Arc the Lad

released on Jun 30, 1995

Arc the Lad is a tactical role-playing video game developed by G-Craft for the PlayStation and is the first game in the Arc the Lad series. It was released in 1995 in Japan, and released in North America on April 18, 2002, as part of Arc the Lad Collection. The Japanese released was published by SCEI, while the North American release was published by Working Designs. It was the best-selling Japanese PlayStation game of 1995 with over a million copies sold. Arc the Lad was followed by two direct sequels and many games that make up the series. The story begins as the young girl Kukuru goes to put out the Flame Cion. At the same time, the hero Arc begins his quest to search for his estranged father, who left him and his mother 10 years ago. The two meet after Kukuru has put out the flame and is attacked by monsters.


Also in series

Arc the Lad: Twilight of the Spirits
Arc the Lad: Twilight of the Spirits
Arc the Lad: Kijin Fukkatsu
Arc the Lad: Kijin Fukkatsu
Arc the Lad III
Arc the Lad III
Arc Arena: Monster Tournament
Arc Arena: Monster Tournament
Arc the Lad II
Arc the Lad II

Released on

Genres


More Info on IGDB


Reviews View More

I dunno what I expected, trying to pick up and play a classic JRPG in 2023 and rating it with modern impressions, LMAO.

"Japan has given us such masterpieces as the Final Fantasy series, Star Ocean, Wild Arms, and of course, Arc the Lad. Yes, some of the finest vidcons in the world were created by Japanese. I come to you today to ask you in all earnesty, what is your favorite vidcon? I will reveal mine after the grand debate has illustriously begun, but not before the first poster falls victim to my plot of discussion." - Truck pump

Tiene a Zoro antes de que existiese Zoro

Great SRPG that's really newbie friendly to anyone new to the subgenre. Which i never expected at all so it was a pleasant surprise. Aside from its newbie-friendly nature, the gameplay also provide a great deal of options on how to tackle its encounters which is nice, though it doesn't really resonate with me personally. I guess, it has to do with the combat design not really having or perhaps communicating any clear direction on how to really excel at its gameplay. That would be why the gameplay bugs me. But what is there is fun enough to keep me going through the game so it's decent enough ye. The story is also solid with decent execution on its environmental themes and all that. Solid OST too if a bit underwhelming, considering how big a fan i am of the composers (Masahiro Andoh and Hirotaka Izumi of T-Square fame). Overall, it's a great game that hits all the major metric i look for in a JRPG/SRPG nicely, i just wasn't particularly hooked on it for some reason

So uneven it feels unfinished. The environments alternate between ultra-detailed backgrounds that eclipse anything on SNES and so-plain-it's ugly empty rooms; the story is bookended with incredibly affecting moments, but almost everything in between is generic fantasy filler. The main story is fairly short for an SRPG at around eight hours, but the side quests are all absurdly padded: a mission to clear the same two areas again and again until you've killed a hundred enemies between them; a fifty-floor bonus dungeon; and a 'battle tournament' in which you fight the same one-on-one duel against the same unchanging opponent over and over again, with rewards handed out when reach a winstreak of 10, 20, 40, 80, 120, 160, 200, and finally 1,000 wins. Who would actually do this? I can't help but feel like everything except the dungeon was added solely to pad the game out, and even that's made painfully slow by the need to manually navigate a unit to the exit of all fifty floors (and do it again on the way back up—you didn't think Arc the Lad I would give you a shortcut, did you?).

There are also balance issues. Most EXP comes from kills, so units who fall behind tend to stay behind; this is particularly problematic for Kukuru, a fragile spellcaster who doesn't get a spell that hits more than two tiles away until Lv. 20. On the other hand, completing even one sidequest will put your units so far ahead of the curve that the rest of the game becomes trivial.

There are interesting ideas here and there, like a Throw stat that determines the range of consumable items, but they can't save Arc the Lad I from mediocrity. Great soundtrack, though.