures, architecture, and character dialogue, are divided into little sectors that will load every minute or so providing you trot through them at a decent clip. The game loses much of its appeal when you're not fighting, though. Battles move very quickly, there are a great many different attack animations (SaGa Frontier-style, you learn new attacks automatically as time progresses), and lots of sweeping camera motions add to the excitement of combat. Party members and enemies are randomly assigned to different positions around the battlefield, giving them varying advantages and disadvantages depending on their relationship. Gameplay To lead things on a more positive note, Ephemeral Fantasia does have a well-made combat system, presenting real-time battles in 3D and adding a positioning system that takes advantage of the 3D field. If there's anything interesting to do here, you'll probably be dead sick of the loading screens well before you get a chance to do it. Reiselied is powered by an extremely questionable graphics engine and extremely poor memory management routines. Add to the hallowed halls of RPG heck Ephemeral Fantasia (stick "Reiselied" in front of that to get the original Japanese title), a game which inspires interest only insofar as it makes me wonder who it was at Konami that decided to green-light its American release.
