Dark Half

Dark Half

released on May 31, 1996

Dark Half

released on May 31, 1996

Through the Light came the Darkness, and through the Darkness came the Light. They were inseparable in the beginning, and gave birth to each other. Rukyu appeared before all the other creatures, the great demon of darkness, later to be known as the Satan. The divine hero-god Roda went up to his dark realm to defeat him, but was struck down, and presumed dead. But the hero couldn't die so easily: he swore to defeat Rukyu once and for all. Meanwhile, Rukyu doesn't just stay in his realm, waiting for Roda: he goes out to the world as a death-bringing sorcerer, and he is out for Roda... The game is quite different from most other RPGs, because it lets you play as both the "good" hero and the villain. The game is divided into chapters, and each chapter is played by either Roda or Rukyu. You switch the two heroes chapter-after-chapter, and lead them to their ultimate battle from two opposite sides. The entire game, including the battles, is viewed from an isometric perspective. The battles are random and turn-based, and the battle field is divided into squares you can position and move your characters on. Both Roda and Rukyu can have party members join them, and both attack mostly with magic. Rukyu uses a special energy called "Soul Power", while Roda cast one-time spells from scrolls he receives after battles.


Released on

Genres

RPG


More Info on IGDB


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Game Review - originally written by (wraith)

This looks like a pretty cool game. And it’s developed by Westone, the Wonderboy guys. Quite a turnaround! Anyways it’s an RPG played out from an isometric perspective. Battles are a little tactical, kind of like, oh, I don’t know, like Rhapsody if you’ve played that, where you move by squares and end turns and stuff.

The antagonist of the game seems to be SATAN. Which is pretty cool I guess. Those Westone guys sure don’t mess around. And the main character has a brother named Jose. Jose likes to run away from every battle. Jose is fairly useless. Damn that Jose.

This game got my interest by being a game with a odd concept where you play as both the antagonist and the protagonist! You both have a shared spirit bar at the top that, when depleted, is game over for both characters.

The villain is a extremely powerful god-like deity that commands monsters and has close to limitless power as he retrieves the relics of his that were scattered with his imprisonment and wishes to take revenge on humanity.

On the other end, you play as a young man who is suddenly given the destiny to retrieve relics of his own to battle the evil being and save humanity from the dark one.

The biggest issue I have with the game is that whilst you can control your party members on the hero side, the monsters basically get to do whatever the hell they went, which isn't good when a creature keeps using an element against an enemy that is immune to those powers. Their AI is pretty basic which is a let down as you can't control them and they can waste their turns completely.

The story uses some judo-christian ideas of the origins of the world, but also twists them on their head which made the story genuinely interesting to me and even leads to two alternative endings that result from either end winning in the end.

An impressive, if kind of weird game, but it's certainly worth noting down for the future.

Gameplay + Stream

Westone's Dark Half strayed from the formula in at least two ways, first by staging a dual-perspective story - one as a demon king out to terrorize the world and the other as an archetypal JRPG hero (an approach revised years later as Breath of Fire IV), and then with its diceroll-y, EXP-less progression. Its foundation is no less original, an isometric 'open world' with straightforward, segmented, brief semi-tactical combat. As the proceedings alternate between short, linear chapters (of 1-2 towns plus a dungeon), Rukyu & Falco's disparities also become apparent in gameplay: Whether battle strategy (stationary spellcasting versus mobile teams), party-building (monster capture versus standard recruitment) magic (powerful innate spells versus single-use items), spell-learning/improvement (collecting monsters versus treasure), stats (max-level attributes versus loot-driven random boosts) or even gear (one can't even open chests, whereas the other works with upgrade/exchange systems). Among the few notable JRPGs of '96, theirs is perhaps the most structurally creative.

Sadly their biggest difference involves the weakest element, the hunger meter-like fail state of Soul Power, replenished on one side by hunting villagers and the next via special resources. While typical of their offbeat approach to systems, its effect indirectly discourages exploring and makes their lengthy, puzzle-y, somewhat cryptic dungeons even more aggravating. Nonetheless, their specialty remains the details, which one can detect and appreciate from time to time. For example, those spared or slain in the antagonist's run carry over to the protagonist's, whose subsequent actions will determine the ending. Everything here is wrapped in a sullen, almost pensive atmosphere and marked by morbid humor, mainly due to the villagers (who - on the demon's playthrough, show little panic over the ongoing massacre of their town).

An obscure SNES JRPG where you spend half the time playing as the villain, going around villages to kill people and suck their souls, and the other half as the hero trying to stop that villain from destroying the world. The two even play differently, with Rukyu (the bad guy) being a powerhouse that however has limited time to waste and needs to rely on recruiting monsters, while Falco (the good guy) is a more balanced hero with a fixed party.

It's a cool idea that's executed overall pretty well, but I think it's best played with the understanding that it has some of the jank that sometimes accompanies an RPG of its age, and should perhaps be played with a willingness to use a guide or save states every once in a while if needed. Otherwise, I think it's a very creative concept that makes for a pretty good story, and is worth playing for fans of the genre or those interested in the premise.