Ys: Memories of Celceta

released on Sep 27, 2012

A bustling town deep in the frontier at the foot of an endless sea of trees... It is into this wild and untamed setting that a young man collapses, memories gone and only his name to guide him. Bereft of his past, Adol Cristin wanders the town of Casnan searching for clues to his identity. Joined by an information dealer who claims to have known him, the young adventurer helps rescue doomed miners from a collapse; an act which attracts the attention of the Romun Army general in town. Impressed with their skills, the pair is enlisted to explore the Great Forest and map the vast expanses of Celceta – a task which many have attempted in the past, but from which none have ever returned alive. Alone in this strange and uncharted frontier, Adol must brave the perilous sea of trees as he struggles to regain his memories and decide whom he can trust, and who is simply attempting to take advantage of his memory loss in order to deceive him...


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Genres

RPG


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man, i really want to like this game more. the core gameplay is an improved and refined version of ys sevens, ost hits most the right notes but everything else? pretty disappointed with. especially the story and characters. dungeons weren't all that fun either, accompanied by some of the most uninspired bosses since ys 6. on top of all of this, the way the story ended was so bad i couldn't help but laugh

Divertido, pero chicloso hacia el final

Ended up liking this way more than I anticipated, given how much it inherits from Seven. The battle system feels weighty and snappy and I love it everytime I'm on a dungeon but dread arriving at a new town to 30 mins+ of cutscenes and boring dialog.

I dont hate it as much as other people do, but I do wanna play dawn of ys out of curiosity. soundtrack is fire

I should have known something wasn't right about Memories of Celceta by the one-hour mark. Looking back, I’ve now repeatedly picked up and shelved this game a grand total of five times over the past year, with my feelings upon the game becoming more mixed every time. In fact, it actually made me question whether or not I liked Ys Seven to begin with. Upon a quick replay though, I can confirm that the issue was not so much Ys Seven’s baseline mechanics but rather Celceta’s interpretation of said mechanics. For the sake of simplicity, I’ll refrain from poring over Celceta’s general background (since the core ideas have carried over from Ys Seven and have been thoroughly explained here) and treat this write-up more as a compare & contrast.

The first thing that comes to mind is that despite carrying over the baseline combat mechanics from Ys Seven, Celceta’s pacing feels far more sluggish than Ys Seven. This struck me as quite odd at first, because there’s no immediate culprit that would draw my ire as anything that was excessively grindy (as compared to Ys Seven, which really suffers from an end-game resource grind for the best weapons in the game). Upon further reflection, I came to realize that it was actually a mix of smaller factors that kept intrusively interrupting the flow of Ys’s traditionally frenetic bread-and-butter gameplay over the course of the entire run. For example:

- Celceta has tons of slow swimming thanks to all the different water bodies and water elevation puzzles scattered throughout the overworld and the dungeons. This gets even more obnoxious because there are tons of enemies present in the water that Adol and company have to fend off with a very committal thrust (since you can’t dodge or flash guard while swimming).

- The first half of the game doesn’t let you freely teleport between differently colored monuments, which becomes very tedious when backtracking for resources/side quests/healing. It’s not until the Primeval Lands are unlocked and you obtain the Gold Wing that backtracking becomes much more efficient.

- There’s some coding/binding oversight that doesn’t let you use your special attack bound to the Y button without expending your EXTRA attack/gauge if it’s completely filled up. The result is that I felt pretty reluctant to use the Y special attack most of the time, and accidentally threw away my EXTRA attack plenty of times, forcing me to engage in additional grinding to enter every boss fight with a full EXTRA gauge.

- There are some high-level enemies near the beginning of the game with tons of health that you’d think would be a good idea to avoid; however, it’s actually pretty easy to defeat them by flash guarding the telegraphed attacks and they're worth boat-loads of experience. The Golden Pikkard near the middle of the game functions similarly to this, in that it can grant multiple level-ups at a time and is otherwise a somewhat unengaging fight since it will just run away from you while tanking attacks. These opportunities feel too good to pass up since it’s often very little risk for significant reward, resulting in the player occasionally grinding to become over-leveled for a good chunk of the game.

- The game encourages you to go for “aerial combos” juggling enemies for extra damage, but most characters are incapable of using standard attacks to hit launched foes because there’s no jump and most standard attacks aren’t pointed upwards. This creates this gap in combat where after hitting enemies with launcher special attacks and running out of the SP gauge, you have to wait for enemies to return to earth before resuming your assault.

- Each of the six playable party characters has a “unique” action that requires you to switch to them to activate something in the overworld (ex: Adol is the only one who can access memories, Duren is required to unlock chests, etc). This wasn’t completely absent in Ys Seven, but it’s significantly more intrusive in Celceta because there are many more instances requiring character-specific context-sensitive prompts, so a lot more time is spent menuing to switch party characters on the fly if the ones you’re currently using for combat don’t correspond with those required for overworld actions.

- While there’s no late-game resource grind as previously mentioned, there’s something far more egregious that players may feel incentivized to do. Due to some developer oversight, Falcom misaligned the world map, which means that to achieve 100% map completion, you have to unintuitively “hug” walls of certain areas to register them as part of the percentage. This gets particularly grating because the game is very picky as to what has/has not been registered, to where unregistered parts of the map may not even appear to be visibly faded while looking at the map display. You don’t have to 100% the map to beat the game of course, but since the item you receive as a reward for doing so is extremely valuable (a sub-item that accelerates the accrual of your EXTRA gauge), most players will probably end up going through this laborious and unclear clean-up that was fortunately addressed in Ys VIII with far more generous guidelines.

Looking past these pacing issues, Celceta does at least expand and often improve upon the toolkit from Ys Seven. For instance, dodge-rolling right when enemies attack performs a “Flash Move” that grants you temporary invincibility and temporarily slows the enemy down (as opposed to the Flash Guard, which is more of a “parry” that builds up your SP/EXTRA gauge), which should theoretically open up more avenues of combat. In addition, new special attacks for characters are naturally unlocked as the player progresses through the game’s fights; while Ys Seven ran the risk of players potentially not gaining permanent access to new special attacks if not used enough with new weapons, Celceta’s unlocks operate independently of purchasing new weapons to avoid this issue. Lastly, Celceta provides a stronger incentive for utilizing special attacks by allowing players to regain half of the expended SP if the special attack is used as a finisher, rewarding players for wisely timing special attacks to improve the flow of combat.

The more pressing issue then, is that the enemies and bosses are not scaled appropriately to match the player’s buffed toolkit, resulting in what is probably the easiest Ys game to date. Ys Seven at least ran the risk of punishing the player for mistiming the Flash Guard: if the player is hit during the end-lag after the active parrying frames, they would receive critical damage, thus balancing the risk vs reward. Meanwhile, Celceta not only removes this risk altogether, but in fact allows the player to mash the Flash Guard with no delay between inputs to quickly build up the SP/EXTRA gauge in practical invincibility, trivializing fights. Similarly, the charged attack is streamlined from Ys Seven to Celceta: Ys Seven forced the player to commit by holding down the attack button, while Celceta instead links the charged attack to a built-in timer (wait long enough without attacking and the next attack you launch will be charged). While this doesn’t appear to be a drastic change, there’s a lot less decision-making that goes into the latter compared to the former; the player is consciously making the decision to charge up an attack in Ys Seven, but in Celceta, it’ll naturally charge while dodge-rolling around anyways. Finally, remembered when I mentioned that most characters are incapable of hitting launched enemies with standard attacks for aerial combos? There’s one exception to this, and she’s the most busted character in the game: Karna can often infinitely juggle enemies with her ranged standard attack, and can in fact out-space the vast majority of mobs in the game. Couple all of these things with the activated flash-moves from rolling through enemy attacks, and Celceta’s combat often devolves into mindless hit-and-run strategies where you can dodge-roll/flash-guard through every attack in the game with little risk to the player.

As a result, Memories of Celceta lacks an engaging difficulty/learning curve compared to other games in the series; the same broken strategies that work at the very beginning are just as effective at running through late-game bosses, and there’s not much incentive for the player to experiment outside of their comfort zone considering how easy it is to fall back upon hit-and-run. I imagine that Falcom caught wind of complaints regarding spongey bosses in Ys Seven and thus toned down their health bars accordingly, but it feels like they went in the complete opposite direction because even the final couple of bosses absolutely melted in a couple of minutes from abusing flash guard critical-boosted EXTRA attacks. The game also lacks a satisfying payoff to justify the tedium: Memories of Celceta tries to place more emphasis upon the individual party members as opposed to the overarching lore (which is why Ys Seven’s limited storytelling feels more acceptable), but so much more time is spent mindlessly backtracking for side-quests that fail to provide interesting lore/character development, and the game abruptly grinds to a halt after an anti-climatic final boss fight that fails to provide any resolution or catharsis to any of the game’s party members. It really feels like Falcom phoned in Celceta's ending in comparison to the simple yet impactful narrative that Ys Seven provided, thanks to Ys Seven’s well-developed tragic villain and emotional climax.

Many have described Ys Seven and Memories of Celceta as a sort of “transition period” between the Ark-era isometric 2D-3D games and the “modern-era” party-based fully-3D games with broader scopes and longer runtimes, but I will go a step further: Memories of Celceta is the stepping-stone of the Ys stepping-stones. The short and thick of it is that while there is no single abhorrent quality or moment that makes the game unbearable, it's also the first Ys game that's struggled to hold my attention and I can’t think of any reasons to recommend it as opposed to its peers. If you want a tougher game with less developed mechanics but a tighter execution to fit its rougher toolkit, then Ys Seven is the way to go. If you want a more expansive and polished toolkit with a more engaging difficulty and learning curve to justify said toolkit, then Ys VIII is your weapon of choice. Finally, if you just want the tale of Celceta told to you in a more succinct and colorful manner, then I’d suggest playing through the original Ys IV via Dawn of Ys. Memories of Celceta loves to emphasize the importance of treasuring the past… but I sure as hell wouldn’t be surprised if this was the first Ys game that I ended up forgetting.

Mesmo com a progressão de cenário pra cenário repetitiva (não é como se os anteriores não tivessem isso também), todos os outros elementos principais da saga me prenderam muito bem aqui mais do que os outros jogos da série.