
By David DeRienzo
Drakengard / Drag-on Dragoon - Playstation 2 (2004)
American Cover
American Manual
Drakengard
Drakengard is unique to the beat'em up genre in many ways. First, its theme and presentation. The game is a lot more story-heavy than every other beat'em up out there, and the story of Drakengard is surprisingly more original and refreshing than most of Square Enix's RPGs. Caim, the hero of Drakengard, at first seems like your average, anonymous badass out for bloody vengeance (in this case, for the death of his parents in the jaws of an imperial black dragon), the quintessential star of every modern beat'em up. But Caim is a much darker, deeper character with a much more intriguing tale than what is at first presented.
Caim is a soldier fighting for the Union army, which is currently engaged in a war with an empire of zombie-like humanoid creatures who take their orders from entities known as the "Watchers". The Watchers are determined to get their hands on a young girl selected to be the Goddess of the Seal, Furiae, who just so happens to be Caim's sister. It is not known exactly why the Watchers want her, but one thing the Union does know is that if anything were to happen to the Goddess, disaster would fall upon the world.
Caim fights the empire to protect his sister, but his hatred for the empire due to the death of his parents drives him into a furious bloodlust. He dives headlong into battles with hordes of imperial troops with no concern for his well-being, determined to kill every man, woman and child that associates themselves with the empire with sickening, almost villainous glee expressed in his face, making him unlike any other "hero" I've ever encountered. However, due to his recklessness, Caim is mortally wounded during the first battle of the game. As he stumbles through the battlefield on the verge of death, he comes across the creature he hates the most: a dragon. The dragon, tortured and mutilated by the sadistic empire, is also on the verge of death. Thus, the two, in spite of their hatred for one another, form a pact in which Caim must sacrifice his ability to speak, but will spare both of them from certain death.
The story of Drakengard is extremely dark and macabre, much more so than almost every other Japanese game I've ever played. The presentation and delivery is much more like that of a survival horror like Resident Evil or Silent Hill, but what Drakengard lacks in scares and thrills it makes up for with disturbing imagery and surprising plot developments which are made all the more pleasing by some exceptional writing and extremely well-delivered dialog. The story also deals with a lot of taboo themes, such as incest, child abuse, pedophilia, sadism and cannibalism. The plot starts off very linear, but eventually branches off into five different possible paths. But Caim will not journey through these branches alone, because Drakengard has a hearty cast of very unconventional and fascinating characters.
Needless to say, Drakengard's M for Mature rating is well-deserved. Aside from the completely twisted cast of characters is a morbid, downright macabre plot ripe with cutscenes that contain some of the most disturbing imagery you will ever see, like an army of giant, red-eyed infants that rain destruction down on the world and tear people to pieces. It's slow to start, but once it gets going, it's one of the most intense and original narratives you'll ever experience. The game also has five very distinct endings, each one more messed up than the last.
It's hard to believe that underneath Drakengard's glorious presentation and story is the spirit of an oldschool beat'em up and shooter. Drakengard plays most similarly to KOEI's Dynasty Warriors series, inter-cut with segments of Panzer Dragoon-style, dragon-riding shooter segments.
The ground-based combat is a mixed bag of genius and mediocrity. The mediocrity lies in how melee combat is executed. It's loose, somewhat repetitive, and not nearly as refined as Dynasty Warriors. You're given a generic set of melee attacks that can be ended at certain points with a button switch that executes an area-clearing critical strike indicated by a gleam of light emanating from Caim's weapon. This is somewhat similar to the setup in Dynasty Warriors, but these strikes are always the same no matter when you use them, and there are only 2 real variations of them (a shockwave that spreads out in all directions or a forward-shooting projectile). If you can string enough attacks together, you may be occasionally rewarded with some health or a bomb attack that'll hit everything in your vicinity. With this one extremely limited combo string, you're pitted against hundreds, if not thousands of enemies in every desolate battlefield, and fighting them can get very tiring after awhile.
Fortunately, to keep things interesting are the weapons themselves. Drakengard has a whopping total of 65 very different weapons, each with their own EXP levels calculated by the number of enemies you've killed with them. As each weapon climbs the four-level ascension, it changes in both appearance and power. Each weapon also has a unique spell, which is quite a feat considering the number of weapons there are. The spells level up along with the weapons and change in various ways. Some spells grow stronger but cost more MP, others remain the same, but last longer, etc. On top of that, each weapon has its own four-part story, with each level revealing a little more of the weapon's history. These range from simple narratives, poems, and haiku's, to very profound, almost Confucian lessons of morality.
During the ground battles, most of the time, you can call upon Angelus and she will swoop you up so that you can rain fire upon your hapless foes. But in between the ground-based stages are completely aerial stages. These are played out a lot like the ones in Panzer Dragoon, but they're not on rails. You're free to fly about the stages. Because it's not on rails, you have a lot more maneuverability. Angelus can dash from side to side, forward, and make an instant, 180 degree flip. Much like in Panzer Dragoon, you can fire single shots or hold the button and target many enemies at once. Also, like Panzer Dragoon, Angelus builds up a meter as she takes and deals damage. Once this meter is full, she can unleash a devastating barrage of fireballs that'll wipe out just about anything on screen. There's also a few boss fights in the game, but these are extremely epic, and usually carried out while mounted on Angelus.
About the graphics, Drakengard was obviously scaled down a bit in order to encompass the dozens and dozens of characters that appear on screen at once. Considering this, it still looks really good. Caim and his friends in particular have extremely smooth polygonal models. Not as much attention was paid to the enemies, who are quite bit rougher looking, but they're just anonymous sword-fodder anyway. The special effects like dragon fire and spells are quite nice, although some of them bog the game down quite a bit. The environments are also very expansive and impressive. They're usually massive and highly detailed with great textures and very moody use of lighting. Lastly, the game's visuals are displayed through a slightly blurry, discoloring filter that gives the game a very slight aged, sickly twinge to it that's quite befitting of the game's atmosphere.
Even more atmospheric than the visuals, however, is the music. Drakengard has one of the most distinct soundtracks you'll ever hear in a game, and while you may not like it, there's no denying that it fits the game perfectly. Takayuki Aihara and Nobuyishi Sano have taken samples from orchestral pieces rich with discord and skipped and chopped them up to create something truly chaotic and disturbing. Every piece is chilling or haunting in some way.
Overall, Drakengard sums up to be a good beat'em up with fun shooting elements, with an uncharacteristically incredible presentation and one of the most refreshing stories I've encountered in many years. While merely looking at its core play mechanics, one can deduce that it is merely a slightly above average game, Drakengard definitely adds up to be worth far more than the sum of its parts.
MP3s Download here
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Drakengard - Mobile (2004)
The only interesting thing to note about the mobile version of Drakengard is that it provides you with hints for the PS2 game, acting as sort've a tie-in that interacts, though very minimally, with the console version of the game. This is actually pretty cool since it tips you off on a few things that are pretty obscure in the PS2 game. However, this also means you had to have played the mobile game before or while you're playing the console game, as GameFAQs and the like render these hints obsolete.
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Drakengard 2 / Drag-On Dragoon 2: Fuuin no Aka, Haitoko no Kuro - Playstation 2 (2005)
American Cover
Japanese Cover
Drakengard 2
Drakengard's ending(s) left things a bit open, and Drakengard 2's main purpose is to tie everything up. The game begins under the assumption that you got the game's first ending, where Angelus had been used to create the Seal. 18 years have passed, Caim's whereabouts are unknown, and we instead come to take the role of a young man named Nowe. Nowe is one of the Knights of the Seal, a force tasked with protecting the various keys that hold the Dragon Seal in place. As Nowe advances through the ranks, guided by his dragon companion, he meets a mysterious young woman named Manah, who seeks to rebel against the Knights and destroy the keys protecting the seal. Through Manah, Nowe learns of the corruption of the Knights of the Seal and their oppression of the people outside their aristocracy. Nowe decides to defect from the Knights and cut his own path. After that, all hell breaks loose (quite literally). Fortunately, Nowe is not alone.
Characters
Drakengard 2 is, in every way that two things can be, the complete polar opposite of Drakengard. The first game had great, twisted characters, a bleak and macabre atmosphere, and an engaging, twist-laden story. On the flip side, the game was rather repetitive and the combat was somewhat clunky. In contrast, Drakengard 2 has an excellent combat system with lots of variety added to both ground and aerial battles. However, the story is a complete, cliche-ridden trainwreck that all but negates the potential the first game left for it.
Let's talk about the good, first. Drakengard 2's battles are infinitely more fun than the battles in the first game. In contrast to Caim's single, endless and universal moveset for all his weapons, Nowe and his comrades use a series of combo strings that are unique to each weapon type. Moreover, each weapon has its own assortment of combos that it takes from a pool, so no two weapons have the same set of combos. Different combos are more useful in different situations, whether you're going for crowd-clearing or a focused, singular onslaught, much like the similar Dynasty Warriors series. Nowe and his companions also have a lot more innate commands. You can now counter, recover in mid air, dodge, and do air combos.
Your characters can also now equip more than just weapons. Nowe and his team have a stock of consumable items that restore health and magic. The health potions can also be used in aerial combat, making them much more tolerable than some of the nearly impossible aerial stages in Drakengard 1. Also available to your characters are special stat-enhancing accessories. It should also be noted that these weapons and items are no longer simply found, as the game now has a more detailed map with towns to stop in with shops and such.
On top of that, Drakengard 2 has more enemies that provide more functions for the enemy ranks than simply "Run up to player and hit him". Now you'll go up against giant trolls, hulking gladiators that are nearly invincible, and tiny goblins that set up bombs all over the battlefield. The stages are also much more dynamic, with multiple sub areas, differing levels of height, and complete, indoor dungeons that connect directly to the battlefields without any loading in between. And most importantly of all, there are now a series of epic and challenging boss fights that break up the monotony of the mass scale battles.
In aerial combat, you have Legna, who has all the same functions as Angelus, but has various different types of ammo as well, able to shoot rapid, automatic bursts, large fireballs that create shockwaves, summon lightning strikes, or even create a powerful forcefield.
Unfortunately, all of this improvement to the game itself comes at the cost of the narrative. First of all, the presentation has a markedly budgeted look. Most of the cutscenes are now still-shots of ingame generated models with voice acting over them (the voice acting has also taken a big hit this time around). Particularly painful are the character designs, which have taken a more generic, anime feel. The main character is whiny, annoying, uninteresting, and generally unlikable, the complete opposite of the muted, bloodthirsty, nigh evil Caim we took the role of in the first game (it's no surprise that the best moments in Drakengard 2's story are the moments that involve characters from the first game). Don't get me wrong, there are some great twists and there's still quite a lot of dark imagery, but the eloquent writing and morbid irony of the first game is all but completely stripped away in favor of something more digestible for the average gamer.
Also, in spite of the combat system itself being more enjoyable, there's no longer the variety of magic that was in the first Drakengard. Each weapon has a spell, but they're not unique. Now, each weapon type has a pool of about 5 or 6 different spells. It's also worth noting that the weapons no longer change appearance as they level up. The weapons reappearing from Drakengard 1 remain in their fully leveled forms. While that's acceptable, I guess, it just doesn't feel as rewarding. And there's less weapons than in the first game, to boot.
One thing that has maintained quality is the music. While Drakengard 2's soundtrack bares little resemblance to the disturbing, discordant melodies from the first game, the music that is here is absolutely fantastic, particularly the main theme, "Symphonic Poem ~Forbidden Prelude~".
In the end, Drakengard 2 is a step back in as many ways as it is a step forward. You once again have half an amazing game and half a bland one, only this time, the experience is polarized. Fans of the first game should approach Drakengard 2 with extreme caution.
MP3s Download here
Symphonic Poem ~Forbidden Prelude~
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The Dark Realm Quant fan site that covers both Drakengards, amongst others.
Drakengard 2
Drakengard was only the second game developed by cavia, a small company that definitely seems to have an appreciation of oldschool, arcade-style gaming. Drakengard's development began at around the same time cavia was developing Capcom's light-gun shooter, Resident Evil: Dead Aim. The game was originally set to be released by Enix, but the Square Enix merger occurred in April of that year, and thus, Drag-On-Dragoon was Square Enix's first published title, giving it some kind of sensational expectations as the new company's first game.
Second Chapter Above Ground
Third Chapter Above Ground

Drakengard was also released on mobile phones in Europe. Like most mobile phone versions of games, it's a fairly minimal effort. As in the PS2 version, there are two modes of play. Ground combat is done in 2D, side-scrolling beat'em up fashion. The sprites are actually pretty nice, but these sequences are extremely repetitive, with you guiding Caim through completely featureless areas fighting the same 3 types of enemies until your mind turns to jelly. The combat system is boring, with only one combo string available to Caim, and terrible hit detection that allows enemies to walk through your attacks and dogpile you. The aerial stages are very much a Space Harrier-type rail shooter deal. These are also pretty featureless and bland.


Drakengard wasn't exactly a smash in Japan or in the States, but, for whatever reason, it seemed to develop quite a cult following in Europe (possibly due to the Europe-exclusive mobile phone tie-in, but since it was terrible, probably not). cavia was given the green light to give it another go. This time, however, Square Enix would distance themselves a bit from the project. While still publishing the game worldwide, Ubisoft was tasked with localizing the game outside of Japan, perhaps to exploit the game's popularity in Europe by utilizing a popular European brand. The game also had a substantially smaller budget, which was apparent in its lack of advertising and media attention prior to release.

Links
Creative Uncut Art gallery site which includes pictures from Drakengard.
Large Prime Numbers Tim Rogers takes on Drakengard 2.
