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Shining Force Neo

  • Players: 1
  • Vibration
  • Widescreen
  • Multitap
  • Eyetoy
  • Disc: 1
  • Digital Control
  • Analog Control
  • Pressure
  • Headset
  • Network
  • Save Size
  • Progressive
  • Online
  • ESRB: T

Neo Now

SEGA’s latest Shining Force game is upon us.
Author: Sam Bishop
Published: October 20, 2005
There are some awfully fond memories associated with the first Shining Force game on the genesis, mainly because it so expertly mixed strategy with RPG elements to create a fusion many hadn’t seen before. The Camelot-developed mix seemed to work well as a formula all the way up until the days of the Saturn, in which a massive three-game wide story arc was to introduce a level of storytelling the series had never seen before.


Alas, it never came to pass, as the Saturn tanked rather unceremoniously after the release of the original PlayStation pulled disenfranchised converts away from SEGA’s ailing system in droves. Perhaps this is why we’ve seen a few ventures back into the Shining universe, but none of them (save for some ports) with the same approach that worked all the way back during the Genesis days.

We’re sorry to say the PS2 continuation of the franchise won’t be bucking that trend anytime soon. Shining Force Neo is a decidedly action-heavy RPG, but it does continue tales from that same universe, and does it with a good, solid 40 hour storyline told with interspersed anime cutscenes from Studio 4°C (probably best known for handling the “Kid’s Story” and “Detective Story” segments of The Animatrix).

"By delivering a powerful and visceral experience, Shining Force Neo takes the classic Shining Force franchise in a totally new direction," offers Don Mesa, Senior Brand Manager at SEGA of America. "We are proud to introduce the next evolution of the Shining Force series to role-playing fans exclusively for the PlayStation 2."

Though the game boasts a real-time battle system (completely with the ability to render more than 90 enemies on the screen at the same time, we’re told), the core bits of character growth come from the Force Arts system, which allow Max, the game’s hero, to be outfitted with abilities that can make him a weapons-based brawler or a magic-heavy sorcerer.

So, we haven’t yet got that turn-based strategy game that recalls the happy times of old while playing the first Shining Force... yet. Doesn’t mean Neo can’t end up a farily solid RPG experience. We’ll try to get our grubby mitts on a copy here soon (because another 40 hour game is exactly what our backlog needs), and report back with the results.

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