Hack: G.U., Vol. 2 - Reminisce — PlayStation 2 cover art

Hack: G.U., Vol. 2 - Reminisce

RPG Action Anime 2006 CHD

The middle chapter of Haseo's trilogy, where the Xth Form finally lets one character juggle scythe, twin blades and broadsword mid-combo.

Download Hack: G.U., Vol. 2 - Reminisce 3.3GB .CHD Game manual 3.6 MB .PDF

CHD is a compressed disc image. Point PCSX2 (or any emulator with CHD support) straight at the file — no need to extract it first. The manual is the original scanned booklet.

Platform
PlayStation 2
Format
CHD
Released
2006
Developer
CyberConnect2
Publisher
Bandai Namco Games
Players
1
Serial
SLUS-21488
Region
NTSC-U
About Hack: G.U., Vol. 2 - Reminisce

Importing a completed save from the first volume is the first thing this game asks of you, and it tells you everything about how CyberConnect2 thought about the .hack//G.U. trilogy: not as three games but as three discs of one game, sold separately at full price. Reminisce starts in the middle of a sentence. Haseo has already lost his levels once, already met Atoli, already learned that Tri-Edge is more than a rumour on a fake MMO's forums. If you arrive here cold, the recap does its best, and it is not enough.

What the second volume actually contributes is mechanical breathing room. Haseo's Xth Form unlocks the full three-weapon job extend, so scythe, twin blades and broadsword can be swapped inside a single chain rather than chosen at the save point, and the combat finally rewards the reflex work it kept asking for. Avatar battles, which in the first volume felt like a cutscene with a controller attached, become a genuine second combat system with their own arenas and rules. The Forest of Pain drops you into ten consecutive waves without a break, which is where the party AI's limits show most clearly.

The fiction remains the reason to be here. The World R:2 is presented as software: you boot a desktop, read mail, scroll a message board where players argue about events you just participated in, and only then log in. That framing was doing something no other PS2 role-playing game bothered with, and it still lands, partly because the forums are written with a convincing amount of bad grammar and petty grudges. The guild system and the terminal chatter give the dungeons a social context they would otherwise lack, since the dungeons themselves are assembled from a modest pool of corridors and biomes.

Age has been uneven. Field design is repetitive by design and repetitive in effect, the camera fights you in tight rooms, and the Chim Sphere collecting is busywork that gates your stamina. But the voice work is stronger than the era's average, the character writing treats Atoli's depression and Haseo's cruelty seriously, and the plot turns here — Ovan's reappearance, the widening Epitaph conspiracy — are the ones the trilogy was built to reach.

As a standalone purchase it is indefensible. As the middle movement of something ambitious about how people behave inside games, it is the volume where the idea stops explaining itself and starts paying off.

▸ MORE RPG GAMES
▸ COMMENTS
Visitor comments

loading comments…