Full Circle: A Promising Throwback to PS1 JRPGs

Square One, Full Circle

Full Circle addition image

People both love and fear nostalgia baiting.  Developers approach it with a mix of reverence and terror, terrified that if they don't perfectly replicate the jagged textures or muddy audio of a PlayStation 1 disc, the illusion will shatter. 2nd Player Games clearly spent some time in that particular graveyard before assembling the demo for Full Circle.  Turns out, they’re apt grave robbers.

The immediate visual hook feels like Xenogears and Wild Arms had a brief, melancholy affair in a grungy post-apocalyptic alleyway, but once you stumble into your first random encounter, the ghost in the machine changes entirely. The game unceremoniously drags you into a combat system that is less Final Fantasy and heavily, unapologetically indebted to The Legend of the Dragoon.  Which is convenient; I loved that dorky game.

Anyone, like me, who spent 1999 trying to time Dart’s "Volcano" addition until their thumbs bled will feel an immediate, slightly anxious sense of muscle memory here. Full Circle ditches passive turn-based waiting in favour of a rhythmic, interactive assault system. When you commit to an attack, a series of closing reticules demands precise, frame-perfect button taps. Nail the timing, and your pixel warrior strings together a devastating, fluid combo that chunks the enemy health bar; blink at the wrong millisecond, and your turn ends with a pathetic, half-hearted poke that leaves you entirely open to a counter-attack.

Full Circle battle imageCredit: 2nd Player Games/deck 13

It’s also openly punishing in a way that new JRPGs tend to shy away from. The opening enemies provided in this introduction designed to ease you into the game will blow away your HP reserves maliciously. It provides a tense loop that elevates the combat from mere retro window-dressing into a genuine tactical exercise. The combat forces a level of deliberation that completely prevents you from just hammering the 'Confirm' button to get to the next plot beat. If you don't find the rhythm, the generic trash mobs in the opening dungeon will happily paint the pre-rendered floor with your party.

Outside of combat, it tasks players with navigating ruined environments using a variety of character-specific traversal tools, such as grappling hooks and explosives to clear barricades. To aid in scavenging the post-apocalypse, players can trigger an "Echo Pulse" - a radar-like ping that highlights crucial survival items like chests or environmental cues needed to continue.  Early on, you find yourself in a dead end of rusted cars and desperate, long abandoned barricades with no obvious way to advance.  “Think more three dimensional” says the creepy AI helper who lives in your head.  The answer was finding a tree branch growing from the ruins of a dilapidated building I could grapple hook up.

If the full release can maintain the delicate balance between rhythmic nostalgia and genuine mechanical evolution, Full Circle might be more than just a trip down memory lane. For now, this preview build suggests that 2nd Player Games knows exactly which ghosts to summon, and if they can smooth out the traversal jank, tighten up the mechanics, and address input accessibility before launch, this nostalgic journey could turn out to be a successful haunting.  I’m already sold; this could be my stealth attempt at writing about Legend of Dragoon for a fourth time.

More by Gary Hartley

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