
Review by Clark A.
A surprising number of franchises have been able to achieve the 25th anniversary milestone considering the relative youth of the games industry. However, much fewer IPs have histories as rich and remarkable as Ys. Nihon Falcom hasn’t been shy about making complete visual and mechanical overhauls, outsourcing titles to other developers, or bringing the series to obscure platforms. It’s extraordinary that such a prolific property can maintain its quality despite that.
So while Ys: Memories of Celceta may not be an astronomical leap beyond its recent predecessor, it gets away with it quite smoothly, still bringing along worthwhile formula revisions that enable it to create its own identity. Considering the staleness of many similar properties, fans are hardly going to care upon playing and even those who missed the PSP entries will unwittingly adore Celceta’s novelties.
While it is modeled largely after Ys Seven, series fans will be pleased that it bears several worthwhile revisions. The ability to dodge and guard as well as the more advanced “flash”-based derivatives keep combat from growing stale during your 20+ hour stint. Throw in several characters with their own play styles, skills, and advantages and you’ve got a lengthy series of entertaining bouts to look forward to. Well, so long as you remember not to play on the nearly brain-dead easy mode.
How Celceta truly distinguishes itself from the rest of the series, though, is by offering an additional driving objective beyond the central narrative. Early on the player is offered a lofty 30 million gold reward for exploring a forest. Being compensated for traversing a vast overworld is an exciting proposition indeed and did in fact motivate me to search alternate pathways.
Make no mistake though – Memories of Celceta still has all the requisite trappings the series is known for and the aforementioned tweaks do indeed greatly enhance the overall experience. Even though the concept of a secondary objective isn’t fully realised, the story is aberrantly motivating by Ys standards. Series protagonist Adol Christin is motivated by gathering his memories from physical locations and you can often do so at your own pace with no prompts, making encounters with villagers feel less scripted than they are. It’s also nice to be able to string Adol’s past together as you pick up the pieces since the game allows you to view acquired memories at will. Technical Editor
