Cyber Knight II: Chikyū Teikoku no Yabō

Description

After the occurrences of the first Cyber Knight in the 24th century, the crew of the Swordfish has successfully returned to Earth after vanquishing the mechanical "Berzerkers" far across space. They did this after the events of the first Cyber Knight. However, while they were away, the Earth Federation was taken over by the ambitious General Forrest, who plans to wage war on the independent systems and ultimately conquer them. Forrest seizes the opportunity to lock up the crew of the Swordfish after realising that the scientific data obtained from the Berzerker could potentially be used to manufacture weapons. The data obtained from Berserkers is used to develop "Overtech" and bring "Metalliforms," which are self-replicating fighting machines, to life. The Swordfish crew is able to flee thanks to an unknown agent known only as "CJ," and they are subsequently recruited into the resistance movement to fight the Earth Federation. They are given a new spaceship known as the Galvodirge, and their mission is to visit various human civilizations across the galaxy in order to formulate a strategy to stop Earth from being attacked.

The role-playing game Cyber Knight II has elements of science fiction throughout it. A significant portion of the game, much like the first game, is played from a top-down perspective for movement on planets and areas, from a side-view perspective for combat sequences, and from a first-person perspective for the menu system when the player is aboard the Galvodirge starship. The Galvodirge has the ability to travel between the stars and investigate different worlds. If the ship is able to make a safe landing on a planet, the crew has the option of disembarking using either their own two feet or the ship's combat modules (mechs). Certain locations can be reached only through the use of modules, while others, such as towns, do not permit the operation of these war machines. On many planets, there will be towns or people living on them that can be spoken to in order to discover information about the planet. A variety of quests must be completed in order to acquire the necessary items to make further progress. There is no method of exchanging money or purchasing goods. Instead, many of the vanquished foes leave behind "NeoParts," which are items that can be brought back to the lab run by the Swordfish. An examination of these Neo parts grants the Modules improved statistics (such as endurance, agility, and accuracy, amongst others) and enables them to carry new types of weapons.


The crew is broken up into a "combat team" consisting of three people and a "support team" consisting of three people. In the event that modules are required, the ship's hangar is where they will be assigned. In contrast to the first game, modules only serve either a combat or a support function, and each module has its own set of statistics as well as a specific arsenal of weapons it can carry. When fighting breaks out on the main map, it is customary for the support team to deliver the initial blow by launching missiles at the adversaries. When the support team is looking through caves, facilities, or other locations, they are unable to be reached. After either scenario plays out, the combat team engages the adversary in turn-based combat on a field comprised of 6x6 squares. When viewed from the side, the three modules have the ability to be positioned in relation to adversaries in order to attack with a variety of close-quarters and long-ranged weaponry. Although ammunition is not limited in any way, each module does come equipped with a certain number of "options" that are expendable assaults. One set of hitpoints is reserved for the module's pilot, and the other set is reserved for the module itself. If either of these goes below zero, the module will be removed from the system. In order to maintain their health, the party always carries ten of both repair and first aid kits, which must be stored away when they are not in use.

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