Reviews from

in the past


really cozy ps2 game. it's pretty dated, and still had a lot of ps1 action game dna, but it's definitely worth a shot if you're patient with older game design. the dungeons are random so they're kinda bland and the gameplay is nothing special. but as a whole this game is comfy and fairly engaging. it's pretty cheap so i was able to play this on real hardware. a really sweet early 2000's town building/dungeon crawler. tons of charm.

really good dungeon crawler and city builder kind of game highly recommend to anyone and everyone. downsides towards late game starts to drag a bit and you in order to get the good weapons rewards for me at least you got to look up a guide

A fun, fastpaced dungeon crawler. The odd weapon break system was not a smart add, and being forced to use certain characters is never fun. Not too hard to adapt to that, and the games other features were really neat, town-building especially.

True adventure experience. A great work by Level 5.
Fun gameplay, great immersion, endearing soundtrack, great graphics for 2000s standards.
Tight controls.
Highly recommended. I still play it time and time again. In fact it is my 5-ish sessions. The first was in 2003.

Juego de mi infancia, re-jugué mil veces la demo de ps2 que tenia hasta que aprendí a piratear la ps2, y pude jugarlo completo.

Una experiencia que ojala otros muchos juegos me puedan dar porque en serio que este juego es muy simple, pero a la vez tan rico en historia, personajes, enemigos, jugabilidad, música, y puedo seguir así... aunque quizás me esta poseyendo la nostalgia pero para mi es un 10.


On today's episode of Georama: turban boy loots cool knives, Goro jobs again, the town NIMBYs residents complain about some missing orbs (wait, that's Jak), a gun-toting moon rabbit breaks the game in half, literal "dark Cloud" dumps his backstory all in the final dungeon, and the player runs out of water or weapon health again!

Just a day in the life of Level-5's debut game, a less-than-clever but earnest homage to ActRaiser & other mid-'90s alternative ARPGs and dungeon-crawlers. I keep reading reviews from others who bounce off due to awkward controls, even more awkward mechanics, and truly awkward moments in the story and progression further in. But I think it's that awkwardness which set my expectations to a reasonable level. You're not getting a polished experience here, not in the slightest. This was an experiment, a way for ex-Riverhill Soft veterans to dip their feet in a genre their former employers shied away from. And ever since, Dark Cloud's hung over them, looming in the distance as a reminder of when Level-5 made standalone adventures. They've been chasing media-mix behemoths like Inazuma Eleven, Yokai Watch, and Megaton Musashi since the HD era, but I wish they'd consider making something quaint like this title again.

That said, I don't blame anyone for jumping straight to the sequel, even considering its own jank. A journey around the world rebuilding towns and people's lives sounds great, but you spend most of your time in randomly generated dungeons, dealing with combat and item/equipment management. The game's enemies usually aren't hard to deal with, having just one or two predictable attacks. It's things like weapon deterioration, imperfect hitboxes, and certain dungeon floors forcing you to use a subpar character (ex. Goro…) which sully the fun. At least you get more than enough consumables for repairing your gear or haste-ing through levels. For all its rough bits, the crawling-fighting loop here is competent enough, and often bite-sized in a way that makes it easy to return to at any time.

Dark Cloud shines with its Georama system, where you use the Cool Orbs found in dungeons to rebuild whichever town they correspond to. This means not just placing buildings and land features in ways that make sense, but re- enabling the lives and schedules of others. Norune Village at the beginning sums this up very well, as any opening part of a game should. Talking with each and every villager you rescue from purgatory gives usable hints on how to improve their homes and hearth. Get things wrong and you suffer consequences, such as Gaffer falling from his ladder and only selling a limited shop inventory if you don't add items in order. Maximizing your ratings with each Georama section involves a rewarding loop of conversing with everyone to find that right balance, then scouring the premises for bonus item chests you get from higher ratings. I wish you didn't have some key moments tied to gimmicky quick-time rhythm games, but at least those are over quick.

Much like ActRaiser back in the day, Level-5's game thrives on the symbiosis between two game loops—one consumptive and one creative—with dungeon crawling playing into world creation and then back. Neither part of the game's that complex or involving on their own, but mesh so well in the midst of a playthrough. This works great for most of the game, but then the last two areas (Moon and Gallery of Time) sag in quality by misusing the dynamic. At the same time you're doing more, harder levels testing your character/weapon builds and inventory, the Georama segments get very linear and predictable. What before offered an illusion of a customizable, in-depth experience becomes more obvious, more repetitive. Now sure, I love to upgrade and evolve weapons in this game, but that system works best in service to tangible progress. As mentioned, awkward elements are easier to forgive when the story's active, the world's offering something new, and the end's somewhere in sight.

That leads me to another glaring issue: Dark Cloud's story is comically backloaded, to the detriment of earlier, better designed sequences like Matataki and Queens. It's already a simple tragic tale of an antihero's love interrupted, leading to even greater calamity across time. But shoving the majority of that larger narrative into the final dungeon reeks of "we had to rush this part, sorry!". Until then, you're left with a rather generic "defeat the Dark Genie" plot which gets stuck in the background until Muska Lacka. By contrast, Dark Cloud 2 does a way better job of revealing and twisting the main plot from start to finish, albeit via some more blockbuster tropes and framing. The prequel's so much more about atmosphere and light character interactions up until the last stretch. Again, it's less that the story's bad, more that it's needlessly thin and tangential to what you're doing for most of your playthrough. (What I've heard of the studio's following non-Dragon Quest games tells me Akihiro Hino still doesn't know how to write a rock-solid story or world, honestly.)

However, atmosphere is one way this game rises above that problem. Part of this might just come down to my own nostalgia, having played the game multiple times since the late 2000s, but it's just so charming. Dark Cloud's visual design takes a refreshing turn away from ye olde JRPG stylings, starting with the Weird West village Toan's from. The generally colorful, decently detailed town areas give life to their more sparsely constructed dungeons, both through architecture and NPC designs/dialogue. Tomohito Nishiura offers the first of many great Level-5 soundtracks, with its simple and clean arrangement of melodious multi-genre tunes. I could listen to tracks for locales like the Wise Owl Wood, Shipwreck, Matataki Village, or Queens all day. The user interface shows its age in terms of usability—far from bad, far from ideal—but it's easy enough to navigate and has a comfortable leather-and-parchment feel too. Cozy's an accurate word for this game in general, even during its darkest story moments (some unnerving enemies aside).

If you haven't tried either Dark Cloud game, I'd recommend at least trying this one before moving on to the sequel. It's definitely not as polished, expansive, or impressive, but the original's elegance and much shorter time to completion make it a closer contest. Beating the game lets you play through a very tricky bonus dungeon, ideal for testing out your super-weapons and enjoying that excellent ambiance. Both series entries are available on recent PlayStation systems and can emulate very well. Overall, I'd have a fun time replaying this right now, assuming I didn't have bigger priorities in my backlog. So many of the aspects that define Level-5's better-known, more recent games appear here in a primordial form. At the very least, it's a strong launch-period PS2 release which is worth experience both in that context and on its own merits.

P.S. Make sure to level Ruby towards the back half of the game. The final boss is weak to certain elements which are best targeted using either her magic or the right magic-infused weapon with Xiao or Osmond. Regardless, don't skimp on ranged combat!

Hard af and kinda grindy, but hidden gem and one of my fav childhood games

The game is insanely slow and holy shit it's fucking harder than I remember but it's a nostalgia game so obligatory 3 stars.

Very fun formula with a light story. Shame most of the enemies are the most annoying things in the world.

It's been a while since I've played a game that had this many systems that were intentionally supposed to frustrate you (what is even the point of thirst management?) but Dark Cloud is so insanely addicting and charming that it almost makes up for it.

Wish it expanded on all of the core aspects of the game. The narrative, the dungeon crawling, and the town building are all fine, but doesn't really give you much more than what's on the surface for its fairly long runtime.

Wrong kind of jank for me and maybe a little too unforgiving in its prep expectations.

In my youth, I played this game on and off again. Years later, I tried to playthrough but never got to the end. Yet now, I have finally played through it after so many years. This... magical and magnificent fairy tale may have set a foundation in the early days of the PlayStation 2. However, age may have worn this game since it shows its time.

Set in a fantasy world, Dark Cloud centers around a young boy named Toan (Although, the Player are able to rename him and his companions) who is sent on a world saving quest to stop the evil Dark Genie from destroying everything. As Toan adventured foward with new companions to help him, the truth behind the Dark Genie's origins are revealed. A mix of a dungeon-crawl RPG, with a touch of rogue-lite, and town building simulation where request can be fulfilled for additional rewards. There is indeed a repetitive nature when it comes to dungeon crawl games where the Player will have to go in out of the dungeon to fix the town and resupply, but with the playstyle of the different characters can keep things more interesting. However, there is no voice acting in the game outside of character grunts and some of the companions that follow Toan don't really show up in cutscenes. Most of them join and that's it. Yet, they do leave an impression enough to use them in the dungeons.

Combat is a major aspect of the game where players have to defeat monsters to progress through. As well as collecting Atla, what holds the pieces of the region's town. Basically, the formula for Dark Cloud is: "Fight monsters, find the key, collect Atla, and find the door to the next floor". Rinse and Repeat for dozens of times. Mainly, for combat, players will press Cross to attack the monster enough times until they fall, as that is basically it. Each character have their own different attack styles from melee to range attacks. From Toan's combos strikes to Goro's slams and from Ruby's charge spells to Osmond's burst range attacks. Each character has their own unique method of fighting that the Player can master and see which monster type said character can excel in fighting against.

Throughout the game, Players will have to explore dungeons to collect the town pieces to rebuild it and rid the region's influence of the Dark Genie. Some of the characters have their own way of unlocking doors that may be required to get through. However, this can be an issue at times. A prime example I can think of is when Ruby has to open doors with a crystal of a chosen element such as fire or ice. If she doesn't have the proper element, then the Player may be forced to leave the dungeon and go back to it in hopes that the crystal as the right element for them. This type of issue is also added when a character has fallen. If there is a door that needs to be unlocked via that character and they're not available then the Player is SOL and JWF. At then end of each dungeon is a boss. Some of them are pretty easy to fight as others are just outright unfair. One being the third area's boss, The Ice Queen, and the final boss itself. The former has the ability to send a homing freeze attack the character in place before sending down an icicle for additional damage, which may two-shot that character; worst of all that is her main attack. The final boss may be worse because they have an attack that is completely unavoidable unless you use Goro's charge ability. Overall, the combat can feel fun at times but the game does shows it age with certain bosses.

The other half of the game is town building. Here, Players can rebuild the towns they are in to restore what was destroyed. As stated before, players can fulfill certain requests from towns people to additional rewards to help them on their journey. You can also fish in these towns to collect points for items to use to help as well. What makes this fun is that, if the Player can wish, they can build the town the way they want to with their own ideas. The story's progression will require players to rebuild certain buildings to in order to continue on. If the player hasn't collect the necessary parts, they may have to revisit the dungeon until they get what they need. Yet, if sticking with the formula as stated above, this may not be too much of an issue.

The one unique thing about Dark Cloud is the weapon evolution. If the Player has collected a new weapon, they can place attachments to it to fulfil the requirements to upgrade it to it's fullest form. However, this may be troublesome since all of the character's weapons are able to evolve, thus leaving certain supplies short. On top of that, if the weapon's HP is depleted, it will be destroyed, thus losing the progress built on it. Another issue is having the best weapons, especially near the end of the game. Because if certain characters, either through RNG, not having enough upgrades, or don't have the best weapons, then fighting enemies and bosses will take a long time than it needs to be.

The music in Dark Cloud helps with its atmosphere of being a whimsical adventure story. From the music to Toan's home village to the each dungeon's OST, there can be a sense of relaxation while playing the game. However, this can be interrupted with the same battle music every time the player fights an enemy. Yet still, it does keep the game still is able to keep its charm.

Overall, Dark Cloud has charm with its premise and gameplay; unpolished and outdated, but enjoyable. As with it being one of the PS2's launch titles, it has its place among the games worth being noticed. The Toan's story has been told and this review is at its end. Something that should've been done a long time ago is finally done. Now it is time to move on.

Nigel Thornberry wakes up a cool genie but instead of dealing with that you go in dungeons for whole game lol xd

Lots of very fun ideas but it hasn't aged the best. Merges city customization with RPG elements and dungeon crawling.

Dark Cloud is too much grind, combat is too fiddly and repetitive, and the last third of the building projects offer no creative leeway. Still, scouring a dungeon to retrieve shops and NPCs to add to a village remains undeniably satisfying

I had a friend in middle school name Gary. Or maybe it was George. Gir... Giraldo? It was some kinda G name. We bonded over Battlebots and for a while we tried to build one of our own, which was just an RC car we stuck a really long nail to that we found near some train tracks. Gabe was also obsessed with Dark Cloud, Level-5's debut game and a cult classic for the PlayStation 2 that otherwise would've totally passed me by were it not for long afternoons of watching him crawl through dungeons after test driving Naildoser.

This review is dedicated to Naildoser, who sadly perished when Grant's mom backed over it with her car.

The last time I saw Dark Cloud being played was like, 2003, so I'd entirely forgotten what kind of game this is outside of vaguely knowing it to be an RPG. Going in with fresh eyes left me open to a number of surprises, like protagonist Toan giving a magic item to a stray cat that turns it into a very young looking girl that hugs his leg and calls him "master," and whatever the hell this is. This game might've been made by perverts. It was also made by a team that clearly took a few ideas from Actraiser. Dark Cloud is a hybrid action-RPG/city sim, wherein you scour procedurally generated dungeons for missing homesteads, residents, and items to restore a broken world. However, unlike Actraiser, the balance is way off and Dark Cloud fails to establish a satisfying rhythm between these two disparate gameplay types.

Neither dungeon crawling nor city building have any real depth. As mentioned, dungeons use procedural generation, meaning they're all random combinations of the same open spaces and hallways with aesthetics and enemies changing between locations. It reminds me a lot of Persona 4, and much like Persona 4, Dark Cloud artificially limits the amount of time you spend in a dungeon. Rather than doing so by making MP a precious resource, it instead employs some of the worst weapon degradation I've ever encountered in a video game. I'm talking two combos being enough to snap your +3 Sun Sword like a twig even after applying endurance buffs. It is insane, and I'd go so far as to say it's ill-advised to dive into a dungeon without half your inventory being composed entirely of repair powders. Toan just coming out of these dungeons covered in a thick layer of gold dust and a wild look in his eyes. Maybe I'm a bit biased here, because I think weapon degradation is an inherently awful mechanic that I've never found additive to the experience of playing a game. No follow up to that statement.

City building is also very rudimentary, and largely amounts to slotting specific items and townspeople into set buildings, then plopping them down on the map and speaking to their respective residents for a reward. You can fulfill additional requests, all of which relate to the proximity of their building to certain landmarks, but this is all optional and the game can be a bit finicky about registering whether these requests are satisfied. That's pretty much it, though. There's no method of taxation to increase your party's funds, no resource management, and extremely few townspeople are story or progression relevant. In fact, most barely have any dialog at all. This is fine for the most part, but I would have appreciated it if the game found new ways to make you consider how you're laying out your villages or populated them with more interesting characters.

The worst part about Dark Cloud is that none of these systems ever evolve. It is mechanically unwavering, shallow yet constant. New party members barely change how you actually play, and they all have zero plot significance or even dialog after joining you. Despite initially gelling with how quaint Dark Cloud is, it quickly became a chore. Like, great, I need to get five layers of the sunken ship done tonight. Maybe if I knock that out fast enough I can watch a show or cook a meal. Aw shit, my +5 Magic Hammer broke in two and I lost an hour of progress, I guess I'm eating out tonight, not enough time to make myself a meal.

On some level this makes sense. That level is Level-5 (HhhhhaaaaaaHA!) because this was their first game, and I have to assume they only had so much to work with. Dark Cloud feels like a vertical slice that happens to run 30 hours. There's good ideas, but all of them lack substance. Hell, there's virtually no plot to speak of outside of the first and last hour of the game. I have faith that Dark Cloud 2 resolves a lot of my issues as it seems to be better received, but I'm going to need a pretty big break before I get to it. Need to play something a bit more engaging, like uhhh... Xenosaga Episode 1.

I'm gonna go lay down behind Garrett's mom's car.

This was one of the first games I had on the PS2 that I really enjoyed... and what a game it was!

It's a rare dungeon crawler that I actually really liked. That genre is usually one I find myself disliking, or even despising, due to a lack of variation in its gameplay and there not being a story or purpose.

However, Dark Cloud is much different in that regard... this game has all of these wonderful ideas the game displays throughout. I loved the multiple gameplay elements that helped break up the monotony of dungeon crawling they had in this game - the multiple characters, weapon upgrades, city building with the Georama pieces, fishing, etc.

This was also the first 3D game I played with a day/night cycle, which invested me even more in its world.

With this game coming out in 2000, it has shown its age, but I will always have fond memories of playing it. It also contributes to one of the greatest sequels I've ever played. Its sequel, Dark Cloud 2, takes the ideas of this game as its foundation, and "runs with it." It builds upon it in such a spectacular way, and in my opinion, becomes Level 5's magnum opus (forget Ni No Kuni - that doesn't even come close)...but I'll save that for my Dark Cloud 2 review.

Very interesting game with some serious flaws, chief among them being the thirst meter, which they thankfully did away with in Dark Cloud 2. Town building was fun though, dope soundtrack and a great opening cinematic.

Underrated demais, ainda não termindi mas pretendo um dia desses

Classic RPG, a mix of Zelda, Sim City and a Rougelike, only real complaint is low HP always chimes so keep some heals on you at all times

There is clearly a nice wee game here, but it's buried under so much busy work that hasn't aged well at all. Weapon elemental upgrades and strengthening, weapon degradation, thirst management, all things we still see nowadays, but DC is already clunky enough that these things feel like you're playing some fan modded hardcore mode. Absolutely kills momentum and feelings of progress.

I feel bad because I like everything else about it. The cute town management stuff is lovely, and I'm a sucker for rebuilding/restoring places, but I cannae waste hours wading through shit just to be allowed to do that.

This review contains spoilers

Sorry but Goro ruined this game for me.

I abandoned it at the Gallery of Time level where you have to play as Goro.

Absolute banger of a game. Cool ideas, nice gameplay and innovative concepts for its time.
This game is a "Must have played" title, especially since it's available no PS4 and easily accessible.

This game was my childhood. Fantastic story and fun gameplay. Call me crazy, but I actually like the silent protagonist. The world is about as magical and endearing as a game can be. God tier. Will come back and True 100% it again.


There is a lot of really cool -before its time- ideas here but the gameplay kinda just feels bad

they have got to start making games this silly again

Completely indefensible, but I love it anyway. Impossible to rate.

US version

this game is pretty okay the dungeons parts can get boring because they are mostly palette swaps with new enemy's the whole game and the town building can be fun you get a choice between 6 characters that you can switch from at any time only in dungeons witch are toan,xiao,goro,ruby,ungaga and osmand but why bother choosing when xiao is literally the most overpowered character in the game with long range and a early 30+ damage weapon and by the end is like a literal god i give this game a 7/10