Monday, April 7, 2025

2025 Special - Ys 4: The Dawn of Ys

Dammit!
I've tried to write over a dozen introductions, and every single last one of them sucked. If you need an intro to this review, then I'm afraid you'll have to make one up in your head. In fact, I'm going a step further and starting off with the conclusive statement:

Ys 4: The Dawn of Ys is peak, absolute cinema, top tier, etc. Pop this sucker into whatever hardware you're using to play PC Engine CD games and you'll be treated to one of the finest Action-RPGs of the entire 16-bit era. If you haven't dropped everything to play this game, then I don't know what to tell you. Honestly, it's like 32 years old now. The onus is supposed to be on my dumb ass for ignoring it for so long.

Okay, that's sort of an intro. Imagine a better one if you want, but I've got to move on. 


First impressions being what they are, I expected Ys 4 to be a retread of Ys 1 & 2. They are in a way, with all of the references and outright fanservice. The introduction is also slightly uneven. One of the first dungeons is a retread of Ys 1's abandoned mines. Winding passages, limited visibility, and that sinking feeling that maybe I should've waited a couple of months to give the painful memories a chance to heal. Next thing that happens, Adol is in a fire cave helping out Karna the hunter. She's mopping up everything in sight and stealing all of the experience. Clearly the developers were throwing around some new ideas, but if this was a sign of things to come then...  Okay, fine. I'll stop pretending that this could any in way be construed as a negative review. Besides, my hand was clearly shown mere sentences in. Whatever tinges of regret I could've felt were instantly wiped away after a little more play time. 

Let's start with the bump-combat, which is still as genius as ever. This entry introduces a huge innovation; Adol can now walk in eight directions. Recalling my experience from Ys 2 Chronicles +, I wondered if approaching enemies while moving diagonally would be overpowered. It turns out that isn't the case. The different angles of movement are absolutely a boon when it comes to maneuvering around danger, but victory in battle still requires that you strike the side of an enemy. Hitting them dead center still does damage, but there's a chance you'll get hurt in the process. If it wasn't already painfully obvious from previous entries, chances are often not worth taking. Running headfirst into a crowd of goons is guaranteed to Adol killed, so don't try to be too heroic. Then again, threading the needle and slicing through multiple foes at once will never not be thrilling. 


Much like their forebears, the enemies that stalk the forests and temples of Celceta don't do much besides walk in four directions and hit like a freight train. Well, that's not entirely true. Many of them move at different speeds, even out-pacing Adol in rare circumstances. A couple fling projectiles whenever they get the chance. The worst of them, as far as my play-through is concerned, has to be the invisible goons. These jerks don't even cast a shadow. The hero getting ambushed and consequently obliterated while resting makes for a nasty jump-scare. Tools that reveal these goons' presence are available, but usually it's better to just keep moving. Consider it a bonus when a previously unseen adversary dies by your hand.

On a sidenote, since this time is most likely the last that I'll ever use the word goon, I have to show my appreciation for the huge variety of goons. We've got Godzilla rejects, cuddly Godzilla rejects, scorpions that are 90% tail, giant two-legged rats, and all sorts of other abominations. This to me is what gave goon meaning. Hundreds of foul creatures with misshapen forms that defy reason, yet there is heart to all of them. This is most apparent when Adol uses the alter magic. Disguised as a fellow goon, the adventurer can converse with any fiend he bumps into. It's a fun having this Ys 2 spell back. Listening to everyone talk about how much they hate that red-haired guy is always a treat. 


Oops! I probably could've mentioned earlier that there are usable magic wands. Again, Ys 2 fans will notice some familiar spells, such as fire and warp. Shield also returns, a strong tool as long as MP remains. A set of magical rings adds further dimension to every encounter. Particularly useful rings, such as Timer, slow the walking speed of every adversity. This ring probably would've made a clever method for setting the game's difficulty, if it wasn't found so very late in the story, but that's just nitpicking. There are some other items that offer unique effects. The most powerful of them all has to be the Samson boots. When Adol slips these on, his speed drops to Rolan's Curse levels, but he can kill any goon in one hit. A worthwhile trade for a primo grinding experience. 

Now as far as concerns the bosses of Ys 4: The Dawn of Ys... I can't say "Wow!" enough. There is not a single weak fight in the entire game. Every archfiend encounter is suitably epic, requiring every last ounce of the player's skill and tenacity. The earliest fights will help you get reacquainted with the basics, and everything beyond escalates the intensity. Boss battles are often complex too. Opportunities to attack them aren't nearly as common. They'll utilize a wide variety of attacks. Patience is the most important weapon in your arsenal, especially when bosses are close to death and respond with increased aggression or new attacks. Noteworthy fights include the one just below. Trying to strike this bug-like creature while it's swirling around is tough, but every attempt will bring you closer to taking it down for good.


That's not all though! Multiple bosses can only be defeated with the fire and freeze spells. The shmup-like mechanics are back in a big way. These fights are seriously intense, utilizing a bevy of projectiles or ornate patterns to blast the life out of Adol. The amount of variety on display here is staggering, far outclassing anything I've seen in the other 16-bit games. Most importantly, the battles are fair. I'm not losing because of wackadoo hit-boxes or absurd RNG. I'm losing because I need more practice. Every single boss is a legitimate challenge, providing an immense wave of satisfaction to anyone who can defeat them. If it ever feels like a lot to deal with, just remember that as far as Ys goes, leveling up one more time can make a big difference. 

An Action-RPG that takes less than ten hours to complete shouldn't feel this epic, an yet Ys 4 delivers here as well. The forest of Celceta hides a wide array of locales to visit, each having its own atmosphere. Level layouts are often conventional but arranged superbly. There are also numerous instances where the developers got particularly creative, such as the brief M.C. Escher-inspired dungeon. To put it simply, you won't feel like you're just running through nondescript grasslands or hallways over and over again. Later dungeons dial up the mazes, but even the worst of them tend to be mercifully short. The excellent artwork and amazing dub ensure that there will always be something to look forward (as if the fantastic bosses weren't enough).


Now as for the complaints... Huh. That's odd. There must be something to complain about here. Hmm... Really, I hate to say it, but I can't think of anything that I didn't like about this game. Yeah, the beginning was slightly off-putting, but that's likely due to me playing Ys 1 & 2 and Ys 4 so close together. That minor detail about getting the Timer Ring so late doesn't merit a drop in my (nonexistent) number score either. Gosh. Everything here is just right.

To reiterate: peak, absolute cinema, top tier, etc. 

Give it a try if you haven't already. 


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