Sword of Vermillion


Review by Kevin Oleniacz



Graphics: 8

Sound: 7

Gameplay: 9

Overall: 9

The RPG genre for the Genesis never really obtained the level of notoriety that SNES RPG’s have. There aren’t any outstanding epic quests that measure up to the Final Fantasy series (please don’t say Phantasy Star). Sword of Vermillion was one of the early Genesis RPG’s. Although decent in some respects, S of V’s age is apparent. The thin storyline follows a well-traveled path. In it, you venture from one locale to another, picking up clues and helpful items, ultimately saving the world from the clutches of evil (zzz). All that’s involved is travel - from castle to dungeon maze to town, and back to castle again. The cycle seemingly repeats ad infinitum. Party members are not drafted and the main character doesn’t really have a personality. The maximum level of 31 [editor’s note: that’s still one higher than Super Mario RPG!] is easily obtainable before your final destination is reached. Other than the monster graphics, which only contain a dozen classes of beasties, S of V’s overall design is parallel to any 8-bit game. The tilted top view switches to a side view during combat.

In spite of all of this, this game has its merits, too. It’s better than average in comparison to other Genesis RPG’s. Unlike EA’s Rings of Power which is painfully slow (failing one of my prime criteria for “good” RPG’s), this one moves along just fine. The game is easy to pick up, follow, and enjoy, unlike Renovation’s Traysia or EA’s Buck Rogers. The action sequences contain a smooth and simple interface without any impossible jumps or “stuck” points, like those found in the otherwise excellent Landstalker. Sword of Vermillion is a fine investment for the adventurer who keeps an eye on the bargain bins, but this game is no Final Fantasy... nor is it even Phantasy Star IV, for that matter.


Go to Digital Press HQ
Return to Digital Press Home

Last updated: Wednesday, December 10, 2003 02:33 PM