Developer: Konami Publisher: Konami Release: 02/20/87 Genre: RPG
Konami were a force to be reckoned with during the 8-bit era. Next to Capcom they were one of the most versatile developers on the system. But even considering their enormous output on the platform they have just as many awesome hidden gems that never left Japan. Esper Dream is a cool action RPG that reminds me of a top down Goonies. It is hard as balls but oh so good. With its unique setting and mechanics this one is a winner.
The mayor of Brick Town’s daughter has been kidnapped by a mysterious evil and the people are powerless to help. Instead they contact a young boy from the human world through a magic book. It just so happens that this youth possesses psychic powers and can travel between worlds using this book. Unfortunately once in Brick Town he cannot come back. Now he must help the people of Brick Town while also trying to find a way home.
Esper Dream differs from the majority of RPGs on the Famicom in a number of ways. For one the setting is not fantasy. Instead the game spans a number of worlds and settings like something out of a story book which is apt. The first world takes place in a house where you are tiny complete with giant tables and computers you travel inside. World three is composed of crystal and the final stage is based on chess which is extremely cool. There is no overworld connecting each world; brick town is the hub and every world has passages that connect each other. In fact you can enter any world right from the start. Of course you will die right away but the freedom was new for the time.
There are five worlds in Esper Dream, each with a number of dungeons containing numerous items. Some of these are key items necessary for progress. Other dungeons are completely optional and contain potential power-ups. The dungeons range in size and surprisingly do not get progressively larger. In the marshland, the second to last world, all dungeons are a single room. While the entire game is open from the start there is a set order the game wants you to follow to find certain items and continue the trading quest that spans the whole game. You still have a lot of freedom despite this; if you master the battle system you can potentially acquire end game equipment early.
There are no random battles in Esper Dream. While walking enemies are represented by moving footprints. Encountering one transports you to a small arena with 1-8 enemies. You can avoid combat if you choose although in every area there are enemies that are unavoidable. Combat is real time as you attack with weapons or psi powers. If you find and destroy the one weak wall you can run away but since you move slowly it usually is not viable. You learn different psi powers at set levels such as psi blast, teleport and barrier. Some you can buy early but they are so expensive you might as well not bother. Not only because of the cost but because you need every last bit of gold to try and survive.
The difficulty curve in Esper Dream is steep from the onset. There are very few weapons and armor and they all extremely expensive. The grind for gold does not stop until close to the end of the game. There are only a few sources of extra gold and they are not much. In lieu of better equipment you must rely on your psi powers and leveling up to survive. Experience comes slowly after the first few levels and it never feels like you are keeping up. This is because there is a sharp spike in enemy strength around the third world. By that point you will rely on your psi blast power almost exclusively as even the bazooka, the most powerful weapon, is weak. With all healing items only rarely dropped in combat you will spend far too much time warping back to town and retracing your steps.
There is still a lot to like about Esper Dream although I have listed a number of flaws. The game is not that long. Were it not for the grinding this would be a 2-3 hour game. The worlds are just big enough that you will find rewards for exploration. But if you have no interest in that bee lining the main quest is also optional. A difficult option but still possible. I like the game’s dream like setting; it is a far cry from the generic medieval fantasy everyone (seriously look it up) was creating in the wake of Dragon Quest’s release. The lack of random combat is also forward thinking for the time. You will need a lot of patience with this one but I think the time spent is worth it.
In Closing
Esper Dream is a great game in spite of its flaws. The RPG genre was still going through its growing pains at the time so it can be forgiven for its trespasses. Despite some annoyances the gameplay is compelling and the production values were a cut above most of its competition at the time. Find the fan translation and enjoy this lost classic today, you will not regret it.