game released on numerous platforms in 2005. It was released on the PS2
and, in Japan and the US, the GameCube
. Differs significantly from its predecessors by being closer to an action RPG than a typical Mons game. One either plays as an Agumon, a Veemon, a Guilmon, or as a Dorumon.
This game contains examples of the following tropes:
- Cap: There's a cap for your techniques (Which determine how strong your magics are, or the weapons you can equip in that class of weapon). The initial cap on level 1 is 300, and for 30 more points are added for each level you pass until a certain level, where it then drops to 20 more points, and finally, after a few more levels, it drops to 10 points per level. Also...
- Absurdly High Level Cap: The maximum level on any digimon is 999. Most players finish the Very Hard Mode on level 150, and at this lvl, you can already equip the vast majority of the best equipments and have your magics maxed out on that digimon, so any level after it becomes a case of Empty Levels.
- Chain of Deals: There's an entire sidequest based on this trope.
- Charged Attack: It's possible to charge normal attacks by holding the attack button for a few seconds, which can destroy most barriers in a single strike, and is very awesome-looking. However, that's really the only use for it, as when used in battle, the damage's no different from a normal strike - only that it leaves you unguarded for a few seconds.
- Color-Coded Item Tiers: Equipment (weapons and boards) may drop randomly with color-coded names to indicate a greater-than-normal boost to stats. The progression is white (normal) < blue < green < yellow < orange < pink, and availability depends on your experience level. For example, a blue-labeled weapon has anywhere from 1-30 more attack points. Also, these boosts are independent of the number of mod slots generated on the item.
- Continuity Nod: The first three major world bosses are the Big Bads of Digimon Adventure, Digimon Adventure 02, and Digimon Frontier, respectively.
- Degraded Bossn: Mecha Rogue Delta is fought as the boss of Goblin Fortress, three are fought for the boss fight of Vine Tunnel, and in the final section of the game they're essentially normal enemies.
- Difficulty Spike: The difference between difficulties is shocking the first time you experience them, specially when you've just beaten Normal Mode and went to Hard Mode, where even Goblimons have craploads of hp, are much stronger and much more durable.
- Dual Wielding: The digievolutions are capable of doing this, and guns are all dual-wielded. The Signature Weapons of the digievolutions are all dual-wielded, also.
- Elemental Powers: Fire, Ice, Lightning and Dark, which cover the four main attack magics, the four chips that add elemental damage to your weapons, and the statuses that resist the both of them. However, there are other magics and attacks that fall outside them, such as Cutter, Impact, Bomb, and Venom.
- Evolving Attack: Magics start at the Petty level, costing little MP and dealing low damage/low heals/short buffs and debuffs. By using them a lot, they go through Mega, Giga, Terra, and lastly, Infinite level, each level making them stronger, but costing more MP to use.
- Fixed Camera
- Forced Level-Grinding: It's possible to dominate in one map, then get crushed in the next one. And let's not talk about going up in difficulties...
- Ground Pound: ShogunGekomon loves to do this. His version creates damaging shockwaves.
- Guide Dang It!: One could go through the entire game without knowing that it's possible to Digivolve. Especially considering that most digievolutions are obtained by completing side-quests while meeting certain hidden criteria, such as leaving the dungeon with 1HP.
- Each character has their own signature weapon that is obtained by beating all the bosses in one sitting on hard mode, then heading back to the first area and fighting a rare enemy. Most of the strategy guides for this game don't even know this.
- The sponge-like walls in some areas of the game, which require you to use a specific Elemental Magic/Chip to break them. Some of these areas actually have other ways around them, but some doesn't, so if your Digimon doesn't have any chip or magic that's capable of breaking them... then you're pretty much stuck.
- Hard Mode Perks: Going up the difficulties means that enemy digimons have much more HP, attack and defense. However, they also drop a lot more Data (And higher values of it to boot), Weapons and such, and also give more XP.
- HP to 1: Quicksand in the desert.
- In Name Only: Despite the game's original title being Digimon World X, the intro consisting entirely of clips taken from Digimon X-Evolution, and the manual having screenshots and promotional images from the movie, the only similarity the game shares with it is Dorumon being a protagonist.
- King Mook: Rarely, a normal enemy Digimon will show itself with a blue crown in its lifebar. When it happens, that Digimon becomes way more resistant and powerful, and generally drops good items. However, even more rarely, a Digimon will show itself with a gold crown, where it in turn becomes a Boss in Mook Clothing.
- Lettered Sequel / Numbered Sequel: The game was originally titled Digimon World X in Japan. Since its tie-in movie, Digimon X-Evolution, didn't see a release in US, they changed the name.
- Level-Up Fill-Up: Restores both your HP and MP to full.
- Life Drain / Mana Drain: It's possible to equip chips with these effects to your weapons, provided they have mods to do it.
- Limited Loadout: Each character can set up to three equipped weapons at a time. If you want to use that shiny new sword you picked up from a defeated enemy, you'll have to go back to base and equip it at the Digi Lab. Justified in that this is the Digital World, and the Digimon probably have to load the weapon data, but subverted in that every other item can be equipped any time.
- Magic Knight / Red Mage: Every Digimon has the potential to be either, as they have access to melee attacks, damaging magic, healing magic and supporting magic. However, they're generally better at one than the other, or in the case of the mage Digimons, have access to more magics of one type than the other.
- Oddball in the Series: This is the only instance in the entire franchise where Digimon extensively use artificial weapons instead of relying on their innate powers to fight. The fact that it's an In Name Only adaptation of a Japan-only movie based on the backstory of a line of virtual pets doesn't make it any less of an oddball. In addition, unlike the turn-based battles of the last three games, 4 plays out more like a dungeon crawler in the vein of Diablo or Baldurs Gate: Dark Alliance.
- Peninsula of Power Leveling: In the Dry Land level, there are 3 towers that continuously spawn scorpion enemies, which are quite weak and easy to kill, spawning a new one every time one is killed with a limit of 5/6 at a time onscreen. By not destroying the towers, and taking care to stop killing the scorpions once they finally stop respawning, you can level up quite a few times in each tower, move on to the next, and when they're all spent, return to the main lobby so that the enemies can respawn again, restarting the circle. If you plan on taking on the harder difficulty levels, you'll need it.
- Randomly Drops: Specifically, while you can buy most of the drops, Data is not obtainable in any other way than having it drop from enemies.
- Shockwave Stomp: Impact Magic, which creates a shockwave when used. When trained enough, it can create more than one shockwave per use.
- Socketed Equipment: Weapons can have up to four mod slots on them, letting you equip chips to increase their damage, recover health/mp on hit, among others.
- Spin Attack: Doing a full circle with the thumbstick and attacking results in one of these, which can hit many digimons around you. They're not any stronger than a normal attack, however, and they leave you unguarded for a second after it.
- Status Buff: Both are available in some magics, with Resist, Power Up and Speed for the buff magics (Which affect you and your partners), and Power Down, Sleep and Slow for the dispel magics (Which affect enemy digimons). And while both are useful, the dispel magics seem to be much more powerful.
- Tech Points: Data, which is randomly dropped by enemies, and can be used to boost your digimon stats, resistances, among others.
- Weapon of Choice: While it's possible for every Digimon you control to use and master any kind of weapon, each Digimon has one "preferred" type of weapon, which is the type of their Signature Weapon.
- Wolverine Publicity: Omnimon/Omegamon shows up on the back cover and in some promotional material, but is never seen in the game. This is due to the game using scenes from Digimon X-Evolution.