Rogue Galaxy: Second Impressions
Tuesday, February 6th, 2007Yesterday, I talked about the things that first struct me about this new Playstation 2 RPG. Today, I bring you some second impressions on it, more specifically, how the game looks after the “honeymoon” is over.
I’m not the type of game who will dedicate himself to a single game and never stop playing it until it’s finished, unless it happens to be something which I find amazing, like Shadow of the Colossus.
When I loaded the savegame yesterday, I was given a Star-Wars-like text, explaining what was currently happening with this story while the game was loading. And I think that this small feature is excellent, because I can sometimes stop playing a game for several weeks and then forget where I was or what I had to do when I resume it.
That used to happen even in great games like Zelda: Link’s Awakening, but, thankfully, the latest versions have a subtle way of reminding you of what you have to do. Rogue Galaxy is no different from that.

Another thing which I found nice about Rogue Galaxy, is that it motivates you to use different weapons, even if you already have stronger ones. The synthesis system that the game uses, requires that you use the weapon you want to upgrade for quite a while before you can upgrade it. The time you need to use the weapon isn’t exagerate, but it isn’t too quick either, it feels just right. The way that you synthesize weapons is also very funny, but I won’t spoil you on how it’s done ![]()
The storyline also seems to become more interesting as you move from planet to planet. The first two seem to be for you to get accostumed to the game, but from the third one onwards, the story really starts developing, and you start to get a better idea of what your purpose will be, rather than just doing random adventures throughout the galaxy.
And another thing I found out, and found excellent, is that you can change your character’s costumes throughout the story! When you change your “armor”, you completely change the look of your character. The same goes for when you change your main or secondary weapons, and you can see them when you walk around.
Like in Jak and Daxter, the load times are almost non-existant. You don’t have to load a room everytime you enter a new building, and you don’t have to load the same map multiple times. It all seems seamless, and helps to improve the experience.
In short, it’s definitely worth playing, even after the honeymoon, and I can’t wait to finish it.

