• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS

Bad, but with a lot of heart.

Time and time again, games appear on RMN that are poorly thought-out, thrown together with little effort. This comes from a developer being inexperienced.

I think that's what sets this game apart from other games of its type. Mythica Stories by mythicateam is a clear first attempt, or at least one of the first attempts. It is crudely mapped, with weak dialogue and minimal polish. But this is not due to laziness, but inexperience. The actual concepts in the game are great, and once mythicateam gets a better grasp on game-making, it could be polished into something not just playable, but good, fun, even popular.

Gameplay

If there’s one word to describe the gameplay in this game, it’s “inventive”. If there’s another, it’s “flawed”. This game has so many good ideas tied into it, with some poor execution.

The objective of the game, at its core, is to collect crystal balls, earned from chests and killing things. With a certain number of crystal balls, you can complete the level, unlock doors and gain extra treasure and experience. It’s simple, but it’s actually a very good setup.

What really enhances this is all the great ideas in here. Sometimes scrounging up the points can be a bit like a puzzle, with ghosts that can only be found one way and killed with one weapon(although you need to check this out because battles are non-escapable and if you battle the ghosts with the wrong weapon, you auto-lose, which is why I quit), orbs that only appear after getting other orbs, special rewards for getting all the points rather than the necessary amount, skills that affect the undead that also backfire on a certain zombie party member, all things that add up to a worthwhile experience. I was really impressed with the depth of this game. It wasn’t generic first game #786, nor generic polished game number #229. It was a clash of the highs and the lows, rather than just being all in the middle, all good or all bad.

So what was bad exactly? It did get a bit repetitive rather quickly. The enemies only had an attack skill, and really the allies were more interesting than the enemies. Components of it felt a bit rough. But it was actually surprisingly good fun.

3.5/5

Narrative

There was quite a bit of writing in between certain levels, however it was all very bland, and to be honest I didn’t play a great amount of attention to it. My first thought was “Couldn’t this all be shown instead?”. “Show don’t tell” is the magic game-making phrase, and it really applies here. The writing for a few of the scenes with actual dialogue was fairly cheesy. When writing, it is very important that you define characters and their personalities, but that really wasn’t done here. Everyone felt like the same person, with no particular motivation.

On the show don’t tell point, this also applies to gameplay. There were a lot of messages about simple stuff like interacting with objects, that I felt to be a bit too much hand holding. The player may be stupid, but they can draw simple conclusions like “the question mark means it’s important”.

1/5

Audiovisual

This game uses default everything, which was fine. The music was used reasonably, I didn’t notice any odd moments with it.

The mapping was pretty bad however. The maps were very empty. They needed details, rather than just having ground and walls. Other than that, some of the presentation of events appearing and such wasn’t too great. Also, the walls of the caves aren’t correctly made. They are lacking the joining corner pieces, that make the map make sense(mythicateam, if you need me to explain this better, I will).

2/5

Overall

Let me be upfront. This game isn’t very good. But it is full of effort. If this is mythicateam’s first attempt, sign me up for anything he releases after this. Basically, mythicateam has rough talent that, if refined, will lead to some classic titles. Alas, for now, not so much.

2/5

Posts

Pages: 1
Thank you for the review. You are certainly right about with one thing - that it is my first game with PRG XP. I agree with the remarks about the map design, but it was actually the point - to concentrate on the "ideas", as you put it. As for the wrting, well, if you quit at the ghost battles you certainly missed most of the further plot - but if you didn't have any patience to go on, that's a message for me that maybe something has to be changed at the beginning. And as for the "show don't tell" - I got bored very easily by long intros and "cutscenes" of most of the games I downloaded from here and I wish there had been "skip" option, or something like that, so I wanted to avoid it and concentrate on the gist, at least in the first minutes of the game.
Thank you for playing, though :)
Well the wonderful thing about show don't tell, mythicateam, is that it is much easier to trudge through than walls of text, especially if you wanted them to actually get read. A more "cinematic" introduction doesn't necessarily have to be long, and can get a lot of information across quicker than boxes of text, and more importantly, more effectively.

Just so you know, i was a lot further than the first ghost battles, I just hadn't seen any ghosts in a while, so I changed to the more powerful rod, and forgot about it when I found a ghost. But there did seem to be a lot of game past that point.

Edit- Honestly, mapping decently is a skill that isn't hard to learn and is easy to keep. At the very least, fix the actual errors in the maps.
There is CERTAINLY a lot of game past that point...
I think this type of game would be better suited to an ABS. You could have the enemies drop the crystal balls on the map, automate doors opening/closing based on how many enemies you've killed etc.

Using the default RPGMXP fighting system seems to slow the whole game to a halt when it seems to me you want to be charging through these stages rather quickly.

A little disclaimer, I run a tutorial site that deals with the XAS ABS - so I'm not entirely impartial - but at the same time I wouldn't say it if I didn't mean it.

The ideas are there, they just need to be executed in the correct manner for it to work.
The mapping according to the screens don't look that bad, I think I like it. Though I do see that error you pointed out.
Well, I'm playing it now and I definitely agree with it being a bit repetitive. It sort of reminds me of a puzzle platform adventure rpg hybrid, so it's definitely piqued my interest. But some elements of the gameplay seems a bit awkward.

For example, you don't get any gold in the first two stories, so by the time you manage to get to the town, you are poor. The easy mission left me for dead, because I couldn't afford enough to hire somebody. Guess I'll either have to continually fight in the arena (kind of boring), or tackle this mission solo but run from everything.

Also, the arena itself would not be so boring if we could leave it before the time goes up. You can't access the menu, so something as simple as pressing the ESCAPE key could have brought up a yes/no to leaving the arena, even before the time was up. Otherwise, your just standing there wittling away at the time because your too low on health to fight.

However, there is definitely a lot to keep me entertained and I'm willing to invest some more time into it. I pretty much agree with the above review, but I think for the sake of being inventive by incorporating some unique ideas, I'd bump it up to somewhere between 2 1/2 and 3 stars.
Well, if you think it should be a 2 1/2 or 3 star game, you should write a review. The site could always do with more reviews~
I probably will, but wanted to play into the game a little further. I just got curious during the play to what others had to say.
Pages: 1