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Review: Rhythm Thief and the Emperor's Treasure

Jonathan Holmes
2:00 PM on 08.15.2012
Review: Rhythm Thief and the Emperor's Treasure photo


Rhythm Thief and the Emperor's Treasure is one of the most unusual games I've played this year. There is not much about it that follows any sort of familiar trajectory.

It's a story driven, rhythm-action RPG set in Paris. The main character is a skinny teenage burglar who doesn't care about money. He's a lot more interested in foiling the plans of the reincarnation of Napoleon Bonaparte and putting down his Putty-like foot soldiers with one-hit knockout punches.

While the game is packed with lavish 2D/3D cut scenes, the occasionally voiced dialogue doesn't always match the language of the corresponding subtitles. Every once in a while, the actors will say a phrase in French, but the subtitles will be in English, and vice versa. Maybe that was done intentionally? With a game this weird, it's hard to know where the "bugs" start and the "features" begin.

This is a title that sets out to do something unexpected, and the ways that it fails (and succeeds) to meet its goals make it even more surprising. The end result is a game that is consistently interesting, even when it fails.

Rhythm Thief and the Emperor's Treasure (3DS)
Developer: Sega, Xeen
Publisher: Sega
Released: July 11, 2012
MSRP: $29.99

The central narrative themes of Rhythm Thief revolve around french children who act like adults and their parents who act like ... bad parents. One of them -- the primary playable character -- leads a double life where he steals fine art from the Louvre and loves to dance. His love interest is an orphan who plays the violin and might have a magical soul that can cause miracles. Secondary characters include a French police force that favors the use of roller blades over firearms, a prepubescent private eye who uses a soccer ball as their primary crime fighting tool, and a dog named Fondue.

The game exists in a special place between the outright ridiculousness of Rhythm Heaven and the pseudo-realistic world of something like Yakuza. If you've been waiting for Sega to return to that special brand of weirdness that they seemed to revel in back in the Dreamcast days -- a weirdness exemplified by games like Jet Set Radio, Space Channel 5, and Crazy Taxi -- then you're in luck. Rhythm Thief and the Emperor's Treasure if the most Dreamcast-feeling game that Sega has published in years. 

In terms of structure, the game feels more like Professor Layton than anything else, but with sound-based challenges instead of logic-focused puzzles. Everything in this game is linked to the audio, be it melodic, rhythmic, or ambient sounds. Fifty typically rhythm-action "levels" make up the meat of the game. These levels are interspersed throughout the narrative. A few of them (like the Samba de Amigo and Space Channel 5-inspired levels) are entirely optional, and have to be unlocked by talking to NPCs or through other methods.

Speaking of NPCs, some of them will stand in your way as you attempt to move the story forward. To get by them, you may have to solve a musical riddle. The riddle might require you to collect a sound from somewhere else in the game and play it back to a specific person or thing. If a lady with a crying baby won't let you pass because she's got to sooth her brood before she'll stop blocking foot traffic, then finding the sound of a baby rattle and playing it for her may be the solution to everyone's problems. Though the game is pretty transparent in its efforts to shoehorn the player into seeking out various sounds throughout the game, that doesn't make it any less fun.

Ironically, the game's simple exploration and investigation system is one of its most compelling aspects. That's not what I expected from a game called Rhythm Thief. Traversing the streets of Paris is a cinch thanks to the overworld map which lays out the city in a Pac-Man-style maze, and all you need to do to find hidden treasure is poke around on the bottom screen. Parts of the game can take simplicity to the point of mindlessness, but that simplicity makes the act of exploration so effortless that it becomes compelling in its own right.

There are medals (used to buy status-enhancing items and cut scene replays) and other bonuses, hidden on nearly every screen of the game, and searching for them is way more fun than it should be. I spent just as much time roaming around Paris looking for secret unlockables as I did with the actual "rhythm" game parts of this rhythm game. 

That's largely because the rhythm games here are quite uneven in both quality and difficulty. All of the music is well composed, though a fair amount of these songs are forgettable. The gameplay itself doesn't fair quite as well. Most of the levels are clever and fit well with the game's ludicrous storyline, but many of them are so easy that you'll only ever have to play through them once.

On the other hand, when a level is suddenly difficult, it's usual very hard and very annoying. One stage about dogs eating bread immediately comes to mind. The stage is pretty simple, but both the visual and auditory cues are far too ambiguous, so it's really hard to feel exactly when you're supposed to hit the buttons. Other stages are only difficult because they involve touch-screen controls or motion controls which add an unwanted layer of ambiguity to the experience. This adds up to a game that too often feels unfairly challenging.

Now don't get me wrong, I love difficult rhythm games. I'll replay the same stage in Rhythm Heaven Fever or Bit.Trip CORE for hours trying to get a perfect score. I love playing Ouendan/Elite Beat Agents on the highest difficulties, even if it means losing a stage in the first three seconds.

These games are hard, but they're always fair, which makes the challenge feel real. That's because the input delivery in these titles is always instantaneous, and they always tell you exactly what you need to do in order to survive. When you fail, it's never the game's fault; it's your fault, which gives the player hope that next time, they may be able to succeed. 

That's not the case in the worst of Rhythm Thief's stages. Though some of the game's touch-screen-controlled levels do a great job of telling you exactly what to do -- specifically, the violin stages are fantastic -- most of them make it hard to know exactly where you have to be in a swipe of the stylus in order to stay on beat. The very first stage of the game (which features an awesome Sly and the Family Stone sound-a-like anthem) actually has the audacity to ask you to actually draw circles on beat. How big those circles have to be and if you have to start or end the circle on the beat are things you can only learn from trial and error.

It gets worse when motion-controlled levels start leaking in. Being asked to move the entire 3DS system to the beat is just a terrible idea. Moving the console while playing obscures your vision of the screen, and it's impossible to know without practice exactly how you have to move the console to properly register the input. These are issues you just shouldn't have to wrestle in a rhythm game -- a genre that's built on connecting the player to both the game's sights and sounds in the most direct ways possible. To be clear, these issues only came up in a handful of the game's stages, but the stages where these problems didn't play a part were so easy that I only played them once. 

Rhythm Thief's characters, world, and opportunities for simplistic exploration are the aspects of the game that I enjoyed the most. The whole experience was over in about nine hours, and many of those hours were spent breezing through the streets of Paris, searching for secrets and discovering new things.

By the end of the game, I truly felt attached to the characters and was excited to see what would happen next. The rhythm games here are too hit and miss to recommend on their merits alone, but if you've been waiting for Sega to return to its Dreamcast roots, then grab Rhythm Thief and the Emperor's Treasure before it disappears.



THE VERDICT


7.0 /10
Good: A solid game that definitely has an audience. Might lack replay value, could be too short or there are some hard-to-ignore faults, but the experience is fun. Check out more reviews or the Destructoid score guide.





Legacy Comments (will be imported soon)


"Rhythm Thief and the Emperor's Treasure if the most Dreamcast-feeling game that Sega has published in years."

SOLD.
That first screen reminded me of Elite Beat Agents. Hands down the best rhythm game I've ever played. It's too bad they never americanized the sequel to that game.
Good review. This game looked promising to me, so its nice to get a confirmation that it is at least a decent game.
I have had this game for a while. Haven't played it yet, i'm saving it for the 3DS XL. Thanks for letting us know it's good holmes!
I beat it a few weeks ago -- I can also confirm that it's a great game.

There are some issues, but ultimately it felt like Professor Layton mixed with PaRappa the Rapper -- only a bit more varied (and flawed) on both accounts. For $30 there's a ton of content, and three extra hidden missions to boot.

Sadly, I was the only person at my store that pre-ordered the game, and just out of curiosity, I found out that nine out of the other ten closest stores had obtained zero preorders.
did you mention dreamcast? oh fuck I'm on it bro
Playiing it now, and So far so good. the animated scenes are nice. So far my only gripe is the motion controls. *grumble
cumon sega step it up
Nice review Jonathan, definitely makes me want to at least try the game instead of completely avoid it. Thank you.

"Being asked to move the entire 3DS system to the beat is just a terrible idea. Moving the console while playing obscures your vision of the screen, and it's impossible to know without practice exactly how you have to move the console to properly register the input."

You just nailed my entire argument against motion gaming as a whole, everything from this; to the Wii; to the Move; to the Kinect. Too many variations when it comes to how the input is put in, way more then with a standard controller, that I can't possibly see motion controls really being the wave of the future, or really being too much of an alternative for those people who "don't get" controllers, without some huge improvements in the meantime.
Wait, this only just came out in America?
"Rhythm Thief and the Emperor's Treasure if the most Dreamcast-feeling game that Sega has published in years."

This is exactly how I felt while playing through it.

The only downside to the game was the bass ackwards scoring system. You get rewarded for only performing well at the end of a song rather than being graded on overall performance, and when you go back to try and A-rank the mini-games, the game saves your highest SCORE, not highest RANK, so if you got an almost perfect combo but missed 1 or 2 beats in the end and got a C, you can't replace that C with an A unless you get a completely perfect run of the song, which the game encourages buy forcing you to BUY items that give you the OPPORTUNITY to Crown rank (perfect) a song.

Okay, it's a pretty obnoxious downside, but the atmosphere of the game is great and I don't regret playing it.

Not to mention the game got totally overshadowed by Theatrhythm thanks to Sega of America delaying it over here 5 times.
Actually another obnoxious feature of the game was, unlike Professor Layton where they hide the "tap the environment" goodies in sensible locations on the screen like potted plants and desk drawers, in Rhythm Thief you have to tap literally EVERYWHERE on EVERY screen because one of the hidden CDs could be in sector 7-G of blue sky instead of sector 7-E. It really starts to pull you out of the wonderful atmosphere of the game.
You had me when you mentioned magical soul orphans! Neat review Holmes!
Ah, they just had to ruin it with damn motion controls. And I was actually excited for it.
The motion controls in this game actually feel more responsive than some of the button-controlled mini-games.

Also, it is very sad to see this review only having 14 comments, even if it is sort of late. Unfortunately, that number is most likely pretty representative of how many people bought the game. =(
I still need to buy this game but I am straped for cash at the moment, the minute I can afford it I will get it
There are literally a HANDFUL of minigames that require motion controls, and they aren't even that bad. Don't let that stop you from buying this game, people.
Fantastic game. One of my favorite 3DS games. I'd give it an 8, but I don't disagree with a 7.
As a big fan of Rhythm Games, especially Space Channel 5 I totally agree with your review Jonathan. This is a great game with flaws but the strangeness of the complete package make it one of my favorite games on the 3DS.
I love this game, great review! I think the scoring system is quite broken; however, as someone who just cared about moving through a charming story with fun characters, I can see how this system was designed so that players cannot possibly get stuck. Sucks for score chasers though.
A 7 is pretty much my impression as well after playing the demo.
But I love the presentation and style of this game. Too charming for words.
If you are the type of person that rolls their eyes at a 9 or 9.5 for another goddamned sci-fi/war/sci-fi war shooter, this game is for you. Don't let the 7 stop you.
Played through and agree with most of what Holmes mentioned. There is definitely odd feelings in the rhythm games. While playing Rhythm Heaven Fever if you got to a hard spot, you could close your eyes and just play to the music. You'll never be able to do that with this game.

One of the odder dichotomies came to the comparison of the point-perfect skill needed for the rhythm games then the childlike hand-holding for the "puzzles". I constantly found myself asking "what idiot-savant were they gearing this to?"
"It's too bad they never americanized the sequel to that game."

I hate "americanized" japanese games and anime.

There are millions of Other People who use the English language, you know: Canada, UK, Australia, and many more. . . I think you meant to say "translated", or "localized" if you want the jargon.




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