SECRET SANTA REVIEWS!

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Decky
I'm a dog pirate
19645
SECRET SANTA 2011

Update 12/28/11: Secret Santa guessing has concluded!

However, voting for the review with the best feedback will continue until December 30th at 12:00AM. Please PM me your vote for the review with the best feedback - anyone can do this, even those who didn't participate in the event!

Here is who reviewed what:


Felipe_9595 - Lihtan - http://rpgmaker.net/games/3470/
Orias_Obderhode - Return of the Sith - http://rpgmaker.net/games/943/
TehGuy - Magic Quest - http://rpgmaker.net/games/889/
calunio - Incarnation - http://rpgmaker.net/games/2273/
Marrend - Draug's Resurrection - http://rpgmaker.net/games/3132/
LockeZ - Cosplay Crisis - http://rpgmaker.net/games/1741/
SorceressKyrsty - Mystical Princess Ultra - http://rpgmaker.net/games/3576/
Ocean - The World is Made of Paper - http://rpgmaker.net/games/2954/
Acra - Novella - http://rpgmaker.net/games/3362/
orochii - Valthirian Arc - http://rpgmaker.net/games/1799/
ganonfrog - Enelysion - http://www.mediafire.com/?gnbt2euegjf7qdx
NewBlack - Golden Age: Endless Dungeon - http://rpgmaker.net/games/3043/ - SENT
Dudesoft - Project: Crusade - http://rpgmaker.net/games/3043/
Archeia_Nessiah - Dragon Quest Legacy of the Lost - http://rpgmaker.net/games/3385/
yuna21 - The World Between - http://rpgmaker.net/games/1680/ - I am writing a review basically as we speak! - Deckiller
psy_wombats - DIE2DANCE - http://rpgmaker.net/games/2870/
Sailerius - Arbiters From Another World - http://rpgmaker.net/games/3433/
eplipswich - Take Down Legacy - http://www.megaupload.com/?d=3NYDMYV2
Liberty - Vindication - http://rpgmaker.net/games/1642/
pikachu 2127 - Finding Eden - http://rpgmaker.net/games/3531/
Killer Wolf - Seraphic Blue - http://rpgmaker.net/games/2727/

Decky
I'm a dog pirate
19645
Incarnation - by Liberty

The good thing about review events like RMN's Secret Santa 2011 is that I can get to play games I probably wouldn't play otherwise. I have double reasons not to play this game, the second one being that I usually don't play demos. But in a way, it's good that I played this game in demo stage, because all my feedback will make more sense.

Version played: 12/10/2011 demo

Incarnation is, I believe, Liberty's first RMVX project. It is a simple quest-oriented RPG.

You just died. Your soul woke up in the limbo, lost and memoryless. A voice within tells you that you have one last adventure before your eternal rest. You're incarnated in the body of either a boy or a girl. Also, that voice asks you questions about your ideal friend, and your answers will determine the class of your opposite-sex companion. After that, you're thrown in a very standard town, and you have to do standard RPG tasks, like talking to people, opening treasure chests, and taking on quests.

This game is VERY standard in almost every way. So before I start complaining about that, let me talk about what's somewhat new and interesting about Incarnation.

First of all, there's this custom character creation event at the very beginning of the game that determines the class of your companion through a series of questions. I like that sort of character creation system, reminds me of Ogre Battle.

Second, there are many optional party characters that you may get through the game, some temporary, some permanent. Having more party possibilities is always a good thing. Sadly, I didn't get anyone to join my party in the time I played.

Third, most of the items you find are not identified. You have to pay someone to identify them for you.

I will admit it now: I ragequit this game. Well, not exactly ragequit, because I endured it a lot. But I didn't play to the end of the demo, because it was way too frustrating, and because I felt like I knew everything I needed to know to write a review.

My first issue with this game, like I said, is that it's TOO standard. I don't believe games have to be completely unique and original in order to be any good. Even after over two decades of gaming, I still manage to enjoy some classic genres, and I've said in previous reviews (which I can't link right now) how classic genres can still turn into enjoyable games. But there's really nothing here in Incarnation. What you WILL NOT find here:

- Interesting dialogs
- Character depth
- Fresh character classes and skills
- Fresh items
- Interesting locations
- Weird monsters
- Addictive battle system mechanics
- Custom character progression
- Custom graphics
- Fun pacing

What you will find here instead:

- Long and empty NPC dialogs
- Mute PCs
- Standard healer/striker/wizard classes
- Standard healing potions, scrolls, swords, shields
- Very standard town-dungeon location structure
- Traditional monsters
- A battle system that plays exactly like an unmodified version of RM2K's DBS with no battle events.
- Leveling up that doesn't make much difference.
- RTP
- Very slow pace

I'm not necessarily hating on this game for calling it "standard", since there are people who love standard, and Incarnation could very well be a game I would have loved playing like... 15 years ago. But there's a question I always ask when I see new indie games: "Why did that person decided to put energy and effort into this game? What's good about this game?" I often see people flooding forum topic with interesting game ideas, but sadly we don't have time and energy to work on every idea we have. So why, among all, select this particular one? What's special about Incarnation? (Yes, I would like an answer to this question - not cynically, just intrigued).

But those things are still not the reason I quit playing. I can endure standard. But what I can't endure is...

POINTLESSLY FRUSTRATING DIFFICULTY!

Really... what? The demo release blog says this version has more balanced battles. Seriously?

You know something's wrong with a game when you die on your first battle. One of my first quests involved getting feathers, which I could get from killing roosters. Sure, cool. My first battle was against 3 roosters. They have something like a 25% chance of paralyzing you in each attack, and they do A LOT of damage. I need two attacks to kill each, and characters have a relatively high chance of missing. Paralyzation lasts about 5 turns. So... yes, I died on the fist battle a bunch of times. And when I didn't die, I left it weak enough to have to go back to town and sleep in the inn (which is a long walk, especially because of the slow walk speed).

I came back, and did this fight1time-goback-sleep a bunch of times (dying often). It got a little easier when I decided to sell all the healing items I had found on chests to buy better equipment. It helped. But it was still hard. I was on level 3 when I stopped playing and I had all the best store items, but still I could only battle 3 times tops before having to go back and sleep.

Another bad thing about the battle system is that battles give you ridiculously low amount of XP, and your stats raise very little when you gain levels. I didn't see much hope for my future. I got really pissed when I decided to fight one of the "bosses" (black flame), and though they were not much stronger than regular enemies, they gave me ONE XP. ONE. No, really, a boss gave me 1XP.

What I recommend:

I'll be honest: there are lots of things I didn't like about this game. If I were to comment on each of them, my review would be unnecessarily lengthy and overnegative. Some of my disliked are just taste issues, but most of them are complaints on design choices. Since this game is relatively old and there were no reviews and so few comments on the game profiles, I'll take it as a sign that other players were unsatisfied too, but politely decided not to say anything. I'll just post a few suggestions that could make this game much better without having to redo everything.



1 - Faster walk speed. Yes, it will do miracles to this game.

2 - Redesign the battle system entirely. Considering the type of game Incarnation is, it NEEDS fun engaging battles. Battles cannot be secondary. I'm not sure how you could do this, there are many options. You could add some tactical factor, I don't know exactly, I'm no battle specialist. You can ask people like Craze and Anaryu for suggestions.

3 - Balance. Weaker monsters. Faster character growth. Remember one thing: the game will ALWAYS be easier for you (the person who made the game) than for the players.

4 - Customization on character progression. Something like... skill trees. This is very good incentive for keeping players interested in the game, motivates them to battle and gain more XP, etc.

5 - Better intro. I like the butterfly bit, but after that there's a lot of "nothing" before the game begins to launch. You can't expect that players will know what to do just because they're inside an "I've been there" RPG town.
That's it. I could suggest some changes on other stuff, like removing the backtracking necessary to identify items adding an identify skill, or improve the soundtrack (which is mildly annoying), etc. But if you just follow the things I suggested above (which I understand are not little things), this game could improve at least 400%.

Two other smaller issues:

There are quite a few times when the message lines are wider than the message box, and parts of the text are missing;

The system graphic is pretty, but the selection is hard to see, and I often caught myself healing the wrong character cause I didn't notice which one was selected.

Final Words

I feel bad about hating so much on this game because, despite everything, it is very polished, very well thought and clearly a lot of love was put into it. But if you want players to love it as well, it needs to shine a bit more, to have more charm, more spice. I felt Incarnation was excessively conservative, unnecessarily hard, and much too slow.

I understand that the game has additional features that have not yet been implemented in the demo, but although they sound interesting, I don't think they would make much difference in terms of overall enjoyability.


1.5 stars - review by Calunio
Decky
I'm a dog pirate
19645
Finding Eden - by Sailerius

Let's start with the Gameplay:

As stated in the game, WSAD is to move, Spacebar is your Action/Attack, J is the leader's special move, and the Escape key is to Save your game. Although you only have two characters to work with in the entire game, the battles aren't that hard as they seem to be.



The game is like an adventure, but the only enemies you will be seeing are the bad, black armored harvesters that will attack the group, which you would have to fight back. They aren't that hard though, I can handle by just attacking them, and sometimes use a Skill Attack.

Now let's get to the music of the game:
Although there's not alot of music, the game's Music selection for specific areas of the game seem to match the specific areas. (Man I stink at Reviews!)

The Graphics and music of things:



I'd say it's a Pretty Blue for most of the Maps, what can I say? Blue is an attractive color like that. The rest of the maps also have the right theme to the Music as well, like going into some camp that's set on fire, at least a small amount of fire.

The big battles?:
These kind of battles are well planned out. Unlike the Harvesters, they don't get a one hit KO from Blu's Barrage Skill. It also seems like a challenge for the ones who only attack with Space Bar, because they are trying to preserve MP for something else.

The Characters:
I looked up the character bios at Project BC's website, where the game's website would be at. They didn't have character names, but when I saved the images of the two character descriptions, I think the names are Blu and Red, the names seem almost similar to Blue and Red from the Pokemon Game Boy games.

Blu is an Idealist who tries to find the good side ideas of everything, which seems like the good Conscience to everyone before the end of the world happened. Her Mana Skill, Barrage, brings big damage to the enemy that recieves it. In the beginning of the game, she wakes up from some sort of dream she was having.

Red is a jaded pragmatist with a tough sense of both love and loyalty for an adventure, which is kind of like one in the game. From what I know is, she just likes going on adventures. Her Mana Skill, Snare, temporarily Paralyzes enemies, perfect for just attacking them, or making a combo using Blu's Barrage technique.

And last but not least, the story:



The story actually touched my friendly side of my heart. It kind of reminds me of share stuff with your friends, family, and others. The setting almost reminds me of Fallout 3, because it's the end of the world where nothing but a few live. Now I can't give anyone any spoilers because it could be..... dangerous, so I will try to just not put any spoilers on here.

All in all, I give this game a rating of 5.0, because there's a moral in this game as well.


5 stars - review by pikachu 2127
Decky
I'm a dog pirate
19645
Mystical Princess Ultra - by orochii

Ultra can blow up everything…except rocks.

Mystical Princess Ultra is a fairly unknown game (only two comments on the games profile) that was made in a couple of days and tells the odd-ball story of a man who meets a mysterious, bitchy sorceress *cough*.

First expectations of Mystical Princess Ultra, to be perfectly honest, were not high. The game was made in two days, and under any and all circumstances to make a balanced game requires time. Mystical Princess Ultra is not a balanced game. Item to battle distribution is low, and there are random battles in a puzzle. I’ll admit straight off that I’m not a patient person even on a good day, but random battles in a puzzle is like shooting the player(me!) in the foot. If I wasn’t playing this for Secret Santa I probably would have closed and deleted it right there and then.

The game does have a few charms, though. The ability to rename your characters is always a plus (I eventually ended up with Dickface and UltraAAAAA) and the mapping is good, solid, RTP fare. The eventing is quite solid too, though the guards in the town square move quite erratically (random move route?) and there are a few problems from a to-English translation. The music is ok, I think it’s RTP, and as always the battle theme eventually got on my nerves, but the cursor sounds were the real kick in the pants. They literally sound like a dog barking. A dog barking in real life is annoying enough (especially when you’ve got erratic insomnia and it’s hard enough to sleep sometimes anyway) but every time I move my cursor? There was also a bit of a consistency issue with the first playable map- the entire atmosphere speaks power and spookiness, but the music makes me think I’ve just stepped into an episode of Seinfeld.

The real issue with Mystical Princess Ultra is the lack of real direction. You are given a ‘command’ (CONQUER THE WORLD BY KILLING SOME JERKS) and that’s…pretty much it. The only other time I got an indication of what I was supposed to do was when Oliver (his real name) said he was hungry, and even after I bought apples and oranges I wasn’t sure what to do with them. I was in the sewer part before I even ate the apple. And it didn’t even do anything! I found the underground section thanks to comments made in the game profile asking for assistance, or else I would’ve been stuck above ground the whole time, too. I talked to ‘all’ (the warriors in the beginning part all seemed to only say (…) so I only spoke to a couple) the NPCs and they were either shop keepers or an old man who wouldn’t talk to me.

As I mentioned before the game is not balanced. I should not have to grind in a ‘half hour’ long game, which is what I would have had to do to keep up with the rate the game was throwing enemies at me when I decided to kill the shopkeeper. Apparently this is the ‘hard route’, however, it was the only time I actually felt like I was doing something somewhat productive in the game. When I didn’t kill her, I got stuck in a boulder puzzle- which, yet again, gave no indication of how to solve it, no ‘reset’ button besides leaving the map, and the ability to royally screw the puzzle up (so you HAD to leave and come back, encountering at least three enemies in the process). Apparently this was how I would have had to progress if I had continued with the non-aggressive route (why can’t I just blow the rocks up? *sigh*). I don’t think a game should really reward me for making the decision to blow someone’s brains out with mental power, which is what it felt like. I actually got to the leader’s base, at least…

The story is honestly very odd. You meet an aggressive (aggressive as in, she will blow your head up if you disagree with her. +1 for interesting ways to get a game over) sorceress bent on world domination who makes you her lackey- which happens to be your class title, by the way. She then teleports you to a town to kill the leader. It’s all very abrupt and feels sort of aimless, even though it isn’t, simply because of the way it is introduced. My biggest gripe with the game, is that it feels directionless, and seems like it leads you into unpleasant situations (easy to break puzzles and strings of enemies, which to defeat you have to go grind- literally). I stick by the belief you should only need a game’s random encounters (such as exploring a dungeon and coming out to a boss) to actually win, and grinding should be required if you’ve been escaping a lot (which you shouldn’t be! Battles shouldn’t be ‘mash X’, which is what usually leads me to escape a lot) and it irks me when I have to out of my way to grind in order to beat a ‘short’ game. Battles and level progression don’t work as well in games of this calibre. The entire set up felt like something from Final Fantasy I or Astonishia Story, which, while both good games in their own right, are longer and have more room for aimlessness. I shouldn’t be encountering this in a short game that was made in two days. Short games should probably be kept within the bounds of a few winnable or strategic battles for RPG’s sake and focus more on story, and if this game had done so, it probably could’ve been a whimsical, funny adventure that I could’ve won without feeling cheated. As it is I couldn’t pass either routes of the game due to lack of items and that silly boulder puzzle, so I’m unfortunately left with an overall sour taste in my mouth.

Orochii seems to have his head screwed on straight when it comes to games and his eventing and overall dialogue (besides the minor translation issues) is solid. I would like to play a longer game from him that had more time, effort and thorough thought put into it, because I think, judging by this game, that he’s very capable, but more suited to broader-scale games.


2 stars - review by SorceressKyrsty
Decky
I'm a dog pirate
19645
Draug's Resurrection - by Acra

Engine: RPG Toolkit
Status at review: In Production/Demo

Background:
I had no foreknowledge of what this game was, or what it was about. This is partly due to the the nature of the 2011 Secret Santa Review Event (for which this review was made for).

The game came with it's own manual (AKA: a readme file) that contained much useful information. Indeed, I referred to it while writing this review, and certainly had no qualms referring to it while playing the game.

Graphics:
It is not my intention to show disrespect, or to be insulting, but I seriously think these graphics were made in MSPaint, or similar program. Whatever the source, they are as basic and bare-bones as one can get, yet still relay a sense of what they should be. I must note that there are sometimes a few places where the graphics get in the way of things (see "Gameplay" section).

Audio:
With a few exceptions, the game uses audio files that came with RPG Toolkit. After poking through the music directory (I have a nasty habit of doing that), only "Battle2" stood out, and only because it sounded oddly familiar to me.

Story:
The beginning of the game sees the title in literal action: Draug is being resurrected! Of course, the process is not totally successful, as Draug has no memories of anything. It was figured (by what I assumed at the time to be future party members) that by obtaining certain items from Draug's past would not only allow his memories to surface, but he would once again become the powerful warlord that he was once feared as. From this alone, one can conclude that the story is, in essence, a collect-a-thon. Just replace finding the triforce, or crystal shards, or whatever, to finding artifacts that pertain to Draug's previous life, and you're set.

Except that maybe not everything is as is seems. This is just sheer intuition/guesswork on my part, but the people present at Draug's resurrection come across as a bunch of backstabbing, conniving individuals who have plans within plans within plans. There are certainly indications that there could be an internal strife story here (Which would, indeed, make an interesting story!), but I did not play long enough to see if there was any follow-up to the idea.

Gameplay:
I must admit, I'm not too familiar with RPG Toolkit, or it's default control scheme. I was half-expecting to use the IJKL WASD keys for movement. Thankfully, the manual gave me a run-down of what button did what. Some controls are intuitive (Arrow buttons for movement!), while others are there for what I must assume to be beta-testing purposes ("B" to get into a random encounter!).

Noting that I could cause an encounter by pressing the "B" button, what's the first thing I do when I take control of my party? "B" for "battle"! If one has ever played a turn-based strategy game, like something from the Heroes of Might and Magic series, some similarities are certainly apparent. Even if one has not, there's elements of a turn-based strategy here. For one, allies and foes alike have an certain range for "Attack", depending on the type of equipment that is being used. For example, axes and staves have a range of one, where as bows have a range of two. Once an enemy is defeated, it does not disappear from the battle space. Rather, it still takes up a square, and can still be targeted for the purposes of spells and abilities. I suspect that an empty square can also be targeted, but I never made an attempt to do so. In any event, I'm uncertain if this ability to target dead opponents is a bug or no, but using the "Move" option to get into range of still-living ones seems the best course of action.

The manual notes that the intent for the "Skill" option is to display a list of, well, skills that the active character can perform that is not otherwise listed in the main battle command options. It also notes that the "Item" option does nothing in the demo. As far as "Skill" is concerned for this demo, all it does is perform a pre-scripted action, depending on the active character. From my experience, the "Skill" option has a range of two squares (Opponents within a range of one are not target-able), and is generally worthless. If the ability doesn't outright miss, and this seems to happen more oft than it should (Perhaps that's just dumb luck, though), what damage it deals pales in comparison to a normal attack. There might be a few exceptions, but they are few and far between. There is also the oddity of any battle message not clearing until the player presses the Enter key or Space bar. I suspect that this is an oddity inherent to Toolkit. Even so, it could be an annoyance to some. As a side note, resolving a "random" combat only awards gold with this demo. Looking at the status screen, I'm guessing the developer wants some kind of Secret of Mana-like system, where using weapons and/or spells enough will eventually level up that weapon/spell. However, that system didn't appear to be in place for this demo.

Since battles don't give much in rewards at the moment, surely there must be some way to get stronger? Right? Right? Wrong. As far as I can see, there is no way to do make characters stronger. Outside of cheating, of course. You might think I'm joking, but I'm totally not. The manual is quite clear on this point, even going so far as to suggest a certain point in the demo where it would be most beneficial to use the built-in cheat codes. Re-read that last sentence if you must, but it's the unfiltered truth.

Outside of battles, the system that intrigued me most was the morality system. During certain conversations, the player is presented with a choice of responses. Some responses have consequences that lean toward a moral perspective, indicated by an icon. One icon is that of a scale (Order/Lawful?). The other icons are a skull (Evil?), something that looks like an ant's head, though it's probably supposed to be an angel (Good?), and I don't even know what the other one is supposed to be (Chaos?). If one has ever played Planescape - Torment, or even Dungeons and Dragons in general, one can see where this is going. However, I'm uncertain how much implementation this particular system has in the demo, nor does the manual make any mention of it. There could be some potential here, if not merely what happens in the finale, but some NPC conversations suggest that this system will affect how NPCs react to Draug as his alignment changes.

What of the task of finding the triforce Draug's artifacts? There's nine crystal shards artifacts in total to find, and talking to a certain NPC gives you a map that indicates the known locations for his artifacts. My first target was the one just south of the town of Estaria (more or less the first town). After I recruited a monk (Marcia) into my party, I explored the forest area a bit. There were a few forks in the path where Marcia told me were I needed to go. They were helpful, as the passabilities were not always entirely clear. As a quick example, what I first assumed was a solid wall was actually a path that was hidden by a tree's foliage. In stark contrast to that, the very next artifact I went to get was north of an icy tundra. The tundra itself was an open field, with very little variation in the terrain. For another artifact, I went to a castle. It had a tower with an infinitely looping room. Maybe it just seemed that way, as I was seeing the same rooms over and over again. It's possible there could be a "correct path" that I didn't discover, or it really is an infinite loop.

Overall entertainment:
The manual notes that one shouldn't really play the demo as a "game", but as an exploration into the concepts and mechanics that the game will have, once it gets fleshed out more. Despite that "warning", I played a total of two hours of the demo. In that space of time, I managed to get three artifacts, and had a quest that would grant me a fourth one. How entertaining was all that? Most of my enjoyment came from simply checking out what systems were in place. The other part of my enjoyment was, I must admit, the use of the in-game cheats to make Draug way too overpowered for his own good.

Summary:
Amazingly playable, despite being merely a showcase of what it could evolve into. One might do well to keep an eye on it as things develop.


Not rated - review by Marrend
Decky
I'm a dog pirate
19645
Novella - by NewBlack / narcodis

To me, surrealism is code for 'a bunch of random shit with no substance'. What really pisses me off though is that the majority of people say they love surrealist junk and think it's all super-deep and stuff, so they think they'll look smart and sophisticated or something. So yeah, I don't have the highest opinion of surrealism. This extends well beyond this game. I can say for certain I wouldn't have even downloaded this if it wasn't for the Secret Santa event, let alone review it.

I think first, for clarity's sake, I should mention that this game was made in a month for an event. It apparently got third place. I'm far from an expert on RPGMaker tiles (or anything at all about RPGMaker 2003, for that matter), but I gather that most of this stuff is rips. Just with a few minor edits to remove faces and the like. I know that the event's rules frowned upon it, but that's what it looks like to me. Forgive me if I'm wrong. For what it's worth, the boards themselves look to make pretty good use of the tiles.

Here's pretty much a complete summary of the entire 'game':
Walk around a forest and pick up some fruit.
Go to a beach. I'm not sure if I was supposed to do something there, because I didn't.
Solve a nonsense piano riddle by a train.
Try to mimic violin notes with a piano.
Answer random questions in school. Again, following up with a piano.
A house in spaaaaaaace.

As you can see, there's not a lot of content here. Like, under ten minutes. If you had the clairvoyance to understand the piano bits. As NewBlack said about one of his screenshots, if you just look at them, you've pretty much already played the entire thing. So, forgive me if this review is a bit brief, but I don't have a ton to talk about here.

I never would have gotten any of the three piano puzzles if I didn't just look up the answers. Maybe I would've gotten the third one, but I must have missed how a Streetcar named Desire correlates to A#. By the way, what's the point of 'improvise' with the piano? It seems to me that the keys still sound the same, it's just that you won't 'solve' the puzzle if you're in improvise mode, not 'perform'.

Pretty much all the text was effectively nonsense. Presumably quotes from songs or something, because music seems to be the theme here. Also an emphasis on repetition. Par for the course for a 'surreal' game, really. I'm not even going to pretend they come together to make anything resembling a coherent story. I liked the title screen, at least. It's not the first time I've seen something like it, but it works pretty well as a segue into the surrealist muck.

I'm going to completely cop out here and not give it a real score. It was made for a very particular purpose in a short amount of time, so I suppose it would be unfair to judge it by any classical standards. Make no mistake, for a surrealist game, it does that part well enough. It's just, that's not exactly a very high bar to aim for, if you ask me. It's barely a notch above 'parody' games.


Not rated - review by Acra
Decky
I'm a dog pirate
19645
Return of the Sith - by Killer Wolf

When I was assigned to review Return of the Sith, I wasn’t sure what to think. Even though I have seen all Star Wars movies, I could hardly say that I am a die-hard fan. I watched the movies and enjoyed them a good bit, but I didn’t come close to remember storyline details. With that said, the story probably made less sense to me than it would if I would have been a die-hard Star Wars fan, so bear that in mind!

Story:

I had a very hard time following the story. I got bits and pieces of it, but my limited Star Wars knowledge prevented me from probably understanding the full cast of characters. I am assuming that many of the characters introduced are characters many Star Wars fans would recognize, but in my case, I couldn’t recognize any of them.

I couldn’t get attached to any of the characters. You’d simply be told what to do, and in the very beginning, you have absolutely no direction whatsoever. You start out on what I presume to be a spaceship. After some walking you discover that you are to help a woman, Ayla, find her brother who was taken by the empire (I think?). You also learn that you used to fight in some war (I’m really sorry, it probably was an actual Star Wars war but I don’t know what it was) and you are now a mercenary.

You then go off to a desert looking town to find a long lost friend of Cail (the protagonist) and find a shuttle that takes you to some other desert planet. Then you get ambushed by desert people twice and then I didn’t know what to do. I walked around, slowly I might add, to figure out what was to happen next and could never figure it out.

However, my copy of the game came with several save files, so I decided to give em a go! Obviously the story didn’t make much sense because I had missed so much, but it felt like more of the same. The final save file allowed me to see the final CS in which you would think there would be a boss, but there was not.



Great… and who is Danvir?

But, I did run into one character I recognized (or so I thought!) I saw this NPC and thought it bared a striking resemblance to the protagonist of a certain Final Fantasy game.



Cloud, I finally found you!

Gameplay:

The battle system is default RM2k3 if I am not mistaken. Being default in it of itself is not a bad thing. I generally enjoy it. However, there were so few abilities to use and the ones you did have seemed so weak that the battles consisted of me mashing Attack as soon as I possibly could. Generally having no battle music didn’t help either.

However, from playing through a few of the other save files, you see that Killer Wolf added some features. Depending on what Light Saber you have, you get to use different abilities. This is further improved in that the way you fight with the weapon (idk what this means) influences what you learn.

From playing other save files, I also noticed Cail had some abilities he could use outside of battle. He could use the force to jump over obstacles and reach items that previously could not be attained. However, I never got to experience any of the new features much. The save file that allowed me to play around with these features ended soon, telling me that this was just a demo and I could continue to play through the buggy untested areas ahead if I really wanted too… unfortunately, I didn’t, so I stopped.

Graphics and Audio:

Graphics were just a mess. Some areas looked decent, but there were always tiles that just didn’t seem like they belonged. I always say a picture is worth a thousand words, so I have added some pictures to demonstrate my point.



This was one of the better looking areas in the game. This was Cail’s ship if I understood correctly. It took me a good 5 minutes to figure out how to leave the ship. Can you spot the exit?



Oh, that’s a door?



Not only are the sand tiles beautiful and non-repetitive… the house looks great!

I really apologize. I am normally not too picky when it comes to graphics. I think the general layouts of the areas are totally fine, but could be enriched if all graphics seemed to fit and you just added a level of detail and polish that was not present in Revenge of the Sith.

Final thoughts:

I really gave this game a genuine good try. I tried to follow the story, and I tried every possible thing I could think of when I got stuck. I saw bits and pieces of the whole game and finished with watching the last CS. Adding a bit more the plot, refining the battle system (even just adding music and a few more abilities would be enough), and fixing up the graphics would go a long way in improving the game!

Cons:
- I think it would be impossible to walk more SLOWLY. It takes forever to trudge through the wide barren maps.
- Where is the battle music!? Battles are boring and monotonous without music.
- Everything feels so rushed and fast paced. Perhaps adding a few more cutscenes and explanations would be of great help.
- I eventually just stopped talking to NPCs because they never said anything helpful. In the desert place all of them outside speak alien language and say the same thing no matter what you say in response. (However, when I was stuck, I literally talked to everything and still couldn’t figure out what to do).

I award Revenge of the Sith a 1/5. I wish I could rate it higher, but I did not enjoy my experience playing through the game. Typically, a game has about an hour to hook me, and while this one did not, I really wanted to continue to it give a fair and honest review.

1 star - review by Orias_Obderhode
Decky
I'm a dog pirate
19645
Valthirian Arc - by Archeia_Nessiah

http://share.cherrytree.at/showfile-4808/valthirian_arc_review.pdf

Here's some screenshots of the PDF:



Not rated - review by orochii
Decky
I'm a dog pirate
19645
Take Down Legacy Part 1 - by Dudesoft

Some things to say before I begin: I did not finish the game, but I played enough to have a good idea of what kind of a game Take Down Legacy Part 1 is like. The version I played is most probably the original version rather than the remix.

When I'm given this game to review and I first tried it, I must say, it was a challenge for me because a parody game like this is not my cup of tea. I'm more into RPGs with serious storylines. Nonetheless, I went ahead, and here are my findings.

The biggest selling point of this game is definitely the immense interactivity among characters and NPCs. Most of the dialogues are funny, engaging, and never fail to be exciting. The game, from what I see, is also somewhat non-linear, making players the freedom to do whichever he or she wants to first.

Next is definitely the catchy and fun-filled music. It definitely fits in well with the non-seriousness of the game.

In terms of plot though, I wouldn't say it's great. The game starts off with a historian known as Omochao who is investigating relics as he delves into the past and eventually ends up as Megaman.exe and gets stuck as him as he tries to get back to present. There isn't a clear and concise flow in the story. The plot pretty much doesn't make sense at times, but it's still engagingly interesting, with all the dialogues and such.

For the title screen, I find it could hav been better done instead of just putting a blank title screen with no title. As for the intro, I don't like the fact that the intro texts are in different colors (for what reason?) It would have been better if the colors are consistent. And when the title appears, it, well, doesn't blend in well with the background, once again, I suppose, due to inconsistent colors.

I like the fact that the game starts with simple tutorials without too much depth, and that all the help is from the "Help Chao" (haha) so it gives players the option of whether to read the help tutorials or not.

Now, for the battle system, well, there's nothing much I can say about it, since it uses the default RPG Maker 2003 battle system. Battles are your typical battles in a typical RPG. So there isn't anything interesting in the battles, though the boss battles are certainly challenging and interesting in a decent way.

Next, the quests. As mentioned earlier, I like the vast non-linearity of the quests and side quests, and as such, I like the fact that players don't have to follow the game in an orderly fashion and actually has the freedom to do what he or she wants (once the game actually kicks in full swing). There are certain quests though which can get pretty frustrating and repetitive, most notably the little boy quest. That's pretty much minor though :)

All in all, this is a great parody RPG that's filled with immense interactivity and non-linearity. A great game where gives players the freedom to perform quests and such, earn rewards, listen to comments and jokes from numerous NPCs and others. This is indeed a very engaging game, I must say. It's a game I would rate 3.5/5. It's a game I highly recommend to those who firstly don't mind parodies (there's Megaman, main char of FF8 and the queen of the Super Mario world) and secondly don't mind the plot that doesn't make a lot of sense but funnily engaging.


3.5 stars - review by eplipswich
Decky
I'm a dog pirate
19645
DIE2DANCE - by Calunio

DIE2DANCE is a game made by Calunio in one weekend for the RMN Game Binge #1, themed Disco and Fire, both of which are exemplified in DIE2DANCE.

You play an ill-favored demon tasked with reviving the Hell Disco Club. Your job is to give the dancers their moves so they line up with the currently playing music. That's about all that needs to be said about the story or premise -- this is an arcade style game and your real goal is to reach the highest score possible.

Gameplay

Unfortunately, this is by far the weakest aspect of D2D. This games come down to aligning the dance moves of our three ravishing disco dancers. After figuring out how exactly to input their moves, you have to try to match them... but that depends on your understanding of how the dancers work. Here's how things progress:



Got that? Good. You've got 3 seconds during the intro to memorize it. Unless you can infer these from the dance patterns (and it's not something that I was able to do) or make note of them, most of this game will pass with you watching the screen and praying that the dancers will line up by chance. Sometimes they do, and sometimes they don't and then everything blows up.

However! If you do make note of the progression times, it becomes fairly simple to work out a pattern that will *always* work for any song. After that it's just a matter of patience to rack up the points, as the songs only vary in which moves to match, not actual mechanics.

Graphics

This is about as solid as it gets. There's a neat mix of Calunio-style pixel art and higher res graphics with disco themes, resulting in something like this:



It'd be hard to ask for more than this in a full-length game, let alone a weekend binge. There aren't any clashes between the two styles, and the game has a unifying graphical theme. Well done.

Audio

This deserves a mention just because this game's background music is all classic disco tracks. It might seem obvious given the theme, but without the actual disco music (or with maybe two tracks on repeat) this game would be a lot more boring. As it is, there are maybe 10 songs to match to, and it should be mentioned that while I spent over an hour figuring this game out, I was never bored.

Also, each dancer has their own "OW" and I have to say the high point of this game was listening to TFT whine over and over again while being poked.

Conclusion

DIE2DANCE works well enough as a novelty game, but there really isn't a lot more to it than that. As an arcade game, it lacks depth and so instead of a learning curve, there's more a learning "jump." And as a casual game, it's far too luck-based to be appealing. It might be worth a download just to poke around the #meridiandance crew and see if you can work out one of the winning patterns, but this game isn't worth a serious time investment.


3 stars - review by psy_wombats
Decky
I'm a dog pirate
19645
Vindication - by LockeZ

A fun, funny funtasy!

When I saw that I'd been given Vindication as my game to play I nearly face-palmed. I'd seen it on the site before and it hadn't really interested me. I'd though of it as another of those stupid 'comedy' games with little-to-no story and lame-ass jokes. Thankfully, my assumptions were dead wrong and I found myself enjoying a game that I would never have picked for myself to play.

Now, I have yet to finish this game. It's quite long and I would like to play it all the way through eventually. That said, I did end up playing well over 7 hours, which I think is more than enough to talk about it.


Story
The plot of Vindication revolves around James and Cole, two normal-ish guys who are just going about, living their lives in normal, if rather crazy, ways. One day their world gets turned upside down when the evil Emperor Justin sends his troops to steal the Masamune - currently in James' possession - and throw James in jail. Thankfully, though Cole is run out of town because of his association with James, he decides to save his friend instead of abandon him. This choice leads to an adventure of a lifetime, complete with silly jokes and running gags.

The writing in Vindication is well-done and though a little hokey here and there, generally pretty good. If there were any errors, I sufficiently distracted enough not to notice them. There's a plethora of jokes to make sure the story doesn't get too dark, and some great gags are set up in ways you'd never guess until they hit you in the face. I won't lie, I laughed at some of them. There's humour to suit all types, too - toilet humour, tongue-in-cheek, witticisms, plain old jokes, general silliness and gags a-plenty.

One scene I really enjoyed was the second jail escape. It just sums up the humour in this game and the character interaction is priceless. This is really where the game shines. The characters are very likable and I will admit to being touched during certain cut-scenes. These are not your typical band of heroes. Each has a history and motives for what they do.
The main character, James, has a teenaged daughter, making him a lot older than he acts and looks. Cole is a responsible ex-teacher who is pulled into James' crazy schemes. Calla is a Rebel leader who loves fragile things; Dak, a trusting Black Mage and Sedryna a half-demon summoner who struggles against her evil side.

Then there's supporting characters like the gamer girl Ginny, James' daughter, the Pialid soldiers who help you in battle, the spy that sticks out, Justin the evil Emperor, the little girl who helps with battle demonstrations, Danica the manly woman and the rest of the crazy, yet lovable cast.


Each time you sleep at the Inn you get to see this. Looks friendly enough, except when you realize James sleeps naked...

Sound
One of the things that lets this game down is the choice of music. Almost all the tunes were from Squaresoft games and/or very recognisable remixes of them. Whilst used decently, it would have been a lot less jarring to hear less recognizable tunes. There are a plethora of sites out there that offer free music for those who wish to use it and with a bit more effort in this area the game would truly shine.

I will say that I liked the remix of Final Fantasy VI's 'World of Ruin'. It was just so... chirpy, I couldn't help but to love it. Who knew such a sad tune could be so cute?

Sound effects are there, but they are nothing to write home about. The game isn't silent and what ones I did hear were used well. One that stood out a lot was Kefka's laugh. It was a bit jarring, I'll admit, and instantly recognisable.


All my hate. All of it.

Gameplay
Battles are a bit odd in that sometimes I liked them and other times it felt like a chore to get through one battle. This is especially relevant when you're fighting a large group of enemies and the ATB starts to slow down. Even with four characters in the party there can be a long wait and slow battles are annoying battles when they aren't bosses.

The fights themselves were generally well-balanced, a bit more on the challenging side of the spectrum, and even on Normal mode (there's a hard mode!) it can be hard to get past certain areas if you're new to RPGs.

It is easy to run away from fights though, which is great because in some areas where random encounters are present, you'll be doing it a bit. Yes, there are random encounters. They're mainly in places like forests and caves so you don't have to worry about them except when traveling. Other areas, like the Pialid castle dungeon, had evented battles with a few random ones thrown in. The world map is free of fights, though.

The characters each have their own way of fighting - their own gimmick if you will. The type of skills vary and present a pretty good selection - which you'll need to take down the various enemies you come across. In my playthrough I had access to a Samurai, Blue Mage, Summoner, Elemental Mage and Debuffer. Every skill was balanced, though I'd have liked to have seen a bit more damage output. It shouldn't take five hits to kill a normal enemy and in some cases I ended up missing a few times too, which was annoying.

Leveling up didn't seem to do much in the way of changing your stats or damage output. There was one case where one of my characters went up three levels after a fight and I couldn't tell the difference between his abilities before and after. The only ting I could see leveling up useful for was learning spells, and only certain people learn them that way, which makes it useless for the other players. For example, one of my characters only just breached the 100 HP mark at the end of my playthrough and he'd started with 50 life. He had gone up over 10 levels during that time. That wouldn't worry me so much except that the enemies were taking about 1/4 to 1/3 life off each hit... and there would be times when you had a group of five or six enemies.

Thankfully you did get a lot of reviving items, and there were healing spells. I was a little disappointed with the newest healing spell I learned, though. The original healing spell healed about 50 HP and added the regen state on the character. That was gained at the start of the game. The newest one healed the party but only an half of that characters health... and he had the lowest health of the group, so that was around 30 HP each, if that.

Puzzles are in every dungeon (that I played through, at least) and each as different as the last. They make sense to the dungeon and are generally enjoyable and easy enough to figure out. Some, like the block push puzzle in the prison, were a bit of a challenge, but not too hard. Others, like the ladder puzzle, were a bit more tricky and expected you to double back a few times in order to activate levers. This of course meant more battles.

Saving is not done on the world map. Only certain points allow you to save and this can be annoying when you're halfway through a dungeon and need to go do something. I lost progress twice in a dungeon because of the lack of ability to save and this is one of the reasons I ended where I did. Thankfully most dungeons had save points scattered about but it would have been nice to be able to save anywhere.


This. This is why I run from battles.

Design
Treasure was doled out pretty generously, though it would have been nice to get more healing items and a few less life revives. The idea being to restore life before you have to die. Thankfully there were a lot of herbs - magic restoration - which enabled the use of healing spells.

Item names and descriptions were interesting and quite funny in some cases. They helped add a little more charm to the game and though sometimes they left you wondering what they did, it did add character. After all, potions that only heal 50 HP are pretty crappy.

Items cost a bit much and there weren't many weapons or armour scattered about. There was some, but by the time i found them I had already bought them at the town. It would have been nice to see some more armour, though, as it was very scarcely found in chests and you didn't start with any.

Money was odd. You found what would usually be considered large amounts in chests but when things cost as much as they did it didn't last long.

One thing I really liked about Vindication was how quickly your party changed. Characters were always leaving and returning and it made the game feel more dynamic.

I also liked that you put a split party system near the start of the game. Most people leave that until the end and it's nice to see things being mixed up a bit. I would have liked the Pialid soldiers to be a bit stronger or have a bit more defence, but it was fun playing with them and I liked that you individualized them from each other.

I did really like the introduction with the scrolling text. It looked great and worked really well. I'm not sure if I'd have used that tune with it, though. It was a bit too recognisable.

One thing I miss in an RPG like this is side quests and so far, well, Vindication has none. Which is a pity, because with the humour and characters that abound in this game any side quests would surely have been memorable. Can't have everything, though!

There was one major design complaint that I had all through the game and that was the end of battle screen. It broke the flow of the battle/map transition, was annoying and served no real purpose - meaning that it did nothing different to what the default system did so really wasn't worth bothering to implement. It was also rather ugly and the music that played on it (from Grandia, right?) just didn't work. I will admit that when I first saw it I thought it was cute, but that was because I thought it served some purpose. It soon began to grate on me, though.


Item naming at its finest!

Graphics
Animations. This is one of the areas where the game truly shines. There are so many poses and character edits in the game - from the battle characters to the sleeping sprites. Though some sprites are a bit iffy - some of the monsters, for example - the majority are quite nice and very well done.

Mapping is a mixture of RTP and rips. Whilst some maps come off looking great - forest areas that use Mack tiles, for example - most of them come off looking really odd or terrible, which is sad because with a bit more effort to match chips, Vindication could look quite polished.

One thing I really like is the amount of edits done to some of the chips. There's a lot of them, especially of the RTP and that can only be a good thing.

Mapping errors were few and far between, though there were a few. This game does suffer from a few large maps, especially in towns, and sometimes the mixture of graphics looks quite odd.

The window skin is both good and bad. I love the small rose icon that is used as a pointer, but the window could be improved - mainly the terrible gradient. Making it one colour would work to eliminate this issue, though.


I'm pretty sure I'm not supposed to be able to do this. I may be wrong, though...

Overall
Vindication is not a game I would have picked for myself but I'm glad it got picked for me, otherwise I'd have been missing out on a great game with a lot of potential and charm. It focuses on the areas I like best (minus side quests, but we can't have everything!) and still manages to do gameplay right. Though it has a few issues that could do with fixing, I really enjoyed what I did play of it and look forward to playing the rest when I have more time.


Job well done!
4/5

ROUGH NOTES: (PLEASE DO NOT READ IF YOU DON'T WANT TO BE SPOILERED!)

Cute system set. ^.^ Love the rose. Novel idea. :P
Justin's empire? Really? >.<
Heh, time after - no rounding up here fellas!
Remix of that song... World of ruin from FFVI - wow. Who knew it could be so... chirpy?
Giant-ass monster sprites go!
Stances and animations aren't bad. :P
Lord Dick Tator... XD
XD A winner is you.
Intro with scrolling credits - nice touch. Not sure I'd have used a FF tune though.
Too recognisable. Breach in the 4th wall.
Dry cleaning, carpet bagging, beat boxing : lol!
Nice PJs
Tator Tot and Iron fist a bit rusty.
God I love your humour. ^.^
LoZ remix? YOu sure like those remixes, eh?
There's some really nice edits but a lot of chips that don't match at all. It's sad, because with a bit more effort you could have matched most chips and made it more coherent.
Cialan castle was fun but a little annoying. People who are new to RPGs would have a lot of trouble. As would those who don't like using items. Ah, joy. A person after my own heart when it comes to item usage. Maybe a couple more health potions for those who aren't great at RPGs, though.


Oh god. Full frontal Nudity. >.<'
XD Flush ourselves down the toilet.
Jail escape - really well done! Love it!
Change the window skin so it doesn't have that terrible gradient effect. Maybe just make it a solid colour instead.
Lol at the guy coming back! Lol at the spy in general. XD
Oh My God. The setup for that joke. Why oh why did I not suspect anything? Wow, just wow. Super Calli Fragilistic Ex-Pialid Oshus... Just wow, man. XDD
The status animations for things like sleep and blind are pretty nice. I really like the amount of work that's gone into the extra poses and animations. Great job.
Wish battles were a tad faster. Waiting around for a go is annoying with just one or two enemies. It's extremely annoying where there are over 4. I realise it's a challenging thing to balance properly, though.
The difficulty is leaning towards a bit too challenging. I can't see a newbie getting far in the game. And this is supposed to be the normal mode...
The screen at the end of battle is really annoying and has no real purpose. DBS messages does the same thing a lot faster. Is there a reason for it besides novelty? It kinda breaks the flow - into battle>end battle>play becomes into battle>end battle>screen>play It's annoying when all you want to do is get on with the game.
Very happy you made run away work. The encounter rate in some areas is a bit high but at least I can run if I want to. Thank God!
Unsavable damsel. XD Great one Ginny!
Oh, Sedryna, eh? Gee, I wonder who she might be?
Ugh, going back and forth for these ladder switches are annoying with all the random encounters. Might be an idea to turn them down a bit. I literally : battle>two steps>battle> three steps> battle> five steps> battle >.<;
Gonna end it here. I just lost my spot because my computer reset itself and I hadn't gotten to save. Ah well.



4 stars - review by Liberty
Decky
I'm a dog pirate
19645
Arbiters From Another World - by Marrend

"Arbiters From Another World" is a very difficult game to review, primarily because I was only able to get 12 minutes into the game. Normally I would never think to review a game that I had played less than two hours of, let alone less than a half hour, so I tried my hardest to find a way to advance. Unfortunately, after interacting with every event I could find in the game, I was still unable to progress. I saw it mentioned somewhere that the demo doesn't tell you when it's over, so I'm left to conclude that I had actually reached the end.

Without any further adieu, here's my review of my (very short) experience with "Arbiters From Another World!"

Gameplay: 2/5
My biggest complaint with the gameplay is that I spent a lot of it walking around wondering what I'm supposed to be doing. You're given instructions such as "I need to go to so-and-so's office," but aren't told where it is, so you have no choice but to go door to door looking for the right room to visit which will advance the plot. On top of this, it's unclear what the conditions are to advance the story.

For example, early on, you're told to talk to someone, but when you go to his office, you're told that it's not time yet. After wandering the campus for a while, I found my dorm room and took a nap, which I figured would advance time to allow me to enter the office, but that wasn't it. I eventually ended up talking to everyone I could find before being able to continue the story, but I was left confused as to what event triggered it.

I wasn't able to find any sidequests, so aside from the sometimes confusing lack of direction, the only other aspect of the gameplay to remark on is the battles. I have no complaints with the battle system; it appears to be DBS (I'm not familiar with VX, but it seems DBS-esque; correct me if I'm wrong). There weren't any unique mechanics that I was aware of and the battles seemed pretty easy. Magic is very powerful and took out every enemy (including a boss) that I encountered with one or two hits.

All in all, the gameplay is pretty typical, if at times frustrating due to the lack of direction and ingame documentation.

Story/Writing: 3/5
The main character is a student at a magic academy of sorts and is presently testing to be promoted to the rank of Adept. Unfortunately, in years past, he has consistently just missed the mark, but that hasn't discouraged him from trying again.

The premise is refreshingly different from the typical RM fare. The characters all have clear personalities, but the brevity of the demo prevents anything beyond their surface traits from showing through, so it's hard to judge just how interesting they might turn out.

There hasn't been much in the way of plot so far; the demo seemed to end with a plot hook to kick off the story, but when I returned to the academy to see what effect it had, the game acted as if I had yet to leave - whether this is a bug or just a result of my completing the demo, I'm not sure. It's possible that there was another event that I needed to trigger to continue, but there was no indication of who or what I needed to interact with.

Something which I found confusing about the game is that all of the characters have Japanese names, even though the game doesn't (appear to) take place in Japan. It's a little confusing, but I wouldn't say it's a fault since it's consistent; everyone and everything has a Japanese name, so once you get used to it, you don't really notice.

The writing itself is pretty solid, aside from the occasional grammatical error ("its" and "it's" are consistently confused), so I have no real complaints there.

Graphics/Level Design: 2/5
There's not much to say about the graphics; aside from some of the facesets, it uses RMVX RTP graphical assets. What I found confusing is that while some of the facesets are from the RMVX RTP, some of them aren't. The non-RTP facesets are of a different art style than the RTP ones and they don't mix well. It's a minor bit of graphical inconsistency, but it's definitely noticeable and detracts from the visual cohesion.

The mapping/level design isn't bad, but it does suffer from having too many wide open spaces. The maps serve to benefit from being shrunk down and having more detail, but they're not terrible.

Audio: 2.5/5
The audio seemed to be VX RTP, so there's not much to say about that. I did have one complaint, though. The title screen music is a midi of one of the most recognizable tracks from Chrono Cross, which was very jarring, and the first thing I heard when starting the game. I highly recommend changing it to a less well-known track.

Suggestions
-Condense maps to remove unnecessary empty space.
-Be more clear about objectives.
-Perhaps consider putting an arrow or some other indicator over the place you need to go or the person you need to talk to.
-Use a consistent style for facesets.
-Double-check dialog for grammatical errors.

Bottom Line
Arbiters From Another World is a short demo with an interesting premise. It's a little rough around the edges and it's a bit short to form much of an opinion about, but it might be interesting to see where it goes.


Not rated - review by Sailerius
Decky
I'm a dog pirate
19645
Seraphic Blue Review

Translation: 2.5 out of 5

+ I have to applaud Eplipswich for taking on such a gargantuan effort.

This is actually the hardest section for me to judge. If Eplipswich is handcuffed to an EXACT phrase for phrase translation by the game’s creator, my criticism here pretty much goes out the window.

To me, the translation seems very clumsy. It feels like what you might get by feeding the text through an online bot. You get a very literal translation, but the flavor of the words is all wrong. Some phrases are down right funny, while others are simply painful to have to read. On several occasions, the mood of a scene was completely ruined by a piece of W.T.F? dialog.

I would suggest you bring an editor/proof reader in at the end to help you naturalize the dialog. For me, the most glaring bits of Engrish came out during the overlays during the cutscenes. The actual in game dialog was fairly clean, outside of a few important scenes.

I know it sounds daunting, to make subtle alterations to every message box full of text you’ve already invested a sizable chunk of time into translating, but I think this game would REALLY be able to shine with cleaner phrasing. Every time I started to get interested, started to feel the story pull me in, some laughable line threw me right back out.

Despite being really unhappy with the way most of the text reads, I’m still giving this section two and a half stars, mainly out of respect for your taking on such a massive project, and because I realize the game’s original author might have placed stipulations on what you can and cannot change in the script.


Gameplay: 2 out of 5

+ There is depth to be found here. The sphere system gives you quite a bit of customization options for your team. The only problem is that you usually have to go into a boss fight and get creamed the first time in order to formulate your strategy. I like that there are items to increase the likelihood of your additional effects striking the enemy/increase the power of your elemental damage add ons/resistances. Certain status ailments are very useful against some of the tougher regular enemies you will come across, and while the turn indicator is not always accurate (enemy turns appear to jump ahead every now and then) it does help you plan for that big attack you know is coming up next. The enemy data function works well, and I have to give credit to the developer for not causing it to waste a turn.

- However, it seems that bosses resist just about everything. It seemed like I was able to stack effects up on enemies in fights I didn’t have much trouble with anyway, but every time it would have really helped me out to be able to poison a boss with gargantuan hp numbers, slow them down, cause them to forget their skills, or to paralyze them for a couple turns reprieve, I found myself unable to because of the enemy’s resistances.

- This means that you can have a reliable party build, using weapon add ons and effects, that make the random (which I’m not sure they really are) encounters something of a breeze, but that same build will be completely useless against bosses. Again, you will not know this until you get into the fight, so you will have to watch the pre-battle cutscene again for the almost inevitable second attempt.

- Navigating the item menus can be something of a chore since there is no sort function. When you find or purchase a sphere or curative item, you may need to flip through several pages until you find the slot it occupies. This is one area where the game’s professionalism really takes a hit.

+ The game is actually somewhat fair, in that things like poison which seem entirely overpowered when they are used on the party are actually just as overpowered once you manage to tack it onto an enemy

- Certain areas just heap punishment on the player like there is no tomorrow. One monster type had an attack which was capable of poisoning, confusing, and blinding the target (I believe. I alt-f4’ed out the first time it happened, and on subsequent re-plays I didn’t notice all of the effects stacking up). Now, that isn’t so bad in and of itself, but four of these monsters appeared in a given encounter, and they always seemed to have the initiative. A lot of time I was left crossing my fingers that the computer would burn a turn attacking/missing, so I’d get a chance to fight back.

Innovation: 2 out of 5

- To put it bluntly, I didn’t notice much. The plot felt cobbled together from a host of JRPG and Anime clichés. In some cases I was able to predict the outcomes and “twists” just by identifying what I believe to be one of the creator’s sources of inspiration.

- This is JRPG 101. At times it feels like the creators were ticking things off a checklist.

+ I did like the sphere system. At first blush it may seem like it is trying to be Materia 2.0, but it ends up much more customizable and enjoyable!

+ Being able to automatically refill my hp and tp after battles via the supplement was a nice touch…

- ...but it felt like an excuse the developer invented to keep from properly balancing some of the dungeons.

Music & Sound Fx: 2 out of 5

This is a mixed bag. For the most part, the music does its job. I like that in some areas the track fades out. When used sparingly, silence can work better for some scenes then the best orchestral score could. I noticed some tracks had similar themes to pieces I was familiar with, and I’m not sure if they were written that way, or it was just a coincidence.

- I would be remiss I I didn't point out the number of audio glitches I encountered. Some of them were minor, subtle latency and clipping in a song, while others were more glaring, almost sounding as if the file had been sped up to compress it, and then played back at the accelerated speed instead of slowed down. The game made me paw my headphones off my bleeding ears twice when it decided to vomit a string of bit noise at me in the middle of a scene that, otherwise, had me leaning in and getting interested.

Graphics: 3 out of 5

+ The game has a consistent, clean style that is easy to look at.

+ I believe the monster sprites are all custom, and if not, are at least uncommon enough that I do not believe I recognize a single one of them from another source.

- Unfortunately, outside of combat and character sprites, you’ve seen most of it before. The areas tend to blend together, when combined with the fact that you never seem to spend too much time in one place, it becomes hard to remember individual towns.

- The over world map is just plain ugly.

Bells and Whistles/Presentation: 4 out of 5

+ The character portraits and cut scene artwork is really well done for the most part. I’d put the artwork in the game’s “cinematic” sequences up there with Dhux’s Scar. As a whole, the cutscenes are fairly exceptional.

- Unfortunately, you’re not able to skip them, if for example, you are trying to get back for your third attempt at a boss. As pretty as everything is too look at, the third time I am stuck watching a whole scene just to get slaughtered by a boss, it really starts to grate on my nerves.

Overall: 2.5 out of 5

In closing, I do not want my relatively low score to discourage anyone from trying this game out. It is a very competent JRPG, and once you get used to some of its quirks, you will have fun with it.

This game could easily move into the 3.5+ star range with just a few adjustments.

Right now, the biggest strike against the game, for me, is how stilted and unnatural a number of the scenes are. Without the “build your character from scratch” aspect you get in most Western Rpgs, it has to rely on the main strength of the JRPG, which is the story. If I can’t get into the story, or can’t get through a major cutscene without either rolling my eyes or laughing, I can’t get into the game. Period.

If I were able to skip through the scenes I’d already seen, thus saving a lot of time on the almost inevitable multiple boss attempts, I might have been inclined to have bumped the score a little higher as well.


2.5 stars - review by Killer Wolf
Decky
I'm a dog pirate
19645
Cosplay Crisis - SorceressKyrsty

Review Title: If only a creator's heart and passion translated directly into a player's enjoyment.

I love Final Fantasy. No, I mean I love Final Fantasy. I own collectible editions of the games, soundtrack CDs, even books of the concept art. I have eight Final Fantasy posters on my bedroom walls. I have a bunch of the cardboard boxes that the SNES and Game Boy games came in pinned to my living room wall in a collage. I am big into the fan-work scene for this series and for FF7 in particular. I legitimately enjoyed FF7: Dirge of Cerberus and FF4: The After Years.

I have a vested interest in this game.

I also have a natural tendency to ignore any and all faults in any game where you fight a battle as Cloud riding a motorcycle while Tifa sits behind him hanging onto his chest and using materia and items so Cloud can focus on driving and slashing enemies with a buster sword. And that's a thing that happens here.

As far as the story and dialogue goes, it's one of the most unique approaches to a Final Fantasy fan game or any sort of fan work I've ever seen. The basic plot is that the main characters are cosplayers who find that they are becoming more and more like the characters that they dress as, up to and including joining a paramilitary group called LANDSLIDE and blowing up a power reactor in the game's first mission. This is being caused by some sort of engineered virus which causes... I guess I would describe it as a new type of bioengineered schizophrenia, though the game just describes it as "turning into fictional characters" (an explanation which I found somewhat lacking). Your goal is to stop this virus before your lives disappear.


Basic plot of the game, right here. Honestly, this was kind of a cool idea.

The dialogue could use a little editing in a couple place, not for spelling or grammar but just for simplicity and coherence - I never did figure out where the Selphie-looking girl came from or why she joined my team, for example. But for the most part it is actually excellently written, especially in the important scenes. The characters, especially the two main characters Kumo and Levi, are extremely well developed and have a ton of personality while still seeming very realistic and grounded. Their reactions to situations are believable and their personalities and quirks come off as natural rather than forced. Despite the fact that they're both asses, both to each-other and to most everyone else, I found myself growing attached to them both quite early.

To put it simply, I started playing this game to see what would happen to Cloud and Squall, but by 50% of the way through the game I was playing to see what would happen to Kumo and Levi. SorceressKyrsty weaves a great character-driven narrative.

---

Gameplay is based very closely on FF7. The materia system is essentially unchanged from FF7, although many of the actual materia themselves are different and teach more interesting skills (some from other FF games, some original). FF7's signature limit breaks are also present, though new ones are learned from story events rather than by using the old ones repeatedly.

I found the gameplay to generally be fun and well done. The designer made non-damaging skills be fun and tactically useful without being overpowered - positive and negative status effects both wear off naturally and quickly, making them something that have to be reused and also healed/dispelled. Ailments weaken opponents instead of completely crippling them. Elemental weaknesses on enemies are common, but the limited materia slots force the player to pick and choose how often to make use of those weaknesses at the expence of other tactical options and also of building AP on materia you'll need later.

The game creates fun without being too challenging. I rarely felt like I was in serious danger, but sometimes I did. Even when I felt like the enemies were unthreatening, the materia system was utilized excellently and the rewards made grinding much more tolerable.

It might sound obvious that a battle system ripped almost directly from one of the most popular games ever made turned out to be quite fun, but actually it is a very noteworthy achievement. I've played plenty of games where the battle systems were mostly indistinguishable from Final Fantasy games and they were nevertheless boring garbage. Getting it right takes skill. I feel Cosplay Crisis does an admirable job in this area.

---

Sound and music is pretty much all straight from Final Fantasy, as expected. In a Final Fantasy fan game, it would obviously be stupid to complain about that. My only complaints are that I wish there were an optional high-quality music pack with MP3s instead of midis, and that I think the sound that plays when your limit gauge fills up is the single worst thing I've ever been subjected to in my life.

---

Graphics in this game are not the built-in RTP graphics that come with RPG Maker XP, though the human characters are created in that same style. The vast majority of tilesets and character sprites seemed to be downloaded free resources that I recognized. This alone doesn't bother me at all - the resources chosen are great, and I don't consider them overused in other games. Many of the cities give off a very appropriate drab, urban, modern feel, while other locations mostly had graphics that also gave off strong thematic feels. A few locations, such as the interior of the airship, appear to be original or semi-original graphics. All Final Fantasy characters are easily recognizable and almost everything more or less matches in style.

However, the tilesets in particular were used extremely poorly. The towns bear no resemblence to real towns. Rows of absurdly tiny inaccessible buildings line every street like walls, with no alleys or fences or any sort of attempts at cleverness in mapping. Some buildings are flush up against the walls of other buildings on all four sides, making me wonder how anyone could ever use them. There's no indication whatsoever as to which edges of the maps cause you to go to the next maps - you just have to step on every edge tile in the game until you find all the right spots. Some areas (like the power reactor) actually have a really nice amount of eye candy and the visuals hold my interest due to their variety and attention to detail, but then others are horribly lacking with long barren stretches of floor and massive pointless hallways designed only to increase the number of random battles. I'd have preferred places like Oak and the Tokyo streets and alleys to be smaller with more frequent battles. Especially Oak, where I spent over half an hour just being lost.

Mapping errors were unbelievably frequent. Passability errors abound as if the maps were never even tested. When walking from one screen to the next, sometimes I would be sent halfway into the middle of the next room instead of starting at the door/edge, and just as often I'd be facing the wrong way. People speaking Japanese is supposed to be represented by bold text, but the message system doesn't support bold text properly and so the last couple words of every line gets cut off when you talk to people in Tokyo. The slow text speed and slow walk speed didn't help my immersion either - the text speed just made me get sick of text boxes and skip them by accident while trying to fast-forward them, while the walk speed just made me want to punch the monitor.

At least three times during the game I remember being placed inside a wall or other impassable object, making it impossible to continue without playing in test play mode. At least two other times, entering an area caused an event to restart that I'd already seen, crashing the game. In its current state, this game is not beatable without cheating due to bugs.


Can you see the main character? No? That's because I walked under that group of people. You can see Kumo's arm and hair sticking out the right side of the bearded man's leg, and his torso below that. See him now?

Many of the battle graphics for characters were done seemingly almost entirely from scratch, which was actually awesome. The characters change costumes several times over the course of the game and each variation has its own battle graphics. Enemies seem to be 100% original as well, not to mention animated, which makes me completely forgive the use of palette swaps.

However, battles also suffer from a number of graphical bugs - many enemies disappear when afflicted with certain status effects or when attacking the player, because the creator never bothered to define poses for those settings. In some battles, enemies appear to be floating in mid-air in front of buildings.

While I expect to encounter a handful of errors in any game, especially in one that was just released, this game had somewhere in the vicinity of four to five hundred bugs just that I noticed. That is about fifty times as many as I would consider excusable.

To summarize, while the creator clearly put a huge amount of time and effort and heart into creating this world, she put little or no effort into making that world good, or even playable. If all the bugs were fixed, this would easily be a 3.5 star game, and maybe higher.


Story: 4.5 stars
Combat: 4 stars
Interface: 0 stars
Graphics: 0.5 stars


Final Score: 2 stars


2 stars - review by LockeZ
Decky
I'm a dog pirate
19645
Magic Quest - by pikachu 2127

Magic Quest
Story - 1/5
The only hint of story you get is off of the game's main page, otherwise it's nearly nonexistent until the 'King' tells you to go find the source of this unknown thing called 'Magic'. The game ends pretty much 20 seconds after that.

Don't worry Ethan, the feeling's mutual

gameplay - 1/5
HIT ATTACK UNTIL IT DIES unless they're zombies, in which case HIT "CROSS CUT" (your only skill) UNTIL IT DIES.

mapping/graphics - 1/5
maps appear to be too big and are pretty empty. They do, at least, progress linearly. It's also completely RTP EXCEPT for some of the characters. Before I forget, the weather tends to be random between the maps. It rains at the start point, but the maps around it are clear for instance (and these are all about the minimum size XP allows).


this is the inside of a TENT

audio - 3/5
Still RTP, but at least it more or less fits into the map or the event that's going on.

Overall - 1.5/5
There a lot of mapping flaws present (some not even shown) and the lack of story (especially in a RPG) kinda kills it. The upside is that this is EXTREMELY short (I think I beat it in around 3-5 minutes).

For those who kinda want to know the full thing about this game, you could read through my notes here.

Magic Quest 2

Story - .5/5
Somehow, it's managed to give you even less than the first game. Again, the only clue is off of the game's page.

Gameplay - 1/5
Still the same from the first game, nothing new except I didn't need to use my skills.. ever..

Mapping/Graphics - 1/5
STILL the same issues as the first game. Big rooms, not enough in them. This one, however, had really odd choices on the tiles from one room to the next (one was an ice dungeon which moved into a sand/flesh dungeon which turned back into an ice dungeon).
WARNING: In the last dungeon there is a letter in the top left corner. Using this will cause the game to crash

audio - 3/5
Same as the first game.

Overall - 1.5/5
Pretty much no improvements over the first one with the exception of a new UI scheme. Sorry for the lack of pictures, but seeing on how this has the same issues as the first one I didn't feel a need to post any.

For those who kinda want to know the full thing about this game, you could read through my notes here.

1.5 stars - review by TehGuy
Decky
I'm a dog pirate
19645
Super Smash Brothers Crusade - by Felipe_9595

Super Smash Brothers Crusade!


Gotta Pick 'em All!

Where do I begin? This is an indie game made to mirror the style of gameplay found in other Smash Brothers games. Why do even need to remind people about this? Because, there are a lot of points that could quickly turn this into a scathing review. However, we must accept that the creators are not professionally paid game creators who made code from scratch etc.
Let's start with these bad points so they're out of the way and we can continue focusing on the good...

Mismatched graphics
For a game so well made, the majority of the cast have great matching graphics to each other and the stages. It's nice. Until you play as Megaman, Goku, Chun-Li, or Ryu. Suddenly these characters are glaringly out of place. They're ripped from their respective games and chucked into this game. It's like having a cast of RPGMaker 2k3 characters and some side guys join the team from RPGMaker XP.


Seriously, just... why?

Cheap Ass Characters
The main Super Smash Bros. cast have their usual, balanced gameplay. Then there's some of the new additions that kind of make no sense or break the game.
-Bomberman: Spam the rolling bomb for easy wins.
-Goku: Kamehameha is one button press. Almost no charge time, and it is a beam attack that cuts clean across most stages. Can we understand how this quickly becomes the worst possible character? You can't get back on the stage! Kamehameha...

Useless Characters
-Ristar: He is alright to fight against, because he is so easy. His main smash attack is “Throw own body at enemy”. In a game where the objective is to stay ON the arena, this is pretty bad! Still, I managed to get through single-player with him.
-Gooey is nigh useless, unless I really misunderstood how to use it.
-Toad: I really don't need to explain this one.

Game Breaks
This might just be bugs that need to be fixed, or I am amazing at breaking things. Here are the major bugs that I've found.
-Master Hand has on 4 occasions smashed into the far-left side of the arena and got stuck there, ripe for a cheap kill. While it is a yay that I beat single-player; it is a boo for challenge.
-Chun-Li actually broke the game. I beat Jigglypuff and Chun-Li's health bar disappeared, leaving me stranded in the level until I reset.

Young Link
Call me a picky bastard if you like, but Young Link is called Toon Link. Because it's Toon Link that they used for the graphics of Young Link. What the heck!

Costumes
There is a serious lack of character selection colours! In actual SSB games we're used to being able to swap outfits/colours of our characters. However, in this only Ryu and Chun-Li have this option, it seems! Which is really a shame, not just for the other characters-- but for the idea that these are probably going to stay the character graphics. Sad!

Controls
One thing you have to remind yourself is that you are playing a non-Nintendo made game. The controls CAN be a little frustrating at first. For instance, when the battle starts, and you're holding down left to prepare your start-of-battle attack, you will not be actually holding left. Button input doesn't take until the battle actually starts, so you'll need to re-press left. Sounds like a dumb gripe, right? It seriously takes some getting used to. The arrow keys do not = a d-pad. Lift fingers off key to press other key.

Alright, all my griping aside.

This game is actually really fun. It's one of those games I hope they finish and maybe keep adding to? The sky is the limit with Smash Bros once you drop the Nintendo Only limitation. The characters play like they should, and the fresh blood on the roster add to the fun! I've yet to unlock all the characters (I assume). Unless Bowser, DK and all the missing characters are not part of this game?
Levels are fresh and original, save for the throw back levels of previous Smash Bros. games, music is good quality, and sound effects are awesome.

Something I really need to emphasize on, and I mean it: The menu is great! It looks pretty, with nice animations and what-not. Navigation is very smooth, and the announcer's voice is almost spot on with the actual Smash Bros announcer! Very slick.
(yes, seriously download this game for the menu alone.)


There's Crusade for 4-player arcade mode (I seriously wish I could hook up four controllers to my laptop and invite friends over to play this game. Sadly, I stuck with the AI, which I should note, is a moderately good AI. I'm often able to trick the computer into jumping into my traps, but for the most part it does a good job. GOOD is the operative word today!


My money is on Goku.

Single-Player which consists of a set of battles leading to the end boss.
SPOILER ALERT:
It's Master Hand

There's about four fights, a mini-game, four fights, a mini-game, and another four fights? Maybe I'm exaggerating on the amount.
What I'm hoping they improve on: Story. I know this is a fighting game, but ever since the story-mode in SSB Brawl, I've kind of wanted some semblance to this carnage. It's not likely we'll get it, but one can hope!

Single-Player mode is also where you can choose to play the mini-games. The mini-games consist of “jump on platforms” and “hit targets”. Standard Smash Bros. affair. Also standard Smash Bros. affair: These mini-games are a little annoying to play. So, unless you liked them in actual Smash Bros, you probably won't like them in this.

What else is there to say? Overall this is a great game. I look forward to updates!

I'm giving this a fair 3.5 of 5 stars. The character graphics mismatching like that really takes me out of the game whenever I see it. The control annoyances really come out when fighting Master Hand or any AI above Normal difficulty. Lack of costume choices and the strange assortment of missing / added characters was very irksome: I like most of the cast, but removing Bowser and DK is like a slap in my face. My favourite badasses are no where to be seen, yet Goku wiggled into the cast. There is no justice!
However, the gameplay is still pretty good, music and most graphics match; the game is just pretty good! 3.5 of 5 seems fair.
Download this treat, folks! If you're a SSB fan, you'll probably dig this.


Kirby isn't the only person who can do weird things to people with his mouth.


3.5 stars - review by Dudesoft
Decky
I'm a dog pirate
19645
The World is Made of Paper - by ganonfrog

It was pretty hard for me to review this, as it was a Visual Novel and not an RPG like I'm used to. I didn't mind trying it out though. I went into the game having not heard of it, having not read the description, or seen any screenshots really. So it was all a surprise for me.

Story:
Definitely not the "save the world from the evil that revived from being sealed" type of deal. It takes place in the modern day, starting with you wanting to get away from your boring life and have an actual adventure. It is an adventure, feeling at first like something that could happen to a person, and I rather liked how the mysteries started popping up. "What does this mean?" "Why would he do x?" and questions like that you could ask. I'm not one for this type of genre but I think I enjoyed it fairly well. It's still a demo so I'm sure it can go and answer the questions it brought up at the end (purposeful cliffhanger) but I feel it can also end in a rather obvious way if they decide to write it that way.

There was a mispelling of the word "referring" in "I was mostly reffering to your strange, but seemingly random, experiences..." but other than that, I felt it was written well, no other mispellings that I noticed. Each character was distinct, had their own motivations and actions. I would say it's pretty funny how they call the main a "nice guy" or "good guy" when everything he says is something rude or mean, and has 0 patience for anything. I mean, I don't even mind that he has this personality, it's just funny how they still think he's a nice guy despite showing he's pretty much a jerk.

I would have to add that there are choices to make in the game. A few, not many, but they do lead to different outcomes. Some are game over (or seem like) conditions. Some advance the plot or provide a different view on a scene. There was one time passing one that didn't really seem like a necessary choice because the scenes didn't really do much different but other than that, they seemed distinct enough.

Graphics:
The graphics seem hand made so I'll praise it for that. It worked well for what it was attempting to do. I'm sure if they used moe anime portraits, the feel of the VN would be lost or at least very different. There were various expressions for the characters, and a few backgrounds. I think it did what it had to just fine and set the tone up.

Audio:
Other than that I think the music was appropriate enough and fitting, I don't really remember much in this category. Nothing stood out as being too out of place and again seemed to work well with it. I do not know if these are custom or if they're from somewhere else, but I didn't really have any complaints in this category.

Misc:
Some issues that I did notice. Return is HIDING behind the 10th save slot! I mean, you can always right click the menu to return back to the menu. Speaking of which, you need to right click to enter the menu. I thought VNs usually had a HUD or something to tell you what the buttons did. I didn't know there was a menu because the game didn't tell me about it. It was my friend who told me that I should save before a choice, which got me to even try to figure out how to bring the menu up.

Might be renpy's fault, but I wish you could have a little bit of a pause or something because I click the screen and suddenly I've accidentally made a choice somewhere, since choices are so infrequent and usually it's a lot of dialogue.

Overall:
I enjoyed it enough, despite again not being my type of genre. It's about an hour or so, it's not really very long so it's worth a playthrough at least. I don't think I have much to critique as far as the story goes, so I'd just say to continue on with it and finish it up, after some minor tweaks. They're not even game breaking really. Good job with this!


Not rated - review by Ocean
Decky
I'm a dog pirate
19645
Lithan - by Ocean

Not bad for a 5 days game.

*Disclaimer: I had problems with the installation of the game, so i made this review in four hours (Irony), be kind.

Story

The plot revolves around Mina, Tonia and Dylena. 3 girls who were guarding a mayor to his destination, where he was going to order an attack to end a war. In his way they were ambushed by a group of bandits. Then they kidnapped the mayor, and asked for 2000 coins for his safe return. Then the girls decide to search the money to rescue the mayor. For that they must accomplish a series of quest. Certainly is not the most original story ever created, but is not bad, perfect for a short game.

3/5

Gameplay

This is the best part of the game. I really liked the overall gameplay of the game. It haves a sideview battle system. The battles were balanced and they make you think (You cant win only mashing buttons, you have to think your moves)

Boss Battles were a challenge. For example, the battle with the ghost in Caverns of Cynne was a really hard battle. You have to heal very often and and be at least, in level 8 before you face him.

The quest system really helped too. The game is pretty linear. But the quest system really helped on making it less monotone (I found myself revisiting some places often to check if i missed an item or discover new passages to new places)

4/5

Graphics

The graphics were not amazing, but they were not bad. I saw some RTP graphics here and there but overall the game doesnt look bad. The mapping in some places was good (Town of Lihtan), but some maps were disgusting (The Caverns of Cynne for example. Vx)

3/5

Music and Sound

In my opinion, this was the weakest point of the game. The sound effects sometimes were annoying. They dont fit with each other (I laughted when i heard the Resident Evil Save Sound xD)

The music was not memorable. It wasnt bad but sometimes it didnt fit the mood (The Boss Battle theme didnt fit at all)

2/5

Overall

The game is not a masterpiece, but its a good game. A decent story, a balanced battle system, good boss battles and a quest system are enought to keep you playing the game for at least 1 hour.

12/20 = 3/5



3 stars - review by Felipe_9595
Decky
I'm a dog pirate
19645
Dragon Quest: Legacy of the Lost - by Orias_Obderhode

Title: Of Dragons and Slimes...
A well presented game...on the outside. Let me break it down for 'ya.

Dragon Quest: Legacy of the Lost is a story about a hero named Aldain (or Achii in my playthrough). His mother is sick and you go on a quest to get her healed and eventually get recommended to the king.

Story

Okay, I'm starting with the story since that's the easiest right now. The story is ...definitely not for someone like me. the intro felt slapdash as the king goes out in the front gate of his castle instead of a castle balcony or something like a true royalty does. Then he gets zapped by a wraith/whatever that bad guy is again. It just felt random.

Then that's not the only one. It's the mother's sickness that makes me want to bang my head on the table. Allow me to elaborate+summarize:

Sarah:
It's me, Doctor Rothberg. I have come down with a terrible sickness.
It's a sickness I fear I've never had before.
Rothberg:
I see...Well, my dear Sarah. Could you describe the symptoms?
Sarah:
Well... I don't feel that bad right now, really don't. It's just that every day I wake up with less and less energy than the day before. It's scaring me doctor. It seems my sickness worsens every day.
Rothberg:
Hmmm... My my... It sound's like quite the disease.
May I ask, if there are any other symptoms present?
Sarah:
That's just it...that is my only symptom.
Rothberg:
My dear, from what you are describing, I fear the worst. Sarah, I do not believe you to be sick. But instead cursed!

You know doctor, she could've been, idk, depressed, could be lacking sleep and so on and so forth. This is just too vague and general that I just went wtf. So anyway, moving on. I was asked to retrieve a moon flower and get a holy water.

Except when I went to the general store there's a moon flower there. Weird. But moving on, I went to the forest got stuck for a while since the forest doesn't even drop any clue on what I should be doing.

A few dungeons later, my mother is healed and suddenly she recommended me to the king and the king believed her. I believe that isn't the right way to recruit someone but I can pretend my mother is a super important person. But anyway, I get this mission by the king to go to this shrine. Talk to all the guards to get a boat or something and go there. Except I talked to all the guards and didn't get to proceed at all. All I know is one of them used to be a seafarer etc.

The game also talks about a Shrine. Something about creationist theory that is obviously a foreshadowing but...I didn't reach there because onto the next section:

Gameplay

Okay, I have a huge beef about this game's gameplay. Here's some of them:

In the intro, the game asks you some pair of questions. One of them is either you want to be a physical character or a magical character. Being the magey person that I am, I decided to be a magical character. Except...You don't start with a magical spell at all. Which is like, rule of RPGs man! I went to battle just mashing attack and getting bored. Which is chained with:

The whole saving only in the town. I swear, you can't save on the world map, there's no save points in dungeons and you can only save in the town. SAVE.ONLY.IN.THE.TOWN. This game was frustrating for that one. I can accept the dungeon, BUT WORLD MAP? Dude, some of us have responsibilities to go to, and I would like the ability to save anywhere in the world map just in case an emergency comes by. But nope, I end up using my warp wings to go back to the town and save and trek all the way again to know where I'm supposed to go. Not fun. Which leads to another chaining point:

If you're a character with those STR seeds, this is not a problem I guess? Just mash attack and move on. But as a Mage? It takes a while longer and it isn't until Lvl 3 you get Heal and Lvl 4 you get Frizz (Fire). This was annoying I swear to you. And because a lot of times I am almost dying, I end up going back to town or my house, heal and walk again to go wherever I'm supposed to be. It feels like GRINDING. I know DQ is all about GRINDING but by gods this is arghhh.

Aside from mashing attack on the first 3 levels and me screaming bloody murder fighting 4 slimes, 2 birds and a dragon, or some variaton at once and do nothing but mash attack and heal. I am glad that this game DOES have some nice battle small number damage formulas. I loved that aspect of the game.

At least flee is effective.

Another thing I have beef with this game is the "puzzles." Dude that forest dungeon sucked, change it. It did nothing but randomly teleport you 5x and a huge guessing where the right teleport might be. I rather have pushblock puzzles or some sort.

The other one is the marsh. I can't evade some areas with the marsh so what the hell? Good thing I bought ten herbs that majestically got decreased to two since I was fighting at the same time (I was lvl 3 when I got here 8|).

Moving on...

Music and Sounds

One of this game's good features is that the music collection and the sound effects are fitting and cute. I can't say I heard any of the BGM music before, but anyway, nice choice. It might have come from the old DQ games or something, but really. They're nice and fitting.

Graphics

It uses CUTE enemy graphics such as :


I like how it's like DQ3 (The only DQ aside from 1 and 2 that I played lol). And well, it feels like DQ. The other thing though is that I wish you went the extra mile and changed the battle animations. It was just really weird to see high res special effects on 8bit/16bit??? sprites. It broke that DQ illusion for me.

Overall

At first I thought the game looked solid. Then I saw the intro and my hopes plummeted in terms of story. Then how the gameplay was presented made me want to scream bloody murder. I think this game still can be improved on since it has a lot of nice aspects. So I can't really give this a rating. I don't like giving ratings to games that are obviously incomplete and can do better :) Good luck bro.


Not rated - review by Archeia_Nessiah
Decky
I'm a dog pirate
19645
Enelysion - by yuna21

It has frequently been a common goal of RPG Maker games, of any edition of the engine, to catch the eyes of players with system innovations and flashy graphics. While these are far from worthless goals, sometimes such high reaching expectations can wind up overshadowing, and sometimes even overwriting, the little things that really make a game enjoyable. The fancy systems can get tedious, and the graphics overly tended to over the arguably more important gameplay.

Enelysion takes a different approach. Instead of focusing on having the next big thing of note, it instead brings all of its attention to getting the little things just right. It may not be an explosion of crazy, new ideas, but it’s honestly, simply, and wonderfully fun.

Gameplay:

As mentioned above, Enelysion does a great job with making its gameplay enjoyable.

First of all, it has no random battles. All battles are activated on touch with sprites on the map, which seem to come in just the right number to avoid being too common. I cannot properly stress how much this improves the quality of a game on its very own.

While the battle system is a relatively basic sideview, turn-based one, it does a very good job of balancing difficulty and holding strategy over tedium. The options in-battle follow the simple “Basic Attack, Skills, Guard, Items, Run” formula, the enemies have enough variety and structure to them to make every skill available to you consistently valuable. Furthermore, the game discourages skill spamming and button mashing by giving you extra rewards for the amount of technique variety you use within a battle. If you ever find yourself hitting the “Attack” option over and over again in hope to just beat the enemy silly, expect a really awful technique point turn out when you finally do finish the thing off.

Which leads me into the other thing that makes the simple battle system so pleasant: skill shopping. Each of your characters has a certain number of locked techniques available to them within the menu, which are unlockable through points earned after a battle. The points come in large enough amounts to give you the chance to buy these skills fairly often, but are generally held back enough to make them seem too cheap.

Outside of battle, the world of Enelysion is largely open to you for exploration from the very beginning. Instead of choosing to use a world map, or linear series of predetermined paths, the game takes place in an almost Zelda-like open map. Crystals are scattered here and there to use as teleportation between discovered areas, making exploration easy and worth doing, even if you’re not meant to go to a certain area as part of the story.

That said, as nice as the open world idea is, the chapter-by-chapter release of the game works pretty strongly against it. Several paths are still closed off due to them not being available in the first chapter, taking a good bit away from the freedom the open maps should give you.

On the same line, several side quests are offered to you around the world, but many of them are cut off past their introduction with the same “This is not available in chapter 1” note that the paths are. This is particularly irritating in that it directly pulls you out of the game in the middle of dialogue. In fact, I couldn’t help but be reminded of Dragon Age’s “You must purchase the DLC to start this quest” guy.

With those two things put aside, though, I thoroughly enjoyed the gameplay in just about every way. Sometimes, the simple things are the most important.

Score: 4.5/5

Story:

It was a little difficult to get a good grasp of Eleysion’s story from this first chapter. The game’s page promises a personal and character based approach to a fantasy RPG story, but there wasn’t all that much room within this relatively short intro chapter to show that. For the most part, the basics of the story seemed to follow pretty typical JRPG fare, with mentions of an old war and split alliances taking the center stage, complete with a MacGuffin, in the form of a strange orb, for the main characters to focus their attention on, presumably to get them involved in whatever is happening in the world.

It is well written however, despite its lack of a particularly notable hook. No typos or grammatical flaws caught my eye, and, for the most part, the dialogue is believable.

I’ll hold out for the promised character focus in later chapters, but this first one was admittedly a little underwhelming.

Score: 2.5/5

Characters:

There are really only two characters you get to know well in this first chapter: Laine, a laid-back female mercenary with the occasional burst of anger to her name, and Rolf, a quiet, sickly, male white mage.

This reversal of roles certainly pleased me in its idea, though at times I felt like the writing got a bit too caught up in making a point with Laine’s strength and Rolf’s frailty. It never drifted into the realms of shallow storytelling, but it did occasionally feel a little thin.

Rolf’s constant claims of “I don’t want to fight” and other such things, mostly after battle, also started to get a little grating after a while. When you first meet up with him, he seems to mostly want to join Laine in her mercenary duties to help her out as a friend, but with his frequent after-battle whining against exactly what he volunteered to do, he wound up coming off as more irritating than anything.

Otherwise, the characters came off as fairly likable, and I trust further chapters to shed a little more light on their actions and personality.

Score: 3/5

Music:

The music in Enelysion is mostly made up of celtic-style, high quality MP3s from obscure enough sources for me to not be able to recognize any of them. Short story short, the music is awesome.

Some of the songs did have the somewhat amusing small flaw of being, perhaps, a bit too dramatic for their usage. Just walking through the town garden felt like an epic adventure, which seemed a little silly when I put any thought to it.

Really, though, that’s not a big deal. The music is good.

Score: 4.5/5

Graphics:

The graphics, while not bad, came off as a little unimpressive for a couple reasons. While the game did a decent job at making VX’s RTP and blocky mapping pleasant enough, the style still came off as a bit too squishy and happy for the tone of the story.

Also, while the maps are elaborate, and that fact occasionally works in the game’s favor, at times they felt a bit too cluttered and rough, making them a little hard on the eyes at times.

I was also put off a little by the use of Fire Emblem character portraits for the main characters, mostly because I’ve played the games they came from, and it was rather difficult to not associate their faces with the character they were originally attached to. The characters would probably feel much more unique if the hand drawn portraits in the game page were used.

Those things aside though, the graphics were nice enough, and never took too much away from the overall experience.

2.5/5

Final score:

3.5/5

While not the most memorable title I’ve ever played, Enelysion was enjoyable to play, probably more so than most other RPG Maker titles I’ve seen and that alone is an accomplishment worth something. I strongly look forward to any future chapters in the series.


3.5 stars - review by ganonfrog
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