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Exceptional amounts of exceptions

  • Marrend
  • 07/14/2014 01:52 AM
  • 1449 views
Game Title: Black Bird
Engine: RPG Toolkit
Status at review: Complete

Background:
Made during the Indie Game Maker Contest, it stood out to me because it was the one game I saw on the event-page that was made in this engine. Maybe there are other games made in this engine on the contest page proper, but, my attention is on RMN's event-page.

Unfortunately, I did not complete the game. The reasoning for that can be found underneath the hide-tag in the "Playing the Game" section.


Graphics/Audio:
In respect to the graphics, the game sorta screams "old school" to me. Though, maybe it's just the character portraits, and the nostalgia that they induce. Seeing XP RTP tilesets caused me to quirk an eyebrow a bit, but, I ultimately didn't mind the mapping. The world map has a different tileset that I don't think I've seen before, but, I had no issues with the map itself.

In respect to the audio, I can't really say much about it. I mean, it's not bad, but it's not really memorable either.


Story:
Crowin is a butler-prince of the house of Askigaga Eirinschwartz. After finishing a training session of archery with Princess Chlorie, he's called to meet the Queen by her furious attendant (a stray arrow narrowly missed the Queen). Upon his arrival, the Queen abashedly admits to wishing to see Chlorie, rather than Crowin. Because of the mix-up with the attendant, the princess had already left to be with her friends. So, it's up to Crowin, in his capacity as butler, to go and fetch her!


Playing the game:
Getting this game to actually run was it's own oddity. Just booting up the game gave me a good ten or so error messages as the title screen popped up. I got even more error messages I tried to move the cursor, or perform an action. None of them caused the game to automatically close, but, what really made me want to just stop trying was getting an error message when each character of a textbox is displayed.

At some point, I realized that I didn't do a few things that could have made this work. For one, there was a "part2.exe" that I never touched. I made a facepalm, then ran that. From what I could tell, though, it installed the same stuff as the the initial setup file? That seemed pretty pointless. Then, I recalled something I was asked to do for Draug's Resurrection, another game made with RPG Toolkit. Running it as an administrator seemed to clear off the initial error messages, and I was ready to play!

Once the game actually started up, there's a bit of dialog, then, the combat tutorial is thrown into your face. So, let's cover that a bit. Like Draug's Resurrection, combat occurs on a grid. The grid is subdivided into two 3X3 grids that are color-coded, more than suggesting a starting area for enemies and allies alike. Movement is also restricted to these zones, though, I've seen enemies jump into the "ally zone" more to prevent cheap wins (such as players staying one cell away from the divider, just out-of-reach from melee-only attackers, and pinging them to death with arrows) than anything else. Though, game sorta implies that the cheap win is possible, as it expressly said that enemy movement is bound to their zone without mentioning that they can ignore this binding on a temporary basis.

Combat occurs in real-time. I'm not sure what the cool-down rate is on regular attacks, but one does seem to exist. I'm definitely not 100% sold on the controls, though. The best example is the use of "C". Under normal circumstances, that's the "cancel" button. While combat is running, that's the button for a ranged attack. Strange as it may sound, you have no idea how many times I've pressed "C" outside of combat, expecting something to happen, then realizing that I actually wanted to press "F" (Which uses the active skill in combat, and is the "do everything" button normally).

To the game's credit, accessing the menu in combat causes the game to pause. Players are only able to access the menu when a bar fills up. Obviously, the bar empties after the menu is closed. In an attempt to explain this as simply as possible, the menu calls up your hand of skill-cards. Multiple cards can be chosen, but require that either that they share a name, or a "skill code", which is delineated as a letter on the card.

Some might think that being able to choose multiple skills should form some manner of combo attack. It does not, as far as I can tell. What does happen is that the icons are put on their own section of the screen, and players can cycle between the available options. I noted that using the left-most skill does not automatically move the other skills one slot to the left. The used skill becomes an empty slot, and players would have to move the skill cursor (out of lack of a better term) manually. As an additional side-note, should players open the menu when a skill is still in an "active" slot, it gets discarded.

Enough of all that. Let's get to actually playing this thing! Below are notes about the game as I played it. They can be rather stream-of-consciousness in nature, and will probably contain spoilers.


I don't see a "Save" option in this menu. So, after I finish talking to the Queen, I find myself the inn. At least, I assume the inn is the place to save. Sometimes, it's the church.

Talking to the innkeeper gives me a task? Okay, does that mean the Church has the save point? Whatever. I'm just going to roll with this right now.

Now that the game's thrown it at me, Corwin's a prince? Considering how he referred to the Queen as strictly "the Queen" in the opening dialog, it sorta leaves me to think that he's the illegitimate son of the king and I-have-no-idea-and-it-probably-doesn't-matter. Maybe I'm getting this from various movies, television, and what-not, but, I get the impression that illegitimate children, particularly ones with royal blood, are treated terribly. With this guy, he's the personal butler of the person who's next in line for the throne! Or something! Well, if we want to be technical about it, he could be next in line, since he's probably older than Chlorie. There's probably political pressure for him not to do so, though, he also seems to have no personal desire to ascend the throne.

Okay, let me get this straight. He's fired over a hundred arrows that have narrowly missed the Queen, yet, he's not been jailed (if not worse) for attempted regicide, if not outright treason? Seriously? Even if he doesn't mean it, and the Queen understands that, how well would that actually hold up in court? Also, if it comes out that he's a possible heir to the throne (how well-known is this, anyway?), proving his innocence becomes increasingly difficult. Eh, thinking too much. Upstairs-time, as I may be able to save here after this stupid event clears off.

Oh. So, I save with this priestess, rather than the innkeeper. Wasn't quite expecting that. Also, it's a slightly longer trip to get to her than just being able to save with the innkeeper. I mean, the way the save event with the priestess makes sense ("Tell me about what you've been doing!"), but, why not the innkeeper as well?

World-map-time for two reasons. One is because I want to get to the dungeon, so that I get into an encounter, so that I can get the right button-press for the melee attack. I came across it by pure accident, and it seems like it could be useful for preserving ammunition. Though, I'm not sure how much of a real issue ammunition is at this point. I will have to look at what's available in stores at some point.

Darigaaz, this walk speed on the overworld map is slow! I mean, it doesn't look terribly far to my target destination, but, man. I dunno. Maybe I'm thinking too negatively. This doesn't have to be so old-school as to only have five save points in the entire game. However, I sorta suspect this.

How does the game determine what skills are available for the combat menu? It's probably randomized, but, I think it might be possible to set skills via the out-of-combat menu, but, I'm not quite sure yet. I definitely saw a list of skills, sorted by name. Also, if skills are discarded permanently after use, how much would it cost to buy back? Darigaaz, deck-building would be a thing, then. Though, a possible alternative is that the cards are discarded temporarily, are are brought back to your deck at end-of-battle. Possibly shuffled into the deck after use?

Hrm. I can move/swap skill-cards into "stock". Does that set them for battle? Only one way to find out.

Opening the Skill window when there are skills in the stock throws exceptions. Apparently, the empty slots in my library (It seriously took me this long for a small Magic: The Gathering reference?) were apparently filled out by just plain numbers. What this seems to translate to in combat is either what appears to be an empty slot, or a blank card that throws an exception if the cursor passes over it, or when any card is selected. I can conclude that the processing to give higher priority to stack cards on the initial draw is there, but, having the slots that they would take up be skipped over when new cards are drawn is not there. In any event, having exceptions thrown, even after running the game as an administrator, is not particularly confidence-inducing on the part of this game's quality assurance.

Oh, geeze. This game. Of course I forgot to poke around town, and see what was available. Anyway, while testing the functionality of the putting skill-cards into stock, I managed to get, like, one tile away from witch's house before getting into a fight. I'm not quite sure how much damage I took, but, I used an apple skill-card during the combat (that's how you use items, folks), as that was part of the stack I had set up. Still, I took a beating from it. I had cleared my stack to prevent exceptions from being thrown into my face (there was still an empty slot in the next combat's menu, by the way), so the apple wasn't an option in the next fight. Of course, I forgot to eat one outside of combat, as my mind was on testing the game-space.

Geeze, that was a lot of game-mechanics exploration that I just did. I didn't get this game to be a beta-tester, but, that's how things seem to be panning out, isn't it? As far as actually playing the game is concerned, I'm staring down at not only the slog of getting back to the witch's house (and the slow walk speed that is the overworld map), but the slog that is the event that happens there.

I guess I could attempt to rely on dodging more blows, rather than to rely on having an apple on the skill-stack. I dunno. That option seems terrible, considering that I've seen more fights with three enemies than any other number of opponents. I would certainly prefer to just be able to put the apple on the stack, and not care about the random possibility of drawing the "empty" card, and the exceptions it would throw at me. I dunno. I'm just disinclined to continue playing this game in general.



General observances:
Scenes are sometimes in the awkward position of seeming to not know when to end. The one at the witch's house seems particularly bad in this respect (If she's so bent on being efficient, why not mention Crow Forest, and start her own fetch-quest, all before going back into her hut?), but the opening scene does this a bit too (Darigazz, man, just get to the Queen's room already!).


Summary:
Between the sluggish nature of the scenes, and the bugs I came across (even after running it as an admin), it's as if the game doesn't actually want me to explore it's mechanics, or experience it's story. Maybe someone else can have a better experience with this, but, for my own part, I'd have to suggest giving this a pass.


BOTTOM LINE: 1/5


Side note on ratings (since there is/was/will be somewhat of a spate on what rating means what between each user):
1/5 -> Terrible. Forget about hitting an audience. The game is so bug-ridden, or otherwise unplayable, that what entertainment can be found in the game has a hard time coming to the surface.

2/5 -> Bad but playable. I had a poor experience with the game. When played by a player the game actually caters to, it would serve it's purpose.

3/5 -> Average. A solid experience, but snags somewhere along the line cause it to be held back from being "good".

4/5 -> Good. I enjoyed the experience, and have no qualms supporting it if was considered for a featured game (if it wasn't featured already).

5/5 -> Excellent. Among the paragons of gaming experiences, and instant feature material in my humble opinion (if it wasn't featured already).

Posts

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Oh well, it seems the engine really does hate Windows Vista/7 after all... After all this years, I just realized that much lol. Can't do much about that part I guess. :P

Anyway, reading this review, it looked like the game is a total mess lol. But then again, I'll have to take note of the pointers you pointed out if I ever attempt to make another RPG.

Thanks for taking the time to review this game!
Marrend
Guardian of the Description Thread
21806
author=Kuraido
Oh well, it seems the engine really does hate Windows Vista/7 after all... After all this years, I just realized that much lol. Can't do much about that part I guess. :P

This bugs irks me a bit. Let me confirm something...

...Okay, looking at some notes I had on a more recent play of Draug's Ressurection, the idea of running the game as an administrator came down when I came across some mid-dungeon error messages. It never gave me error message on boot-up, though. Considering this, I believe it's possible to make workarounds to get it to work on a more modern OS. Given the contest's time-frame, there might not have been time enough to ensure that the proper motions were gone through.
Ohh, so it really must have been something I did during game development rather than the engine itself. That's good to know, though I still don't have the faintest clue on what's causing the errors. Yeah like you said, I wasn't able to test it out on other OS such as Vista and 7 (I'm using XP) due to lack of time.

But then again, if I ever get the workaround for it, I'm hoping I could release an error-free version of this game.
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