Completionism++

Just when you thought completionist games couldn’t get any worse (or better, if you’re obsessive-compulsive), Rogue Galaxy hits a new low (high).  The nice part about this is that none of it is necessary.

The game introduces you, first, to the Hunter Ranking system.  Very briefly, it tells you that if you can kill off several of each type of creature (generally 15-30), you get some hunter points.  Getting more hunter points means increasing your hunter rank.  Increasing your hunter rank means getting some spiffy treasures once you get past the 50ish mark.

Then, on the second planet, you gain access to the Insectron game.  The introduction is quite brief, and you never have to do anything with it.  I haven’t even tried it yet, actually.  It looks sort of like a simplistic Monster Rancher or Pokemon.  You catch insects out in the field, and then you raise them and form teams to do battle.

Also on the second planet, you can do weapon refining.  You combine two weapons, and, if they’re compatible (they usually are) you get a better weapon.  It’s a cool system, and it rewards increasing your weapons’ elemental affinities, too.

On the third planet, you find out about the Factory system.  You take basic blueprints and design machines to fit the need.  If you’re successful, some shops will sell the new item you just made (the only real benefit, actually).  It sounds easy, but it’s almost too complex for me.  I don’t have the ingredients to even make any of the blueprints yet.

Finally, once you reach the point where I’m at game-wise, you can finally reach all the teleports on each planet.  Once you reach all of them, you can see all treasures on the map (quite possibly the nicest little feature I’ve seen on a game like this).
I’m on Chapter 8 (of 12, IIRC) right now, and I think there’ll be one more completionist timesink (a Hunt system similar to FFXII’s).  I wish I had the time to plumb the depths of this game.  Maybe I’ll give some of the minigame-things a try and see if I enjoy any of them.

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