Ray Gigant is a beautiful dungeon crawler created by Experience Inc. The story beings several months after Zero-Day, the day the Gigant appeared, when Ichiya Amakze (a high schooler who stepped up and saved the day) arrives at a school that is a front for a Gigant defense base of operations. The Gigants appear periodically during the games 18 chapters and as you progress (with the three playable protagonists), you’ll soon learn why.
Each protagonist has a couple chapters dedicated to them with a great supporting cast. Unfortunately, the protagonists develop awfully and the supporting cast are the real heroes. Luckily, Ray Gigant advertised itself for it’s battles and beautifully done animated cutscenes – and let me tell you – they did not disappoint. The Gigants are a treat as well, as there is no general theme with them. It seems as though Experience took cue from the multitude of folklore and mythology floating around the world and smashed them all together into this game. The only disappointing thing about the art direction isn’t so much the art itself – but the lack of dungeon design. There are only a total of five different dungeon styles through the game, and those towards the end just don’t have the same luster as the rest of the game. The Gigants are a treat as well, as there is no general theme with them. It seems as though Experience took cue from the multitude of folklore and mythology floating around the world and smashed them all together into this game.
The battle system is different, but good. Your team consists of a tank, ranged fighter, and magic user. Those who are veterans of the dungeon crawler genre will be surprised that this game is not turn-based, but instead, uses an Action Point system. You have a maximum of 100 points and each character can use 5 actions at once. You are also limited to how many different types of actions you have equipped, so there is a bit of added depth to the strategy. After the first dungeon, you get to have six action slots. Four of them can be used for attacks, while the other two are limited to being used by non-attack moves. Eventually, you also unlock the Parasite Mode and Slash Beat Mode. Slash Beat Mode is essentially a rhythm mini-game. The better you do at it, the more damage you are able to dish out. The song/pattern changes per-protagonist. Parasite mode is enacted every 10 rounds you don’t defeat your opponent, and instead of using Action Points, it drains your health for the action instead. The only way to leave Parasite Mode is to win the fight, or active the Slash Beat Mode. The use of these systems makes for very interesting battles, which make the dungeon crawling even more entertaining. Another interesting aspect of the game is the use of food. Your characters speed and strength is determined by how hungry or full they are. The hungrier, the faster. The fuller, the stronger. Luckily, you’ll never run out of food.
The game itself does away with the typical RPG experience of shops, currency, and experience points. Instead, leveling up, unlocking new gear, and moves are done through a skill tree. This is done through gems, which you have a chance to receive after battle and in chests. On one end, the new system is pretty fun, but it also makes battles towards the end of the game seem fairly optional and they didn’t serve much of a point.
Ray Gigant is a game that changes up the typical RPG dungeon crawler experience, but at the cost of difficulty. You have access to a more difficult game setting after the credits, but I found that I didn’t feel like playing through the game again as nothing can really change all too much. Despite difficulty and replayability, the game itself is a very good game that takes you through a very entertaining adventure and would recommend it to anyone looking for a different kind of dungeon crawler experience.