In the early 21st century, a scientist by the name of Maria Rylius created a cure for AIDS. Almost as if it was personally insulted, the planet responded with a new disease. MLD, or Muscle Loosening Disease, causes a person's muscles to rapidly deteriorate until there's nothing left of them. This catastrophe, surely a sign that the human experiment was coming to an end, was averted by Maria. By replacing infected flesh and organs with cybernetic implants, one's life could be prolonged for... the rest of time. That Rylius, I tell you what. In just a few short years, she managed to cure AIDS, MLD, and death. Of course, throwing out nature's lifecycle like a proverbial baby with the bathwater has created new problems. World Leaders were deposed for even suggesting that a patient's cybernetic implants - their immortality - should be replaced with flesh once they've recovered from MLD. As for Maria, she passed away shortly after ushering in the cyborg revolution, though her brain would live on in the supercomputer MARIA.
In the years that followed, nearly half of Earth's population had become cyborgs. MARIA was placed in Heaven's Tower, a spire in the heart of ZERO-City that essentially became the new world's government. Not long after, a new catastrophic had struck, this time affecting those outfitted with cybernetics. Something infected their mechanical bodies, turning them into "Dark Visitors". This new epidemic was the most violent yet, as DVs were essentially psycho killers with indestructible bodies. Honestly, I'm not at all surprised by this turn of events. A cyborg's heart is actually a sentient creature, the result of countless bio-engineering experiments. Think about it. In order to avert mankind's destruction, Rylius created a living organism that would have to spend an eternity imprisoned inside of a human body. Oh, and this prisoner is responsible for all of the body's functions. I'm not well-versed in themes, metaphors, and the like, but it isn't too hard to see that our tendency to subjugate others in order to maintain the illusion of society would lead to this. If a creature that was forced to be my beating heart decided to revolt and take control, then who am I to say, "Wait that can't be right."?
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| Pictured: Your heart. Take good care of it! |
Nevertheless, something had to be done about Dark Visitors. This is where you come in, Debugger. You represent the de facto police force of Heaven's Tower. Hunt down the DVs, deal with anyone that would threaten MARIA's dominance, and make a token effort to protect the innocent. No doubt the corporations sponsoring your advanced cyborg body would benefit from good PR.
Nearly 30 years after its original Japan-only release, Cyber Doll for the Sega Saturn received a fan-translation. This is a game that has fascinated me for quite some time. I've owned a copy since 2004. In fact, next to Riglord Saga 2 and Wachenröder, it's one of the few Saturn games I still have a physical copy of. Fingers crossed those two get fan-translated eventually. Anyway, since my first attempt at a playthrough didn't make it past the third mission, I've spent the past couple weeks settling unfinished business. Now that it's all over, I'm left feeling somewhat dissatisfied. Yes, this game occupying some corner of my mind for over two decades has likely contributed to a level of hype that'd be impossible to satiate, but there's more to it than that. Of course, this being a review, I can't just tell you what it is right now. Stew in the suspense for a bit while I rattle on about what makes this RPG an RPG.
After deciding on the Debugger's name and viewing a couple story scenes, you'll be teleported into a district of ZERO-City called the Pleasure-AREA, known for its many bars and clubs. Your mission is to investigate a series of killings and hunt down the DV responsible. It might not seem like it at the moment, but each AREA of Cyber Doll is a dungeon. The first and most important thing to do is find the man with wires in his head having a smoke. He saves progress. Next, look for the nearby building with a neon sign that says Medic. Recovering from life-threatening injuries requires slightly more than a nap. Afterwards, head southeast to reach the weapon and item shops. Get used to seeing the proprietors within each of these three buildings, as they'll show up in every area/dungeon for the remainder of your cyberpunk adventure, plying their services even when random encounters are just a few steps away.
Combat is handled similarly to a scaled-back Front Mission. On the left side is the protagonist. His opposition, of which there is never more than two, is on the right. Battles are turn-based, and yours is often spent firing at the enemy with one of three types of guns. Pistols, semi-automatic rifles, and laser cannons can be aimed at any of the enemy's five body parts. Aim for the arms to reduce their offensive capabilities. Target legs to prevent them from moving. In fact, if you know which limbs to destroy, you can leave an enemy without the means to attack, rendering them helpless for the remainder of the battle. Keep in mind however that some cyborgs have weapons attached their heads or bodies, so they might be able to maintain an offensive, just as long as they're within the range that they're weaponry is suited for. In any case, destroying their heads or bodies will end the battle.
Flamethrowers, SMGs, and rockets deal what can be consider random damage. Once fired, they'll hit various parts of the cyborg. With any luck, the same part will be hit multiple times at once, instantly destroying it. Unfortunate Debuggers might just miss their opposition entirely. To further dissuade players from relying too heavily on randomized damage, Cyber Doll ties stat-building to the acquisition of enemy parts. When a battle has ended, any body parts left undestroyed have a chance to drop. Players can then visit the medic to swap these parts out or sell them like unwanted junk. During battle, the Search command details every part an enemy cyborg is capable of dropping. It's simultaneously a treat and a nuisance meeting an unknown enemy and discovering they have a full suite of new parts to acquire. It'll take several fights to obtain every part, and it's not guaranteed that what they drop will be better than what's already equipped. Still, I love the rush of endorphins whenever I come across a new part that improves every stat (even if it's just a +1).
Shotguns, miniguns, and missiles trade away surgical strikes for all-encompassing destruction. Along with hitting every part at once, these weapons tend to do the most damage. By the mid-to-endgame, you're liable to realize that a good minigun will simplify just about every random encounter. Combat is the most prevalent element of Cyber Doll, but it's not very deep. There is, especially at first, a real danger that enemies will target the Debugger's squishy head, ending his career in an instant. That starts to go away after you've swapped that worthless default brain out for something better. Also, money is never hard to come by, so there's little preventing you from buying a complete stock of repair-kits and other essentials. Juggling what looks like five healthbars sounds complicated, until you open up the inventory to grab one of your 99 AllRepair50s. Also, don't forget to try the S-ARMs on tough enemies. These often-purchasable items can inflict heavy debuffs.
This is also one of those RPGs where speed rules everything. The way stats are distributed gives one the impression that they should emphasize attack over defense or - No. You'll definitely want HP and defense at the beginning of the game, but speed will soon overtake both as the most important stat. Speed effects the Debugger's chances of getting multiple turns in a row. It also increases evasion. Avoided damage means that turns aren't spent on recovery items. Most convenient of all is the fact that speed determines whether or not you need to fight a random encounter. Invest in that stat for long enough, and you'll be running through dungeons completely unbothered by slowpoke cyborgs. This is also a huge boon if you're trying to farm high-level enemies, as the chaff can be ignored with a single button-press.
Particularly troublesome foes are either fought under specific circumstances or require the use of S-ARMs. I'd call them bosses, but I'm not sure if Cyber Doll wants me to treat them as such. Missions in this RPG function as episodes of a TV series. There is a set location where the events of the story take place, as well as multiple recurring characters. More to the point, villains tend to show up as "unwinnable" battles. I have to use quotes here, because while some unwinnables are straight-up beatdowns from an invincible foe, others have both sides trading attacks for a number of rounds. It's all part of the story I suppose but in gameplay terms, it often leads to anticlimactic encounters. There are set pieces that work extremely well at creating tension and drama. In an abandoned shopping mall, the protagonist is stalked by a killer cyborg who shoots at him with a high-powered sniper rifle before rushing in with the finishing blow. Catching glimpses of this guy shrouded in darkness while exploring the mall is scary as hell. This is one of the best parts of the game. Its atmosphere, storytelling, and game mechanics all working as one to deliver something unforgettable. I wish there were more events like this towards the end of the game. Instead, there's a second Debugger who ends up carrying the protag through numerous fights. It begins to feel like nothing I'm doing actually matters. That... that might be intentional, and acceptance is the hardest part.
I'll also point out that far too much of the game is spent in the Pleasure and Downtown AREAs. Asset use is expected in an RPG, but revisiting the same dungeons causes several missions to blur together. It isn't until the 12th mission that something interesting happens, and it's a timed mission where the protag has 25 minutes to dispose of 25 bombs located throughout the district. This was, and I almost hate to say it, one of the other highlights of the game. Gathering clues, hunting down the bombers, engaging in some simplistic hot & cold exploration; these were all -ings that I appreciated. Without this and a handful of other reprieves, Cyber Doll wouldn't be much more than exchanging body parts for stat-increases. I'm not shallow enough to enjoy that for 25 hours. Maybe 20 hours.
In the end, this was still a worthwhile experience. Yasushi Nirasawa's designs are always a treat to see. Though it has its problems, the battle system functions quite well. Picking apart an enemy cyborg's weaponry from a distance or getting in close to shred them to scrap is pretty fun. I shouldn't say this aloud, but finishing helpless cyborgs off with a series of punches (usually a last resort weapon) feels deliciously sadistic. Plus, it's just nice to see what an alternate cyberpunk future would be like. Getting my heart replaced with a xenomorph is pretty messed up, but still cooler than data centers that produce pictures of zombified breakfast burritos.


































