Arcana takes place on Elemen island. A land so sacred and beautiful that no less than six nations are vying for control over it. Their endless warring has claimed many lives, including Rooks' parents. Also, monsters have reappeared, somehow. Maybe they're just attracted to the bloodshed. In an effort to protect his homeland from further destruction, Rooks throws his lot in with the adventurers Alan and Teefa. They're heading to the nearby Balnea Temple, a source of evil in need of cleansing. This game is what I would consider to be an atypical dungeon crawler. Though its first-person perspective should associate it with the likes of Wizardry, The Bard's Tale, and Shining in the Darkness; there is a distinct absence of obstacles to navigate or puzzles to solve. Instead, it's a uniquely straightforward DRPG that's designed for instant-action. Players don't have to draw maps, but they will be seeing a lot of combat.
Before continuing, I should point out that my playthrough was done using the Seal of Rimsala romhack. As noted by the description, this hack provides a better-translated story that's easier to follow, along with a handful of QOL features, bugfixes, FASTrom implementation, and more. The reviews overwhelmingly consider this the definitive way to play, and I'm in no position to argue otherwise. Perhaps I could've played the unaltered original, but what good would it have done if all my (hypothetical) complaints were addressed by the hack? No. It's best to go with the definitive version and find new things to complain about.
In any case, Arcana is divided into five chapters, each containing one dungeon that must be explored and conquered. Note that while some dungeons contain multiple biomes, there aren't any shortcuts or key-items that provide access to later areas. This is, ignoring the treasure-laden detours, a strictly point A to point B excursion. Even though dungeons must be cleared without the conveniences of warp spells or interim saves, they're usually small enough so that rushing straight to the end takes very little time. Of course, players who choose to rush will be roadblocked by the next boss. There's no avoiding the customary random encounters that must be grinded for experience and cash. Driving this point home is the fact that every hero who allies with Rooks isn't carrying any equipment. Darwin, whose defining characteristic is having a large sword, isn't actually equipped with one when you recruit him. At least the romhack tends to place useful equipment in the dungeon, so you don't always have to return to town just to outfit some idiot recruit.
I'll go ahead and share a bit of advice that someone related to me when I started the game for the first time: Don't get too attached to your allies. Most will quit after a chapter's completion, leaving behind whatever you obtained for them to be handed off to the next hero. Rooks also has a habit of striking out on his own, fighting battles that probably would've been easier with an extra pair of hands. In short, every stat-up item you obtain should go directly to Rooks.
Accompanying the last Card Master on every leg of his journey is an Elemental Spirit. At first, Sylph is the only one that can be called upon, but eventually Ifrit, Marid, and Dao will join. All four Spirits have a set of spells that's attuned to their element and replenish HP/MP with every step. For the most part though, all this means for players is having a steady supply of AOE spells. Magic is weirdly expensive in Arcana, so even dedicated casters like Teefa and Sarah don't do much spell-flinging outside of boss battles. Spirits aren't quite as limited, making them invaluable while exploring or grinding. Another talent they have is shifting the party's elemental affinity. Don't mess with this unless you know what you're doing. I shifted my party's affinity to wind during a tough fight only to realize that the boss is strong against it, doubling his damage output while halving mine. Real smooth.
Besides AOEs or heals, the purpose of magic is to coat the allies in buffs and slam the enemies with debuffs. It's a nice aspect of the game that sadly falls out of favor towards the end. The toughest monsters cast non-elemental magic, and there's no debuffing that. Still, it might be worth trying the spells that boost evasion / decrease accuracy. Yes, one might get lucky and avoid a barrage of lightning, rocks falling like raindrops, or even Armageddon. It even saved my life a couple times during the final battle.
On the whole, I'd say the battle system is an interesting collection of quirks. It seems to use a variation on the Active Time Battle system. Turns are supposed to be determined by each enemy and ally's initiative stat. Heroes as well as boss-class monsters also have a latent chance of receiving two turns in a row. In practice though, it just leads to a lot of fights that are oddly difficult to employ any real strategies. For example, during Rooks' turn, he can swap the current Spirit out. It's a neat feature, especially since it doesn't cost him a turn. However, he's unlikely to get the first turn in a battle, which hampers one's ability to exploit elemental weaknesses. This is something that hardly matters anyway, as most fights end with a couple AOEs and/or Rooks hitting like a truck. I just brought it up because Arcana struggles with providing long-term depth. Granted, I say this while ignoring the entire card-usage mechanic. In each town, there's a mystic lady who sells cards that provide various effects. They're probably awesome, but I never used them. Oops.
Despite my issues, I had a good time with Arcana. There was a rare pleasantness in exploring a DRPG-like world without any of the friction. Yeah, monsters with OHKO attacks or spells could've been interesting to deal with, but I know I'd be calling bullshit after one of them showed up on the 10th floor of a tower I'm trying to get through. However, there's no reason for me to defend the lackadaisical dungeon-design. Contemporaries like Shining in the Darkness were far more creative, with some floors being so diabolical that they continue to haunt my dreams. Here it's just hallways, forks, doors, stairs, and sometimes rooms. The pacing is quite good though, so empty unfulfilling corridors aren't that much of a bother.
But yeah, the most I can say is good.
