Aquaria is in dire need of a Spirit King, a fierce yet compassionate warrior whose mastery over the six spirits will lead the world into a new age. However, the cruel sorcerer Agito stands in the way, wielding the frightening power of the Silver Armlet. You are Leon, a young man destined to become the Spirit King. Bearing the Golden Armlet, you'll face a series of trials that challenge both body and mind. This is The Legend of Oasis, the 1996 follow-up to one of my all-time favorite Genesis games. To put it plainly, Ancient created an excellent sequel, one that does not seek to supplant its predecessor, but to complement it. Both games succeed in everything they set out to do, and it's been a pleasure revisiting them.
Once again, I've gotten ahead of myself. Let's turn that dial on the way-back machine just a tad and dig into what makes this game shine. It starts with the controls, which have evolved a fair amount. The basics of moving around are still second-nature for anyone who'll ever pick up a controller. New are the variety of movement techniques. Crouching and then double tapping a direction will cause Leon to roll. Also, while crouching, he can lie flat on the ground. A great last-ditch move for when players aren't quite sure how to dodge an enemy's incoming attack. Leon's general fighting style has some added flair to it, as well. His jump-kick is stylish and can land several hits on a single enemy. Bombs have their own dedicated button, allowing players a little more versatility in how they handle combat encounters.
While the limited-use weapons lent Beyond Oasis some creative resource-management, this game goes with a more standardized system. Once Leon picks up a weapon, it can be used as many times as he likes (bombs excluded). Instead, weapons have more pronounced strengths and weaknesses. The powerful sword sometimes leaves openings wide enough for an enemy to exploit. The rod has a purification skill that erases undead, but its utility suffers outside of that particular scenario. Then there's the bow, which is most effective on aerial or faraway foes. Your dagger is still as reliable as ever, but don't sell the other weapons short. The combat system is designed so that in the right hands, the protagonist is always a threat.
The sequel also greatly expands the verticality that the hero is capable of. With every ledge, there is always some means to reach it, even unintentionally. First, let's consider that Leon is just as much a part of the world as any bush or pillar or monster. He is a being of matter and mass, capable of climbing onto anything (or anyone) he can reach. If you're the type of player that enjoyed jumping onto NPCs in Landstalker or Light Crusader, then this is going to be a real treat. No doubt first-timers will stay on the straight and narrow, only taking the intended paths to reach the goal. However, even as early as the first dungeon, it's possible to save a little time here or there by - let's say - jumping from the back of a rat to reach a valuable treasure. Through knowledge of the environment and its inhabitants, you can do a little sequence bending. There's room for player expression, lending individuality to a play-through. It's a beautiful thing.
Quite unlike most other Action-Adventure games, Aquaria is the antithesis of sprawling. It's tight, compact, and almost claustrophobic in how close-knit everything is. Entrances to dungeons are never more than a couple screens apart from each other. It's not a small game by any means. The first play-through can take anywhere from 6 to 10 hours. Think of it as more of a conscious design-decision. It's a world constructed in layers, wherein purpose lies on the surface, as well as all things above and below. To prove a point, the Wind Shrine is located in the sky and stretches out to every corner of the world. If you fall, you're going to end up somewhere back in the overworld. In essence, it's almost a prototype of what we'd eventually see in The Legend of Zelda: Tears of the Kingdom. Another shrine, where Leon can recruit the earth spirit Bawu, consists of both forests and underground lairs. Just when you've climbed out of some dank ghoul-filled cavern, it won't be long until you're purposefully tossing yourself into another hole to progress. There is a sense of dynamism and liveliness to exploration, like the world isn't just a series of rooms that spontaneously lock themselves then prevent you from leaving until you've killed x number of monsters and/or pushed the most suspicious-looking block.
Aiding your exploratory efforts are six spirits. Once recruited, they can be summoned from manifold sources. The aforementioned Bawu, who can swallow most anything, is found in all of the plants that dot each location. Dytto's specialties are in the elimination of fire, the freezing of water, and healing. Conversely, Efreet's talents are in creating fire and melting ice. Shade - the darkness that protects - is anywhere that has a reflective surface, including crystals and even the hint-divulging obelisks that dot the world. Brass and Airl offer their own set of talents, such as the creation of sound waves or robot-powering electricity. Leon's toolset grows with the completion of every shrine, and like before, his invaluable allies can be strengthened through the acquisition of hidden gems.
If all that wasn't enough, Leon's weapons can be enhanced to perform other tasks, such as firing arrows through solid objects, gifting the rod with an anti-undead projectile, or smashing pillars with the sword. Once the requisite scrolls are obtained, nearby orbs (or the spirits themselves) provide these beneficial abilities. Outside of certain circumstances, there is very little backtracking. Also, with a spirit at your side and an enhanced weapon, it's like you're carrying two tools at once. Best of all, outside of weapon-switching, this is all accomplished without pausing the action. There is this seamlessness to all actions that keeps the player engaged. What's needed for a given situation is clearly conveyed, and often the puzzle is simply meeting those needs. The more standardized puzzles that involve switch-flipping and object-pushing are still around. Thankfully, they never come off as excessive, let alone detrimental to the pacing.
Doubtlessly, your efforts to conquer the shrines will be harried by monsters of all shapes and sizes. Their numbers seem greater than before, but in most cases, you'll have some means of neutralizing them quickly. I mean, sure, you can still pummel them with a wicked assortment of moves like this were a top-down Streets of Rage, or you could simply freeze them with Dytto. The slightest contact with fire turns zombies to dust. Don't forget about Bawu, who can swallow just about anything. Bear in mind however that it's not always so easy. Enemies have become more versatile since the last game, employing anti-air techniques as well as aggressive tactics. Soldiers who carry bombs are often capable of kicking them towards Leon, or back-dashing to escape his counterattack.
It's fair to say that The Legend of Oasis is a more difficult game than its predecessor. There's never a lack of healing opportunities, and because of that, enemies hit harder and attack with greater frequency. The rate at which Leon's HP can deplete is sometimes surprising. I've been taken to near-death more than a couple times by just one particularly ambitious soldier. Even the rats are a threat! Late in the game, they perform leaping attacks that'll tear heroes apart. Since food can no longer be stored, Dytto's effectiveness as a heal-bot is greatly diminished. Learning the mechanics of combat and when to employ the other spirits are a much more effective means of survival. Being 1v1, the boss-fights are a little more predictable, but are no less of a threat. They have multiple phases, growing in intensity as their health decreases. Since save-points are always just before a boss, it's not a bad idea to experiment with different spirits or weapons. Combat as a whole is different, maybe even a little chaotic if you rely solely on the dagger or sword. I get the feeling that Ancient wanted the puzzle-solving to extend beyond just figuring out how to open the nearest door, and devised fights where the solution isn't just to mash the attack button.
Over the years, my feelings on the rank system have wavered constantly. Instead of picking up HP-increasing hearts, Leon's maximum health now has a chance of increasing whenever his health is healed... to the max. These "rank-ups" are a system built to be exploited, since the player can just walk into spikes repeatedly while healing to boost it. For the longest time, I've always felt that perhaps the system is a little too punishing for players attempting to get as low a rank as possible, since it'd involve constant save-scumming or a perfectionist's level of skill. Now, I guess I just don't take it as seriously as before. It's basically just a less time-consuming way for players to increase the maximum life available to them, if they need it. That said, the ranking system from Beyond Oasis returns, so anyone seeking bragging rights should make an effort to be as fast and as thorough as possible.
Indeed, this game has just as much replay-ability as its 16-bit counterpart. The dense level-design and overall closeness of every location means there is absolutely no downtime. Idle runs to the next destination simply don't exist. There's always a shortcut to take, a route to adjust, or an alternative means to progress. One trick to keep in mind is the bomb-jump. It's as simple as placing a bomb, waiting for it to flash yellow, and then jumping. The explosion will catapult Leon onto otherwise not-easy-to-reach cliffs. Blowing yourself up is obviously not without cost, but it's still a lovely skip. It's techniques like these, as well as the weapons & spirits, that create a mechanically rich and fulfilling game. There is so much here that's a joy to interact with.
The Legend of Oasis is an innovative action-adventure classic... or at least it would be if more people actually played the game. Dammit! I'll admit to being part of the problem here, as for the longest time I saw it as the lesser entry compared to Beyond Oasis. What's here is thoroughly fantastic. All of the dungeons are great. The protagonist has tremendous mobility and an answer for every possible situation. Perhaps most importantly, there is a richness to its mechanics that rewards knowledge and creativity, making for a game worth revisiting multiple times over.
