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

A true paradise for retro gamers

  • Silviera
  • 08/05/2009 08:56 PM
  • 1838 views
Battle System- 4/5
Combat is strictly traditional old school, though you'll be able to customize your characters a great deal. The game essentially uses FFT's job system in which you gain normal exp and job exp for every battle. Normal exp simply increases your stats, while job exp will grant new abilities. The game begins by allowing you too choose from all the default FF1 classes, and items you acquire throughout the game will unlock plenty more. You can switch your class at any time simply by equipping any you have obtained through the status menu, which will immediately change your stats and abilities to reflect the new class. Gaining experience in a class also allows you to equip its ability set, allowing you to create characters such as a Black Mage with a full arsenal of White Magic. Some classes also learn supportive abilities as well, which act as an accessory of sorts. Most of these tend to increase a stat or provide a constant buff that is active throughout all battles. There is one extra twist in the form of mercenaries you can hire which will follow your party around. They do not appear in battle but provide a constant supportive effect, such as casting Haste on the entire party before battle or allowing your group to gain a First Strike every time.

Balancing is one of this game's strong points, and it is accomplished with a rather unusual method. The game has no random encounters, so you'll be choosing whether to fight or run through monsters in any given area. What's unusual here is that once an enemy group is defeated it is gone forever, which means there's a limited amount of exp and gold to go around. If you just kill enemies as you follow the main storyline the game ends up being challenging for the most part, but if you break off from the main path to explore optional dungeons and seek out extra bosses the game's difficulty begins to fly out the window rather rapidly.

Not everything is perfect here, however. The one flaw with the system is that certain classes and class combinations tend to be ridiculously more effective than others. Whether you stumble across them or actively seek them out, you'll likely end up with a character or two who can completely decimate every enemy entirely on their own. There is some extra challenge thrown in with the addition of super powerful optional bosses, but it does detract a bit from the experience when you're plowing through the normal game.

Storyline- 2/5
You are participating in a rebellion of some sort to overthrow a kingdom. The game is extremely light on dialogue, and what little is present is often spoken in an unnatural and confusing way. There were several points in the story in which I wasn't exactly sure what my characters were doing, but since the script is light and nearly every scene in the game includes a Skip Scene button, you won't be dwelling on this aspect of the game much.

Characters- 3/5
A bit of a departure from the norm here. The game's storyline follows two characters who are instrumental in carrying out the aforementioned rebellion. One seems to be a lazy swordsman of some sort, and other is a hyper violent short tempered assassin. Most of the game's dialogue is provided by these two and it's often entertaining enough. However, you do not play those characters. Your party is a group of mercenaries hired to guard these two, and never speak a single line during the entire game. It's an interesting way to allow for a character driven story while allowing the player to build their own party. It would have mattered a lot more in a game with a stronger narrative, but then again this game does not spend much time dwelling on its story.

Level Design- 3/5
Mostly average in this department. Levels rarely consist of anything except wide open areas filled with various enemies and treasures scattered about. The game does change things up every once in a while, but it doesn't make up any significant part of gameplay. One nice thing about the design here is that you'll never be lost in this game, even with the occasionally confusing writing. A handy Quest Log is included which will update you on all optional quests you've taken as well as point you to your next objective in the main story. Since the game also allows you to rapidly travel around a world map with conveniently labeled areas, you're never more than a few minutes away from your next objective.

Graphics- 5/5
The game tries hard to capture that late era NES feeling, and with that goal in mind it succeeds flawlessly. Everything from the tilesets to the battlers have been ripped and in some cases heavily edited from Final Fantasy games. There was plenty I didn't recognize as well, so I'm not ruling out the possibility that several graphics have been drawn exclusively for this game. One thing I appreciated here is that the game includes a unique battler for every single character class, both male and female, which helps give your nameless heroes a lot more personality. The bottom line is it looks and feels exactly like a game from the era it is trying to emulate. Knock off several points here if you like fancy new graphics, because you are going to hate the look of this game.

Music/Sound- 3/5
All the sound choices here have been selected with that 8 bit theme in mind. Most of the music consists of fairly repetitive midis, and all the sound effects appear to have been ripped from various Final Fantasy games. None of the songs are annoying, but none of them are particularly memorable either.

Random stuff I liked-
The skip scene feature. Sure I never used it, but it's something I love to have available.

Searching a shell and being given four choices regarding whether I should loot it or not. All of them were different ways of saying yes.

Random stuff I hated-
Not a thing.

Final Thoughts-
A solid traditional RPG experience. For fans of NES era RPGs this game is a must, though some people may not appreciate this style.

Posts

Pages: 1
I thought that the heroes did have one line of text after the Serpentine quest, or something...
Ocean
Resident foodmonster
11991
Yeah, only one of them, and once. :3

I was surprised, I was thinking it'd be lower, but I'm happy. It's good to think about though, I've been trying to examine myself and from other comments on what I did right and wrong so I know for next game. Thanks for taking the time to review it, i know you were busy.

As a reference, yeah a lot of the graphics are custom made by me. I got concept art for the monsters and then I sprited them all. The magic effects are part custom too (The elemental spells and the Summons are an example), though some are rips. The chips are part edits part custom (Candycanes!). The battle backgrounds are mostly custom. But yeah I'd say the biggest custom graphic part was the monsters.

Music was mostly custom me, with my friends helping me with a few songs (the battle song, the Ocean battle v3 song, and a major boss song). I found it didn't seem to stand out to most people. I'm not an amazing composer but I think I'm gonna seriously give some thought to the next soundtrack because I personally believe music is a very important part of the game.

Definitely getting a writer to help with future games, but I had established that I wanted to do that before. It's my weak point :<

I'm wondering about level design. I wanted relatively open areas so that you can avoid monsters and not be forced because you have no where to go. I'm not a big fan of puzzles either though I wouldn't mind minigames or even just some quirks in a map. But what would you recommend?
You don't necessarily have to do puzzles, though that is something I like to see personally. I really like when a game focuses on optional puzzles rather than sticking them in all of the main dungeons. It's pretty annoying to get stuck when you can't figure something out.

As for level design, I guess the main thing you need to worry about is offering more to the player than just killing monsters over and over. Battles were fun, so that's definitely a strong point, but if all you're doing is battling the entire game things start to get a little stale.

You did have a few things, like the timed mission to snag that music box at the beginning of the game, and the stealth sequence later on to capture the Ang..something (there's no way I can remember the name of those mechs). There may have been some other things since I didn't complete 100% of the missions.

Minigames are good, quirks are good (like those random emote mushrooms in the swamp). Basically anything that will make each area of the game stand out as something different than Cave A or Cave B, and even better if you can make your areas stand out against other games. I guess it boils down to trying to be creative, which is pretty crappy advice but it's the best way I can sum things up.

As for the music issue, I think a lot of gamers (including me), are pretty spoiled in that respect. We're used to listening to seasoned composers like Nobuo Uematsu and Kenji Ito. Not to say that an amateur composer can't make something memorable, but I wouldn't worry about it too much if people aren't lavishly praising the epic quality of your music.

One thing about music is that it's largely associative. Chances are if you remember a song from a videogame vividly, you can also recall exactly the scene that accompanied it. It kind of works both ways there, where a powerful scene may lend strength to the song and make it more memorable. This isn't always the case of course, but I just thought I'd mention it as something to think about.

As a final note, impressive work on all those graphics. They'd have fit right at home in those NES era games.

Anyway, that's it for my rambling advice. I don't claim to be an expert (or really anyone who knows anything at all), but I hope at least some of it was slightly helpful.
Pages: 1