Developer: Sega AM2 Publisher: Sega Released: 1990 Genre: RPG
Role playing games usually do not show up early in console’s life. They take longer to develop than your typical action game or shooter so require more time. Let’s be completely honest, most early Rpgs for a new system are not very good either. Sega bucked this trend with Phantasy Star 2, an extremely difficult yet fantastic game that shaped my view of what a sci-fi RPG should be for decades. While everyone remembers Phantasy Star 2 no one talks about Sword of Vermilion. It is an interesting title with a large pedigree behind it. But that does not mean it is worth playing today.
Sword of Vermilion tells the story of the son of Erik, king of Excalabria. His homeland was destroyed by the evil Tsarkon when he was born but his father’s most trusted warrior Blade whisked him away and raised him as his own. But on his deathbed Blade tells the prince of his heritage and tasks him with collecting the 16 rings of good and evil to free the world from Tsarkon’s rule.
While Sword of Vermilion is forgotten now it is not because Sega did not try. Sega’s marketing slogan early on “Genesis does what Nintendon’t” prominently featured Sword of Vermilion in its print ads. That one screenshot of a knight fighting a massive dragon probably enticed many gamers into giving the game a try. But I’m sure once they realized the game is a tedious slog it was put away and promptly forgotten. The game features a variety of gameplay styles yet somehow they don’t make for a compelling adventure.
I will give the designers credit for creating an ambitious game. Sword of Vermilion’s gameplay encompasses a variety of styles with some more obnoxious than others. Walking around in town uses the familiar overhead perspective. The overworld map and dungeons are in first person, similar to Phantasy Star but with a smaller window if you can believe it. Battles eschew turn based commands for an action RPG combat in small arenas. And finally boss battles are side-view as you fight one on one. Even though this was Sega AM2’s first RPG they did swing for the fences.
Ambition will only get you so far however. Nearly every facet of the game has glaring issues that make it a chore to play. When exploring the overworld map mist covers new areas until you find a map. Generally the game is good about giving them to you but there are late game areas that force you to wander blind. Dungeons are similarly dark unless you have a candle but these are temporary. With your limited inventory it is entirely possible to run out and wander in the dark with a small circle as your only light. With the game’s high encounter rate you might as well reload your last save.
Speaking of battles, on the surface they are simple. Every fight takes place in an open environment with one or up to ten enemies. To run from combat you can simply walk off the side of the screen. Doing so can be problematic as the game will randomly place enemies. It isn’t unheard of to enter an encounter surrounded by ten aggressive Medusas and die in seconds. Like almost all old RPGs death sends you back to the last save point with half your money gone. In this game that is dire. Boss battles may be the most visually pleasing aspect of the game but are mechanically simple. You can only attack; no jumping, guarding or even magic allowed. Once you’ve figured out there simple pattern these fights are a cakewalk.
What largely kills any other interest in Sword of Vermilion is its repetition. Every town looks exactly the same; the color of the buildings might change but it is still largely the same green and brown palette for the entire game. Every first person dungeon uses the same drab grey walls, they shuffle the layout but it is still the same thing. This extends to the enemies as well. There are maybe nine or ten enemies that are palette swapped constantly and it grows old fast. Even the few bosses suffer from the same palette swapped repetition. If they did not have the resources to create new assets maybe the game should have been shorter to avoid so much recycling.
This is not a particularly long game but what drags it out is the excessive grinding necessary for progress. New weapons, armor, and spells rise in cost fast and the game does not keep up. In addition the amount of experience needed to level up becomes ridiculous in short order. With the high encounter rate any charm the game may have had is quickly gone as you spend far too much time fighting repetitive enemies for too little kims and experience. You cannot opt out of the grind either as you need the currency to buy the gear to survive against the stronger enemies to progress. It is a vicious cycle and one that is not the least bit fun.
In Closing
I respect the designer’s attempt at making something different. Ultimately Sword of Vermilion is not fun and is a slog. To an extent most old RPGs suffer from repetition and grinding. But even by that standard Sword of Vermilion is especially bad. You need to overlook far too many flaws to enjoy this one. Play something else.