Over the past couple of nights, I've spent more time thinking about Ys 5 than Falcom has in the past thirty years. Alright, I'm being unfair here. At the very least, there had to have been an arranged album that featured some music from this game. It's one of its few qualities that is universally recognized as good. Am I still being unfair? Maybe a little. The deal is, Ys 5 probably should've been given a different name, because there's not much here that I'd associate with the series. In other games, Adol cuts through multiple goons like a shuriken made out of chainsaws. In The Lost City of Kefin he stops moving to stab at a bug. It's functionally mundane. A working product, but with none of the spice that makes Falcom's works so enticing.

Now I could end the review right here and now, but I have an idea that's been coagulating in my skull for a minute or so. Could Ys 5 be a poor fit for the series, but a good game in its own right? A valid question. Though the SNES isn't hurting for admirable Action-RPGs, there's nothing wrong with having another. I did say that this was "functionally..." and "A working product", which has to count for something, especially compared to the likes of Lagoon and Xak. The soundtrack is damn nice, and good music elevates any product. Controls? Perfectly adequate. Adel walks and strikes at monsters with as much as ease turning one's own palm. Aside from the obligatory platforming sections, his jump isn't an entirely unwelcome maneuver. The block button is also nice, though I never found a use for it. Odell is built like a tank, capable of soaking up plenty of damage from the mightiest bosses. This becomes especially apparent if players take the time to grind out both his physical and magical traits.
The magic system is an interesting feature in The Lost City of Kefin. Elementally themed stones are hidden throughout the land. Alchemists can combine three stones to create a magic spell, which is then slotted to Abel's current weapon. Unfortunately, interesting is all this feature amounts to. Despite having a lot of potential combinations, almost none of them see any practical usage. Fusion Blast is the first spell everyone will acquire. Constructed from a fire, water, and earth stone, this spell shoots a basic fireball. There's hardly any reason to experiment in the hopes of finding anything as good, let alone better. There are two pools of experience, depending on whether enemies are struck down with swords or spells. Since magic is useless against bosses, that's even less of an incentive to use anything besides fireballs. Players are better off just settling for the nominal gains to HP to magic defense and getting on with the adventure.

It's awfully strange that the magic system is a large part of a small game. The average play-through hovers around 5 hours. I can't lie, that is pitifully short. The lack of variety in both locales and monsters doesn't help. Later SNES releases tend to look very good, and this is no exception, but the visual fidelity is wasted on dull caves, washed-out overworlds, and a lot of sand. Fiends are a constant presence, but they're nothing you haven't seen before: crabs, salamanders, skeletons, same old, same old. Maybe adversaries get more creative and grotesque towards the end of the- Nope! In the final dungeon, Adull fights nothing but soldiers. Human soldiers! At least, I don't know, make them sand demons or something. Instead, the greatest horrors beyond comprehension are... just men. I suppose that's a fair point, but it gets in the way of my escapism.
The boss fights get more imaginative. Shame that they never get threatening. There is some ambition to their attack patterns, but it never translates to danger for the person holding the controller. I suppose I'm partly to blame here. One of my nastier habits is that I tend to take what I'm given. If I'm given tons of experience points and healing items, there's nothing I can do to refuse that generosity. Another game, perhaps an entry in the venerable Ys series, would've imposed some sort of limitation that'd require me to learn a boss battle inside and out to win.

I'm sorry, I can't handle this rigmarole any longer. No matter how one chooses to engage with Ys 5, they can't escape what could have been. Replacing the bump combat is a fine idea, but its replacement is lethargic and cold. The more modern Ys entries strike a better balance, giving Adol several attacks that carry him through monsters, always with a sense of momentum that made the classics so exciting. Over the course of my entire play-through, I believe I used one spell besides the fireball, and it required standing still for several seconds before firing off a projectile that might miss entirely. Gah! How repulsive! A small realm to explore that's populated by the most typical of fiends certainly doesn't help. If you could somehow tear the Ys name away, you'd still be left with a humdrum adventure that lacks the flavor found in so many other Action RPGs.
If you care to continue reading, then here are a couple zingers that I had previously planned to include in the review.
- Ys? They should've called this game Zs because it puts me to sleep.
- It's called Ys 5 because it only takes 5 hours to complete.