Legend of Oasis


Good things come to those who look in the discount bins of the local K-Mart electronics section, and I got lucky last January: a brand-new Saturn copy of the hard-to-find 1996 action RPG "Legend of Oasis" (relased as "Thor" in Japan) for $15. After playing through the game's eight HUGE dungeons (which have to be played in a linear fashion but allow freedom to go and do anything within each), almost breaking in half all of my Saturn controllers and finally surrendering to the cheaters tool that are internet FAQ's, I can testify to the fact that this sleeper game was Sega's answer to the incredible level design of the Nintendo "Zelda" games... only it came out for the Saturn looking like a slightly-upgraded 16-bit title a handful of years too late to make an impact in a market that was going gaga at the time for "Super Mario 64" and "NiGHTS" (summer of '96).

Yuzo Koshiro was the programmer/musician that developed this game's prequel for the Sega Genesis, "Beyond Oasis", a short but well-designed game that got swept by the early hype of the '95 arrivals of the 32-bit systems. He and developer Ancient have returned to the Saturn to finish what they didn't achieve in the first game, a lengthier quest because "Beyond Oasis", if you didn't play it, was very short and linear but was oozing with brain-busting puzzles and sword action. Although it doesn't take advantage of the Saturn 32-bit processors, "Legend of Oasis" packs its CD with decent audio effects and music, a lot of animation frames for the main character Leon, the puzzles are more vexing and better integrated into the game, the action segments are hard but not overwhelming, and the fun of playing comes from solving this bitch on your own (good luck!). The backstory behind this game recalls Climax's efforts to upgrade their Genesis action RPG "Landstalkers" into the Saturn game "Dark Savior"; and, like Climax and "Dark Savior", Ancient makes the trip from Genesis to Saturn development with mixed results.

GRAPHICS / VISUALS: B- (80)
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I'm not being a pervert when I say it, but you have to see Leon's pants move in this game... it's as if they have a life of their own (ahem!) with the smooth animation that has been given to Leon by Ancient animators; there is a slight pause when Leon switches weapons though, probably to allow the machine to access the new set of frames required to keep our leading man looking good. Shame that all other characters he has to slay or interact with aren't animated as well as he is, giving the game's central character a lot of personality at the expense of the supporting cast (which isn't that interesting to begin with... who really cares about looking at smoothly-animated sewer rats? Eeuuu!).

The biggest drawback in the animation deparment is that Ancient used a scaling technique to make small enemies look bigger (instead of making new frames of animation, which takes time and space), which results in some of the most unattractive and pixelated characters in the Saturn since "Doom" was ported over. The FMV intro and the cut-scenes in the game are all hand-drawn stills with a weird style that turned me off completely, but might interest other discriminating otakus that can find the game; the storyline is advanced through these stills though, so there is an interesting quest advanced through them if you care to put attention to them (or can stand even looking at them).

The colors of the game are fine but could have used a little more variety from the slightly drab and lifeless hues on display in "Legend of Oasis". Most of the walls and structures are fairly bland in design, but there are enough colorful textures and variety in the eight dungeons (lots and lots of blue on display here, since water is to be found everywhere Leon travels). Think of a lower-resolution renditions of the 2D worlds of "Albert Odyssey" and "Magic Knight Rayearth" (or higher-resolution versions of the worlds in Nintendo's 16-bit "Zelda" games), and you will get a clear idea of what "Oasis" looks like; needless to say, people looking for flashy effects and polygon power should keep walking toward "Powerslave" and "Burning Rangers".

MUSIC / SOUND EFFECTS: C+ (79)
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Sound effects are exceptionally clear and lack the muffled tones we've come to expect from Saturn games; everything from the clash of Leon's sword against foe/item to the splash of the water as it surrounds the dungeons (among dozens of other smaller sound pleasures sparkled throughout the lengthy quest). Yuzo Koshiro took time away from designing the dungeons and actually sat down and wrote the tunes of the game and, IMHO, failed miserably in creating music that fits the Indiana Jones-meets-"The 11th Hour" gameplay that can be found in "Oasis". It's OK and somewhat ambient, but the tunes are just too uninvolving and 16-bit for my taste (which isn't a slant against MIDI music: "Yoshi's Island" on SNES and "Sonic the Hedgehog" on Genesis have some of the best videogame music I've ever heard).

GAMEPLAY / FUN FACTOR: B- (84)
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The balance of the world is thrown into chaos when the Gold and Silver Armbands appear in Oasis simultaneously; the Gold Armband belongs to a hero named Reharl and the Silver Armband belonged to a demon named Agito. The Gold Armband is found by Ordan, who eventually passes it to his apprentice Leon (you) who must then embark on the game's quest in order to collect six elements (all related to key elements like Wind, Earth, Fire, Water, Sound and Darkness) that will be needed to fight the menace of the carrier of the Silver Armband... guess who? I ain't saying, because that is the only interesting plot element in an otherwise cliche and predictable storyline that is typical videogame scenario (you saving the world, again? Woo!).The real stars of the game's visuals are the dungeons and backgrounds that Leon has to study carefully and analyze if he wants to advance to the next room, or pick the power-up that the many hard-to-reach platforms are tempting you with. The 3/4 overhead perspective gives the game a pseudo-3D viewpoint that can confuse the hell out of you and play tricks with your eyes; to the designer's credit, never does the solving of a puzzle fail to make sense once you've figured out how to activate the switch/button at certain end of a level, which will activate an item or floating platform elsewhere. Lots of backtracking through previously cleared levels, leaps of logic and fits of fury and frustration are in order when playing "Legend of Oasis", so be prepared and start stocking up on Saturn " controllers (they'll be tossed), cement (walls will be hit by tossed controllers) and buckets of paint (walls that were fixed from the damage by tossed controllers have to look neat again).

Although most of the puzzle is of the 'throw a switch to open/activate something elsewhere' variety (which Eidos successfully took into 3D with "Tomb Raider" that same year), "Legend of Oasis" shines on the videogame scene the same way an outdated antique stands out in a room full of new products: looks outdated and out of place, but holds plenty of sentimental value for the few who take their videogaming habit seriously. Think "Zelda" and/or "Prince of Persia", but subdued and under the calming influence of a relaxed pace until the next stumper gets you angry again.

OVERALL: B- (82)
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Worth tracking down and finding if you're a sentimental fool who shouts and loudly proclaims his/her affection toward the good old days of gaming when 'it was all about gameplay... without emphasis on... flashy graphics...', "The Legend of Oasis" is the closest thing to an action RPG on the domestic Sega Saturn that challenges the IQ with the Þ­type of brain-busters hardcore gamers crave ("Alundra" anyone?). Recommended, if you can find a Caldor store closing out their unsold videogame inventory (which is the only likely location that might still have copies of the game, since it's as hard to find as the chances of Argentina ever winning another FIFA World Cup... right? :).
- J.M.Vargas