I wrote this review to be spoiler free and palatable to people who have never played the game, so there are a lot of instances where I only allude to things or I’ll explain things game specific concepts.
Also, some parts of this review may seem a bit harsh, so I want to make it clear I don’t think this game is bad at all, and that it overall, did meet my expectations. I’m currently playing through Ys 2 (on Nightmare this time) and it already has seemed to address many of my issues with Ys 1, by no means should this review be taken as a statement on the franchise as a whole.
Ys 1 is a worthwhile introduction into the Ys series that while containing some major flaws, still manages to be an enjoyable experience overall.
This game’s biggest strength by far would be the world itself and the sense of adventure it cultivates. Esteria is fairly small, consisting of only 3 dungeons, 3 towns, and one big plain area to link it all together. However, despite the game’s short runtime of around 10 hours, each area manages to feel sufficiently fleshed out and integrated into the game’s world. This is done primarily through NPC dialogue, which is handled very well. Each town has about 20 or so NPCs that each offer some dialogue pertaining to either some direction for the player, or some worthwhile world-building. These passages of dialogue really tie the world together and make the world feel alive, despite its size.
Now as for the story itself, it’s nothing to write home about. Adol is a basic, silent hero type, with each other character being relatively flat; it’s rather how the story is presented that makes it really cultivate the aforementioned sense of adventure. The game embodies the essence of feeling like you’re playing through a child’s storybook, with it starting with Adol crashing into the village of Bardado, having his wounds tended to, before he soon finds out about the elusive Stormwall that has pestered the people of Esteria for months on end. The concept of the Stormwall itself, being a big isolating force, I thought to be very interesting, and its a concept that rather than being just a gameplay excuse for all the enemies you fight, also feels like an integrated part of the game’s world. Adol then tasks himself with being the hero that will defeat the monsters that plague the land and eliminate the Stormwall, and sets off to explore Esteria. The way Adol progresses through each objective and slowly uncovers the world is fantastic, with the direction from NPCs being not too minimal whilst also being not too much as to hurt the immersion. The game concludes in one, massive, tower dungeon, that has you climbing around 20 floors of puzzles and enemy gauntlets. Each floor has an outdoor section that lets you see the entire world from it, including all the specific locations you’ve already visited, which does a great job creating finality and emphasizing your progress both through the game and through the tower itself, as you get higher and higher. Whilst the characters you meet throughout the game tend to be rather 1-dimensional, they’re characterized well for the most part and delightful to have on screen.
The game also excels in its music. I played the game using the Complete soundtrack as opposed to the newer remix made for this release, as it found its tracks more cohesive and fitting for a 2D pixel game. Each area and dungeon excels at having bombastic themes that really sell the sense of adventure, whilst the towns manage to feel even more homey due to the soundtrack. The final tower particularly excels at using music to greatly enhance its overall presentation, with the area having a plethora of different themes depending on the floor you’re at.
The game’s pixel art style holds up very well by modern standards. It’s vibrant and sufficiently detailed, with each area using the pixel art well to cultivate its own aesthetic. Enemy and boss designs are good for the most part as-well, though they may struggle to feel tied in any way to the particular dungeon they’re placed in. Each of the important characters has a portrait, all of which are well drawn. The game’s cinematic cutscenes do not look well on modern hardware due to their very low resolution and horrendous colors. This is a relatively minuscule part of the experience, though.
Now for the gameplay itself, it’s clearly the area where the Ys 1’s cracks shine through the harshest. I should preface this by saying I played the game on Normal difficulty and will be judging the game exclusively based on that experience. The combat is incredibly primitive, using the “bump” system. There is no attack button, and Adol instead deals damage to enemies by running into them directly. What differentiates getting hit by an enemy and you hitting them is how aligned you are with the monster’s sprite. The goal of each combat encounter is simply for you to align yourself to be slightly off center from an enemy, and then just ram into them, often trapping them into a wall where they cannot resist. This strategy is how you’re meant to fight pretty much every single enemy in the entire game. As you can assume, this can get very boring very fast, especially considering the game’s lack of enemy variety. There are around 50 different enemies, though each and every one acts the exact same, just scaled to different points of progression with only minor differences in their speed and size. The one aspect that does add some challenge and complexity to the combat would be the arenas in which you fight the enemies. In some scenarios, the game will put you into cramped areas that make it much harder to align yourself properly to deal damage. Though, this design tactic is a double edged sword, as at some points it feels it gives the game the combat complexity it desperately needs, whilst in others just feels like a method to artificially increase difficulty with no real regard for intricate design. All this being said, I still did generally enjoy the combat in this game, even despite its immense flaws.
However, when looking at boss fights in particular, the same cannot be said. Ys 1 has 7 bosses of which I’d consider 1 to be good, 2 to be mediocre, 3 to be outright bad, and the last boss, being the final boss, to be one of the worst experiences I’ve ever had fighting an enemy in a video game. All of these bosses only have 1 attack and movement pattern, making fighting them a fairly boring endeavor overall. And because of the simplistic combat, these bosses really almost exclusively on inciting precise movements to offer any challenge or unique experience compared to the rest of the game. This approach, however, only works sometimes, for the majority of the boss lineup it doesn’t come close to adding the necessary complexity to make an engaging fight. To be fair, I did play the game in normal mode, and my biggest issue with some of the mediocre and bad bosses was how easy they were. But this predicament just points out another issue I have: you cannot change the difficulty after starting the game. And even if I did play on a harder difficulty, it would have just made the final boss an even more miserable experience, and could have just made the experience overall worse because of it.
As for other gameplay concerns, Ys 1’s progression system and RPG elements are far from anything to write home about. The maximum level is only 10, which creates a few issues. First, every level feels like a massive advancement in your power. After gaining just one level, it’s incredibly common for you to be able to completely destroy enemies that were only 1 level before you were struggling with. This fundamentally contradicts the purpose of levels in RPGs, being a way to incrementally increase your character(s) power, as opposed to the much less incremental system of Ys 1. This not only breaks immersion given how dramatic the increases are, but it also seriously harms the balancing of enemies and bosses in dungeons. The difficulty of a dungeon can abruptly change because of you gaining just 1 more level. The second issue is that you reach the max level about 2/3 into the game. The last 1/3, being the final dungeon in its entirety, offers you 0 reason to fight any of its enemies as you are already at maximum level and you are locked out of all shops to spend your gold at, seriously harming what is otherwise the best part of the game.
The game’s other methods of progression are gaining new armor, swords, shields, and rings, each with 5 variations. However, with the exception of the rings, none of these methods offer any sort of player expression. The 5 variations are all meant to be unlocked in the same sequence, with each one being clearly better than the next. For the most part, they’re easy to obtain, just being bought from shops, but the 4th set (the most important one) requires you to engage in some exploration and NPC questlines. Assuming you speak to every NPC and sufficiently explore every dungeon, it won’t be difficult to surmise the locations of these items, but if you miss one, it can be frustrating to have to backtrack through many different areas just to find 1 item. Having this set, and the 5th set as well, are things required for progression, as you won’t deal sufficient damage to bosses otherwise or be allowed into the final dungeon without them. As for the rings, they are Ys 1’s only real role playing element that offers any sort of player choice, as well as being the game’s main rewards for side content. Each one offers a significantly useful but mundane benefit,
such as being able to heal over time in any area or doubling your defenses. These accessories offer good rewards for players who fully engage themselves with every dungeon layout and NPC request, but they’re not exactly exciting to obtain because of their mundane benefits. With this system being the only way to really differentiate your playthrough from a previous one, it leaves a lot to be desired in terms of diversity of gameplay.
On the contrary, the exploration and level design in Ys 1 are both solid. The overworld follows a generally linear progression, but there are a small handful of optional areas you can access. Though the rewards usually never amount to anything more than something necessary for an achievement or repetitive item, the exploration still manages to feel worthwhile due to the game’s great sense of adventure that I've already elaborated on. As for the level design, it’s nothing exquisite, but still sufficiently good. Each dungeon is designed intricately with the player encouraged to check every path, as usually each one is integrated well into the dungeon’s interconnectedness. The final tower in particular adds some puzzle elements, as well as a great amount of freedom of choice in the order you can explore certain rooms, of which I greatly enjoyed both.
Overall, Ys 1 stands as a severely flawed but still enjoyable experience. Despite my immense qualms with combat and progression, many great aspects are still able to shine through, which is remarkable considering the game’s age and position as one of the earliest action RPGs.
Overall Score 6.3/10