Reviews from

in the past


Almost perfect but lacks some of the newer QoL features that the PC version benefits from like fast-travel. The first of the mainline Ys series that jumped to full-3D and although there are a little quirks here and there, it manages to maintain most of the greatness of the previous 5 games in the series.

It took Adol 5 different adventures to finally figure out how to use items while not pausing the game, so proud of him!

not nearly as good as the other games, which makes sense seeing as its the first one on this engine but still. lackluster ost, boring and obnoxious dungeon design, even the bosses were mediocre. only two takeaways are that its story is cool and the locations (aesthetic wise) we're really pretty to look at

A little too short and not enough substance to satisfy. Hehe, that's what she said.

Adore the island setting and was never bored exploring. The short length and small number of required story events gives the game a wonderfully fast pace. Boss variety is my biggest complaint. Ark doesn't have many main story bosses and half the optional ones are simply stronger versions of other optional bosses. Added to the fact many lack in challenging attack patterns, even at higher difficulties, and you have a less enjoyable boss lineup compared to other entries.


hooooly moly this one's really good

Extremely baller, the only thing that got me to stop was the computer i was playing on getting bricked. I'll go back and finish it some day.

It's peak but the random difficulty jumps are annoying sometimes. mountain zone SLAPS though

Feels like closer to being a nothingburger than the other 2 naphishtim engine games with only a few dungeons and not a lot happening but I found it fun. lived in setting, elemental sword system, some fun exploration, and the dungeons like to mix combat and environment together better than a lot of games I played, ie. the ledges in the cave you can plunge attack from, or the Burroughs the bomb throwing enemies tuck themselves into.

Ys VI has all the usual Ys goodies: meaningful leveling, simple but fun hack and slash combat, and a well written story. I would still say that it is the weakest of the series so far, excepting I and II of course. The levels are often needlessly circuitous or mazelike, and the bosses are just adequate. The story is a bit awkwardly paced, with most of the combat and exploration in the first half and a lot more lore and dialogue in the second half. The three elemental weapons don't feel equally useful, and dash jumping is an obnoxious mechanism. With these minor failings in view, Ys VI is still a serviceable action RPG that doesn't outstay its welcome.

Perhaps I had bigged this game up too much after playing oath of felghana. The biggest fallback of this game is grinding. The pacing of OoF is superb whereas this is closer to the original ys games (I.II). There were many points in the game where I would meet an enemy which I could not damage at all. This was actually because I didn't have enough damage, meaning some bosses I had to sit around and grind, not because I felt I wasn't strong enough but because the game told me to. This is ok in games with limitations, or in Ys' case, a hyper speed combat system which could exploit grinding. But in this game it is not. However, the game starts to pick up about the half way point and this issues isn't a problem. On top of this, Ys has some great music and another brilliant world to explore. I wouldn't recommend this as the first game in the franchise but it is a decent addition to the Ys series.

Everything about this game infuriates me its actually impressive

Las hitboxes son una absoluta y reverenda mierda, pero el juego sigue siendo mejor que Touhou 6: Embodiment of the Scarlet Devil y que Ys VIII: Lacrimosa of Dana

Ys VI: The Ark of Napishtim

Bueno, lo que flojeaba el Oath este es mejor, pero flojea en otras cosas que el Oath tiene bien. Los bosses un poco aburridos a excepción de los del final.

La música bastante buena la verdad. Y la trama más interesante pero 0 VA...

(6/10)

Al 7.

It's not bad at all but Oath and Origin are def superior to the point it's painful to play this older installment.

Terrible, awful, easily my least favorite Ys game, so much so I didn't finish it. Didn't get particularly far, but having played the other two games in the same engine, I can tell that it wouldn't get any better for me.

At least Oath and Origins had an easier mode to play through that meant I could finish it - and Origins was actually fun - but I just don't want to mindlessly kill enemies over and over again just to get a high enough number next to my name as to not die.

so good when you ignore the dogshit bosses and dash jumps

Ok écoutez-moi, le jeu est 99% peak, comme toujours l'artstyle / OST sont géniaux, le scénario est bien et tout... MAIS IL Y A UNE RAISON POUR LAQUELLE J'AI PAS MIS 5 ÉTOILES : LES SATANÉS DASH JUMPS BON SANG JE DÉTESTE CES TRUCS

En gros, j'ai fait le jeu avec souris + clavier et putain faire les dash jumps c'était littéralement presque impossible ET IL Y A UN DONJON OBLIGATOIRE DANS LE JEU QUI UTILISE GENRE 10000000000 DASH JUMPS, C'ÉTAIT L'ENFER. Finalement j'ai dû utiliser un script pour AutoHotKey que j'ai trouvé sur Steam. Sérieusement c'était tellement agaçant

Bien sûr à part ça le jeu est bien, mais ne faites pas la même erreur, jouez- le avec une manette

Loved most of the game other than the jump dash being broken on the Steam version so I couldn't get a bunch of the items.

This review contains spoilers

As the first game of a new battle system nicknamed the Napishtim system, Ys VI landed the fun factor pretty well. The combat feels smooth and the movement felt fast. The game is relatively short, so the combat doesn't overstay its welcome. The story is typical Ys standard, but the lore it adds to the mythology is neat. The Canaan Islands are fun to explore, though it's a lot smaller than what you'll assume. Music is a banger, but that is a given for Ys. The visuals are old but have an odd charm that makes the game hold up. The only flaws I had issues with were the stiff jumping (especially when trying to perform the dash jump), a few times where you don't exactly know when you need to go (though considering how quick skip travel was, it didn't become a detriment), and the few times where you just need to grind (though the combat made the grinding fun to do. Easy 4/5 and an easy recommendation for any fan of Ys and any JRPG fan wanting to try out an Ys game.

Olha, tem seus problemas e em alguns momentos dá uma raiva. O sistema nesse jogo é meio paia, que veio a ser aprimorado nos próximos jogos, sinto que não fazia muita diferença trocar de arma.

A história é boba, pra um "fechamento de arco" é bem decepcionante, porém gosto de todas as interações de personagens do jogo, além de ver vários que já apareceram em jogos anteriores.

Apesar de tudo, tem o clima que todo Ys passa e isso pra mim é suficiente pra olhar com bons olhos.

Ys VI : A New Hope

After the release of Ys V and the mixed reception that it received, Falcom entered a bit of a creative slump not just when it came to the series but their general output as a company. None of the founding members were left at the company and the Falcom of the mid-90’s and onward was a vastly different studio than it was back then. Aside from releasing the next two games of the Gagharv trilogy which saw great success both in Japan and especially in South Korea, the company just wasn’t able to make new IP’s or even new games for that matter.

This was the start of a long era of Falcom just porting their old classics on newer hardware instead of making new games. During that time however, Falcom launched a lot of recruitment campaigns, boasting how great it was to work at Falcom (it was not, just for the record, there’s a reason literally all of the creative staff left the company and I’m pretty sure that even to this day it’s not a very pleasant work environment). These campaigns managed to bring on board a couple of really talented people notably two persons, one was Makoto Shinkai which we already mentioned in a previous review who did some stunning job animating and directing animated cutscenes for Falcom’s recent releases at the time.

Shinkai will leave the company shortly after the release of the PS2 version of Ys 1&2 to become the famous movie director that we know today but the other big guy Falcom recruited and perhaps the most important one was Toshihiro Kondo. Kondo was, like most of Falcom’s new recruit at the time, a massive fan of Falcom’s early output but he wasn’t just a mere fan, he was THE Falcom fan ! Ever since he was a child, Kondo loved playing RPGs such as Dragon Quest or Final Fantasy and while he has heard about Ys 1&2 through some of his friends talking about it at school, it’s when he picked up Ys III at a friends house that the trajectory of his life changed forever.

After the release of “Legend of Heroes 3 : Prophecy of the Moonlight Witch” which became his favorite game of all time, Kondo who was at university at the time decided to launch a website for Falcom fans to gather, discuss on-going news about the company and sharing tips and tricks for the different games. Kondo got enough of a reputation with his fan website that working at Falcom wasn’t a pipe-dream anymore but a tangible reality and so he applied at Falcom as an accountant. Falcom however knew about his activities online and how he managed his fansite and since he was the only guy at the time who knew anything about the Internet, he was tasked to code websites to promote the different new releases of the company.

But at the same time, the younger staff at Falcom including Kondo were starting to get fed up with just releasing ports of old games and localizing South Korean RPG’s, they wanted more, they were getting ambitious and thus they stopped working on yet another port of Ys III to ask the CEO if they could start working on new games. Masayuki Kato was skeptical about the process, it’s been a while since Falcom hasn’t released a genuinely ambitious banger and Falcom didn’t have any sort of brand recognition anymore so he wasn’t sure any new release would take off. But against all odds, he accepted, splitting the company in two to make a subsidiary entirely dedicated to the development of new games.



First order of business was releasing the first new Falcom IP since 1994 ending up in the release of “Zwei : The Arges Adventure '' in 2001 releasing alongside the latest release of Ys 1&2 which inspired the team to do one crazy thing. It was time to bring Ys back, it was time for Adol to set out for a new adventure, an adventure that could very well be its last if the game couldn’t meet sales potential and proof that people were still interested in the franchise. For Falcom, it was about going big or going home… and they went big !

https://www.youtube.com/watch?v=0zcI5-bhVyk

Released for PC in 2003 and in 2005 on the PS2 for the rest of the world (the first time a new entry in the series was released in the west since Ys III all the way back in the 80’s btw), this new entry served both as a continuation of Adol’s Adventure in Ys V (tho chronologically it is now placed after Ys VIII) but also a sort of soft-reboot for the series. The game dev division at Falcom was composed of a small number of employees so you can definitely guess that Ys VI wasn’t going to compete with the rest of the industry. In 2003 and especially in 2005, there were a lot of good or even great JRPG’s on the market, especially of the action variety.

The philosophy of Falcom at the time (and something that has just barely changed ever since) was that they were fully aware they were making cheap games of smaller technical ambition but what they didn’t had in graphical or game design prowess, they were compensating with original and experimental ideas and a fuck lot of generosity even in their smaller less ambitious titles ! And while Ys VI definitely is starting to show its age in some areas, it nonetheless follows that line of logic.

For Ys VI, Falcom decided to built an entirely new engine that will retrospectively be known as the “Ark Engine” in reference to Ys VI subtitle : “The Ark of Napishtim”, an engine they will use for a grand majority of both their Ys and Trails line-up of games until 2012. And with a new engine comes a brand new artstyle, the series abandon its traditional top-down view in favor of a blend of pre-rendered 2D sprites (not unlike those of Donkey Kong Country to make a comparison) and 3D environment with fixed camera angle, a style reminiscent of many games of the mid 90’s such as Grandia or Xenogears.

But a new engine also meant a drastic change in the gameplay department. Bump combat was already a thing of the past the series desperately clinged onto and couldn’t fully transition from in 1995 and even with the release of Ys 1&2 Eternal a year earlier which reboosted interest in Ys and its peculiar mechanics, it was time for change ! Big Changes ! Ys VI is for all intents and purposes an extension of what was done with Ys V.

Adol now swings his sword with an actual attack button and can jump for some good old platforming but contrary to Ys V which had very slow deliberate control putting Adol at a full stop each time he wants to attack, here in Ys VI, Adol rushes to the enemies with a fast 3 hit combo that can sometimes be completed by a different finisher based on which sword you currently have equipped. On top of that, you can do an aerial attack as well as a very effective down trust but also a weird kind of situational plunge attack with a very weird and strict activation process (you need to move, wait, then move and attack at the same time it’s really weird).

Later in your adventure you will be able to find 3 different elemental swords which are going to be your main arsenal for the adventure. Each of them changes your playstyle, the water sword keeps your regular moveset but adds a circular attack at the end of your combo, the flame sword makes your attack stronger at the cost of the combo being slower and the thunder sword allows you to attack faster at the cost of power. On top of that and replacing the cumbersome magic system of Ys V, your sword can unleash a powerful magic attack once their magic gauge is filled up, adding a bit more tool to your already new arsenal.

All of this results in a much more dynamic and fun battle system which captures the fast momentum of the older bump-style game while also adding more complexities to the different enemy encounters in the game who now have a vast array of different behaviors that isn't just “walking randomly on the map, aggroing you and sometimes launching a very easily dodgeable attack”. With the added platforming and the 3rd dimension, the level design is also much more complex and interesting than in the other titles and Ys VI boasts some of the best dungeon and overworld area design the series has seen up to that point which is definitely helped by the setting of this game.

In this new adventure, Adol is wanted by the Romun Empire who chases after him and Dogi as they are chilling at a bar. They’re saved in the nick of time by Terra, one of the pirate bandit girls from Ys V who was following Adol after reconciling herself with her father, a famous pirate by the name of Adoc. Adoc is searching for a treasure that seems to be found on an Island inside of something known as the vortex of Canaan in what could be this universe equivalent of the Bermudan Triangle. Dogi thought that it was crazy to attempt such an expedition as no ship has ever survived the Vortex but Adol is still interested by the process and accepts to cross the Vortex. As they approached the Vortex however, they’re attacked by the Romun empire once again and Adol ends up shipwrecked on the island of Canaan when 2 Elf-Like girls by the name of Isha an Olha find him and bring him to the village of the Redha, the indigenous species native to the island.

At first, Adol isn’t welcomed as the Redha are in some sort of a conflict with humans as some of the castaways built a human settlement near the village which has sparked up conflict between the two villages and created many tensions over ressources and such but as you progress through the came and find a common ground between the two factions, he starts warming up to you ! So you’re off on your adventure, trying to find a way out of the island, find your friends and uncover the mysteries which inhabit it.

Ys VI definitely makes a drastic shift towards a more narratively driven story than its predecessor, whereas the old games will sometimes just have a short intro to contextualize your adventure before immediately sending you off, here the game takes his time to establish the setting, the characters and the overall mystery of the Island. The Island of Canaan by itself is the most complex and thoroughly interesting setting in the entire setting up to that point not only from a gameplay level as the layout of the area is pretty open and let you go pretty much anywhere with the only limit being how much hit can you take from stronger enemies but also a ton of small secrets, puzzles and platforming challenges to participate in which makes the Canaan Island the most fun place to visit in the series this far.



But also in terms of its lore, Ys VI serves as some sort of semi-reboot of the series and pretty much serve the same purpose as “Dawn of Ys” when it comes to fleshing out the universe of the series by finding connections to older titles and re-contextualize certain parts of Adol’s previous adventure with some clever and pretty interesting retcons. In fact, some elements from Ys IV were kept to explain the origins of the two goddesses of Ys and their relationship to the Eldeen but instead of being a race of gods, you discover that the Eldeen was instead a technologically advanced civilization who managed to put their souls inside of artificial bodies made of Emelas, the new super metal the franchise has introduced to explain pretty much everything in the franchise.

During your exploration of the Island, you will meet with Geis, a mercenary in search of his brother Ernst and investigating the titular “Ark of Napishtim” the game story is centered around, I mention him because the guy becomes kind of a rival character to Adol, showing up in a couple of entries after this game. I like Geis, the dude’s cool and he has 3 homonculus fairies showing that Falcom isn’t fully erasing the possibility of revisiting Ys V in the future (and boy are they teasing that Ys V remake…). Overall, I really enjoyed the story in this one, it’s fun, it calls for your sense of wonder and adventures. It doesn’t fail to have a few really cool symbolic moments the likes of Ys 1&2 and I’d say that as far as reimagining the series lore for the modern age goes, this one does plenty of cool stuff with the established continuity while still being an excellent jumping point for newcomers.

But as much as I can praise Ys VI for reviving the franchise and mostly succeeding in the process, Ys VI definitely suffers from “1st game syndrome” at times which makes a lot of the execution of these ideas leaving a lot to be desired. For starters while the game is around the same length as your average Ys title at the time (around 10h I’d say) making it a somewhat short and sweet experience, the game suffers from a lot of padding mostly coming from gameplay decisions which can grind on your nerves over time. I mentioned that Ys VI was perhaps one of the more “free” Ys games to date because of all the exploration you can do and how the game allows you to visit certain areas before you can reasonably go there but the way the game gates your progression is a bit wack at times.

Ys has always put an emphasis on its leveling system, with levels pretty much serving both as a difficulty slider and a way to gate keep progress, except that Ys VI will ask of you to do a lot of grinding much more so than any titles. In fact not being at the appropriate level for an area means you’re going to do 0 damages to enemies and while you could be avoiding them just to reach a chest with a neat piece of equipment or a cool accessory or items earlier on, oftentimes the trouble isn’t really worth the effort which I can say for another annoying mechanic…

Dash Jumping…

Dash Jumping isn’t required to beat the game but if you’re like me and want to explore every nook and cranny of the world, you WILL have to master the ancient technique of Dash Jumping. Dash Jumping is a secret mechanic the game doesn’t actually tell you about and at first when I looked it up online, I thought it was just some weird speedrun tech but nope, it’s an actual mechanic that the developers intended you to interact with. To do a Dash Jump you have to move the stick to the direction you want, wait approximately a second, move the stick again while simultaneously pressing the attack and jump button.
I didn’t lie when I said this looks like some ancient speedrun tech because how is anyone supposed to figure that shit out ! Just mastering the damn technique took me a solid hour of training but then the game expects you to do some insanely precise platforming with it, and when I say precise, I mean, jumping from tiny platform to tiny platform, expecting the game slippery as fuck physics to bend to your will and doing so multiple times in a row.

There is another issue with the general platforming of this game though. I’m a big platforming guy and can handle the shittiest of platforming (I’ve become a master at navigating Deep Jungle in KH1 as a kid after all) but the main issue with platforming in Ys VI is that everytime you fall, you don’t simply fall to your doom and respawn with less health like in most games. Instead you get transported to a lower floor area and have to make the trip back to retry again which almost made me wish I played the PS2 version of the game with savestate (even if it looks uglier). This can make you waste tons of time if you’re not good with 3D platforming in a somewhat isometric view and the game is full of those. It’s a problem that’s common to most entries in the Ark Engine trilogy but at least they provide options for staying in the air longer and make platforming less tedious but here, screw double jumping and say hello to DASH JUMPING.

I will also say that as far as the combat system goes, Ys VI can still feel a little rough. While it’s still definitely more fast-paced and fun than Ys V, you quickly realize that the slow methodical approach to combat of that game isn’t fully gone yet. Enemies are brutal in this game and collisions and hitboxes combined with the traditional absence of invincibility frame in this series means you can get ganged to death by a bunch of smaller ennemies working together to fuck you in the ass ! I wouldn’t mind if the game provided enough tools for crowd control but sadly the closest it gets is the down thrust which deals multiple hits and as a hitbox that reaches wider than intended and well… you can guess how awkward that is to just jump and down trust everywhere to progress.

And don’t expect to rely on magic to save yourself either ! While I think the new magic system is definitely more on-point with the energy of the game than Ys V, I still think the way it’s used leaves a lot to be desired. Each sword can unleash a single big magic attack once their bars are filled up but just one time ! Then it’s back to charging it by killing enemies, heck there’s even a boss midway through the game which has an entire gimmick based on that mechanic and it’s easily the worst boss in the entire Ark Engine trilogy, not so much because it’s a hard boss but because it’s BORING.

Other than that, bosses usually are pretty good, the boss design clearly had a step-up in reactivity and there’s even a few humanoid bosses this time around. The patterns are pretty fun to learn but the main issue comes with the difficulty of them being on average quite easy. Ys VI allows you to equip healing items before entering the boss arena and for the record there’s a grand total of 9 tiers of healing items which is way too overkill, it also makes dungeon exploration a bit smoother with access to the inventory being unlimited. Ys VI, keeps a lot of its older RPG roots but I don’t really think it benefits the experience.

However for those still looking for a challenge, this game was the first game in the series (and the first game in Falcom’s catalog) to introduce various 4 difficulty options ranging from Easy to Nightmare and exclusive to this game is the catastrophe mode which prevents you from healing midway through battle and make every enemy drop less money in general.
Another personal opinion of mine also comes with the music, while I can’t pretend the soundtrack is bad, it’s definitely a bit different that what we’re used with the series, the OST is calmer and more atmospheric, sometimes keeping the high energy octane stuff for bosses and action segments. I don’t dislike it and there’s a few bangers here and there but it’s not the soundtrack I go back to the most imo.

You can feel Ys VI being a transitional episode between two eras of Ys (if we forgot about Ys III and V which were the odd ones of the bunch) and while a lot of things about Ys VI still holds up, I do wish that by the time they had re-released that one, they actually retroactively added a lot of the elements introduced in the later two games (which spoilers are amongst my favorite in the series and I’m really excited to talk about them !).

However the game still retains a lot of charm and soul and that trademark sense of Falcom storytelling they experimented with the Gagharv trilogy slowly creeping its way into their other properties. For a modern gamer today, Ys VI feels like a rough transition but to the people who got to witness the grand return of Adol and his friend on PC and home console, it was pretty much a revolution which somehow manages to stand out amongst the crowd.

Ys VI marked the grand return of both Ys and Falcom in the realms of game development and while Falcom isn’t the prestigious and genre defining company that they used to be in the 80’s, the new team made sure to live up to the studio’s legacy by delivering varied, original and surprisingly charming titles for years to the coming decade and the advent of a certain platform is gonna help Falcom stuck out of the niche and approach the realms of the hidden gems mine.

But for now, Ys is going to take a break from advancing its continuity as the next title in the series will be none other than a remake of one of the least revered game in the franchise up to that point, it’s time to go back to the past, to go back to Felghana !

Sencillo y correcto. Tiene una trama mucho más sencillita que los 3 anteriores que jugué, recupera viejos conocidos y el sistema de combate es como el de Origin pero más simplista. Es el que menos me ha gustado, pero no por ello malo, vaya. Aprobado

Ok story, fun gameplay that repetitive but still addicting, great music, and hard bosses.

Things I disliked was that the game felt very grindy especially towards the end which I didn't want to grind for hours to beat the optional boss and I felt the bosses were way to easy or way to gimpy. Also hate that I have to use the guide to figure out things sometimes.

A solid Ys game, but not much more then that.
Gameplay was as fun and fast as always, but the story, like most of these games, is kinda barebones, and the music wasn't as good as most earlier games (still really good though).


Really grindy, and a lot of the bosses seem to lean more towards throwing random crap at you and hoping something hits rather than being interesting ways to test your mechanical skill. Dungeons are relatively straightforward. Set a great foundation, and I appreciate its attempts at non-linearity. The story is a pretty decent follow up on the whole Eldeen society plotline and I tend to enjoy lore that ties back to that moreso than the standalone games.

RPGS RULE FOREVER

Man what a great game. Combat is so satisfying, and the level curve is incredibly fun. I'm not used to a game making single level gains this dramatic relative to a specific area's enemies; it sells the power fantasy of growing strong, and makes the frustration of dealing with enemies just a little too strong for you that much more manageable.

Coming off the spectacular Ys VIII (I played through the series in chronological order not release order), Ys VI The Ark of Napishtim is a short but great experience. While none of the characters apart from a certain dark mercenary were really memorable, the core Ys gameplay remained and it was as fun as ever. Also soundtrack slaps harder than the final boss

This Ys holds a special site in my heart for being the first Ys that I've ever played. It was on my PSP and I quickly dropped it for it's difficult combat. I'm a sucker for grinding in RPGs, but not at that time, so I moved to the next game that I planned to play but it stucked in my head the experience that I had with just a couple of bosses.

Nevertheless, here I am, almost 17 years later playing it again. I really liked even tho I felt that the bosses weren't as special and well designed as other Ys games, but the setting and environments were cool.

Now, in my marathon of the Ys saga, there are only two remain games: Ys Seven and Ys IX. Let's go!