Azure Dreams: The Game That Could Be

By Jasmine Maleficent Rea in remakePlaystation 1KonamiJRPGsAzure Dreams on  

Oh the 90's. You brought us terrible pop music, Poggs, Power Rangers, Surge, and more JRPGs than one person can conceivably play to absolute completion in this lifetime. 1998 was a wonderful year for releases with Metal Gear Solid, Resident Evil 2, Gran Turismo and Spyro The Dragon all hitting the shelves. Konami released a few other games besides Metal Gear, one of which was Azure Dreams.


In '98, I was more concerned with fearing Resident Evil 2 and torching sheep to give much notice to another in a long series of RPGs to eventually be discarded by retailers. It was not until late in '99 that I noticed the game. Koh's friendly coloring and the Kwene monster on the case lured me to rent the game. I rarely fall in love with games in that way but I came up with reason after reason that the game should remain in my possession. It was not until 2000 that I would have the game for my very own.


To hear reviewers and other players talk, I don't know why I attached myself to this game. It is a primitive rogue-like with elements of Pokemon mixed in. You play as Koh, the red-haired son of the gamed Monster Hunter Guy who unfortunately met his end in the looming Monster Tower just outside your hometown of Monsbaiya. You're very poor and long for the day you are 15 so that you may follow in your father's footsteps.


The plot is relatively generic in that respect. Every time Koh enters the Moster Tower his level starts back at zero. This is a standard rogue-like element of gameplay, and the items he takes and the monsters remain unaffected by the curse that depletes the character's level. Outside of this game I hate this element. Somehow it was done so well with how you can level up your swords and shields and call upon your monster for support magic that I never cared that I had to basically restart the game each time I entered the randomly generated floorplan of the tower.


What had me think of this game again was all the talk of remakes of this and that, of fanboys crying over Final Fantasy VII and of my own desire to see something remade that deserves a second chance. The Azure Dreams series has a single sequel, the ill-advised DS game Tao's Adventure: Curse of the Demon Seal. There was also a Game Boy Color release of Azure Dreams, but I best remember my time spent with the blocky PS1 title.


I can see Azure Dreams in a fully 3-D world. At the time of its release, the PS1 was already feeling strained and tired, and the game has more in common graphically to Super Mario RPG than it does to its Konami contemporaries. It was a simply made game without a true ending. The dating sim element was not completed, the rival element seemed to trail off dramatically at a point, and the ability to upgrade Monsbaiya was interesting but also incredibly limited. At the time I knew of nothing that allowed me to have that sort of control over my world, at least not to the point of building a dance hall then going on a date with the star dancer. This sort of world-altering depth would not be seen again, by me anyway, until Fable.


In this time of remaking movies, tv series, and video games, I want to see something i would actually play be revisited. I long for Koei to remake Gemfire but since this is likely an impossible goal, I will outline my hopeful Azure Dreams remake, and why you might want to play it then.


Rogue-likes, no matter what some reviewers say, still have a place in this world. It would be nice to see some archaic RPG element overthrow the ruling Strategy style for once. Strategy RPGs are tiresome and running out of fresh ideas to the point that Atlus is releasing barely playable games with the notion that they are just too difficult to grasp right away. There is a difference between difficult and ridiculously unintuitive. I say Rondo of Swords falls in the latter category. It would be nice to see a fresh look at this style in dazzling PS3-quality detail.


Azure Dreams wanted to look pretty. In this day and age it is completely possible for the spinning tower and randomly generated levels to have the scope they deserve. The game is riddled with traps and secrets and a real sense of adventure with a grid layout. What if, rather than a simplistic grid layout, the levels were drawing from better models and ratios than before? This game could be simplistic and breathtaking at once. Not every worthwhile venture has to be riddled superfluous action.


The quest system is strong. As the game progresses, NPCs in town ask you to retrieve items from different levels of the tower. NPCs ask us to retrieve all sorts of things still. The quests make sense in the development of the town and also encourage the player to seek out higher floors in the seemingly endless tower.


Developing Monsbaiya is begging to be looked at indepth. Rather than building simplistic mini games, the town could really change. Existing buildings could be upgraded, new elements added, and the city can truly reflect the prosperity your efforts bring about. Koh becomes a living legend as more and more requests are met. It would be fantastic to push this idea to its limit.


Lastly, that Pokemon element. I always felt the monsters were deeply fascinating but not reaching their full potential. The player has the ability to fuse monsters and hatch eggs throughout the quest. With more monsters, more fusing possibilites, and perhaps a Pokemon-esque online trading system, this could be an endless source of entertainment. More monsters could be released over time and this one element could extend the life of the game for years after the initial release. I'm not too keen on trading cars, but let me breed and fuse new and exciting monsters and I'll happily devote a large amount of time and effort to the process.


What hurts is that I can see this game. I know it is impossible and I should be content with what I have, but my one hope is that someday someone else realizes this potential.


Comments (11)

Whoa, I remember this game! I reviewed it even, back in the day. I remember liking it quite a bit, too. At the time, randomized dungeons was still a relatively fresh idea.
Dan Hsu , June 18, 2009
I still really enjoy this game but see so many ways it can be improved. Randomized dungeons still have a use, but the problem is satisfying all the other 'industry standards' in the pursuit of a game that will appeal to broader audiences. I wish I knew how to do something besides write, then I would try to work on games rather an aspire to write about them professionally.
Jasmine Maleficent Rea , June 18, 2009
Totally over looked this with Wild Arms 3 information.
Toby Davis , June 18, 2009
A lot of games journalists eventually move on to become game producers or designers. I think part of it is their knowledge of the business and exposure to so many different games from different developers. Also, they now have the contact with industry people.

BTW, Jasmine, if you put in some horizontal spacing (usually 5 or 10) around that picture, it won't bump into the text like that, fyi.
Dan Hsu , June 18, 2009
Another BTW, you weren't kidding about JRPGs during this time. I used to love RPGs before working at EGM, then this PS1 era really killed it for me. They were hell to review each month!

Oh the 90's. You brought us terrible pop music, Poggs, Power Rangers, Surge, and more JRPGs than one person can conceivably play to absolute completion in this lifetime.
Dan Hsu , June 18, 2009
I recently came upon this game at a mom 2 mom sale (A big garage sale of kids stuff in some school gym or something). I sent a text to a fellow rpg nut friend who came of video game age in the ps1 era instead of the late nes, early snes like me. He raved up and down about how terrible a game it was, but reading the back of the box I just couldn't say no to the $2 price tag. I love games that find unique ways to blend genres and this one sounded fascinating. I still haven't popped it in for fear of my friend being right and crushing my hopes but your article has inspired me to give it a try.
Alex R. Cronk-Young , June 19, 2009
Oh eck Shoe...I am a useless girl >.> You'd think that I'd be able to figure out what was going wrong now that you've told me what to fix. I'll keep toying with the image and eventually it will work.

I remember wanting to play every RPG from this era though. Now I have collected more than I am ever going to play, including the elusive Tactics Ogre. I've been running an experiment with expensive (now) PS1 games and PS3 emulation. I'm going to post my findings someday. I am obsessed with emulation.
Jasmine Maleficent Rea , June 19, 2009
Oh man, you're making a mess! I'll go in and fix it.
Dan Hsu , June 19, 2009
OK, it should be better now. It was giving me trouble on the left side, too, so I moved the picture to the right.

Man, back then... Final Fantasy 7, Star Ocean, Wild Arms, Beyond the Beyond, Azure Dreams, Legend of Oasis, Breath of Fire... those RPGs nearly killed me having to review them all! It's crazy to think of how many came out in the late 90s.
Dan Hsu , June 19, 2009
Thank you!!! I should break myself of the left-aligned habit. It just looks better to me somehow.

The RPGs though. Developers riding that wave of success following Final Fantasy VII. Not that that was the only factor, but it was like the success of that game and a few others had all sorts of games flooding the market. It is such an interesting period to look back on. I wasn't that active in games but I sure rented a lot of RPGs back then.
Jasmine Maleficent Rea , June 19, 2009
But it brought us gems like Suikoden that we may have never gotten in the US otherwise.
Alex R. Cronk-Young , June 19, 2009

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