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Sacred Reviews: A Hint of Tint
- thesacredlobo
- 12/13/2014 04:18 AM
- 1933 views
Introduction
A Hint of Tint was primarily created by Robert Goodwin, also known as flowerthief. The game is comprised of two modes which are story and survival. The story mode is a lite rogue-like RPG while the survival mode is a true rogue-like. Though, to access the survival mode you'll need to complete the story mode first.
Story
Unlike many rogue-likes A Hint of Tint does place a lot of emphasis on its story and manages to have a plot that is both interesting, simplistic, and convoluted all at the same time. And, yes I realize two of the descriptors are a bit contradictory, but allow me a chance to explain my position. The basic gist of the story is comparable to the Epic of Gilgamesh or the story of Noah from the Bible if you want a more commonly known flood myth. At the same time the story feels convoluted because at the heart of the story is time travel. Which means if you think too much about what is going on you'll probably begin to go cross-eyed.
This gets even worse when you think about the vampires since all of the creatures of the tail or those that possess fangs, wings, or claws in this game can only survive by drinking pink water. Even, if you want to argue that vampires feed on blood. It wouldn't save the game from this plot point considering human blood is roughly 90 percent water by volume. And, since humans can only survive on blue water our blood should be useless to the vampires. And, if that wasn't the case it would raise even more questions since you would have a race that had evolved to feed on a species that didn't even exist yet. Though, I guess you could argue the game has all kinds of nonsense going on considering all of the monsters in the game are female and can successful breed with human males. And, at this point I'm nitpicking more then I'm reviewing.
Regardless, the game saves itself from these story issues by having a well-thought out cast of characters that have clear goals and motivations. And, I'd even go so far as to say that many of the characters undergo some level of character development. Even some of the morals within the game while evil on the surface are rather reflective of real life once you look at them more carefully.
Gameplay
As I said before the game is a rogue-like RPG. So, be prepared for scavenging for items and figuring out how to use them effectively in order to defeat or outwit your opponents while suffering the least amount of damage. Though, I wouldn't be afraid to experiment around in story mode since the only punishment for dying is being respawned at the entry point of the room you most recently entered. Albeit, it can really suck if an enemy spawned in a bad location when you first entered a room.
About the only real negative I can see with the game is that its controls take a bit of getting used to, but you'll adjust in time. And the game is nice enough to give the player tutorials as they become relevant.
Graphics
In terms of visuals A Hint of Tint is rather pleasant on the eye. The various character models are obviously custom and are well designed and show that some time and effort was put into them. I'll go on to say that the dungeon tilesets are rather nice as well even if the designs within the dungeon don't match some of the darker aspects of the story, but considering the nature of the ending this may have been for the best.
Music
The sound track for this game is rather appropriate even if it isn't particularly memorable.
Conclusion
A Hint of Tint is well put together game that is easy to recommend to others. Even as someone that doesn't particularly like rogue-likes this game was highly enjoyable.
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Sacred I'm sorry to say but you haven't spelt rogue right in this review even once, you've written rouge. Given the pink water thing that is unintentionally funny but you may want to edit it.
I had a few issues with the whole rest in the shadows to recoup damage, not for fear of being ambushed since that never happened, but because it just seemed to take too long. Every couple of battles (at least early on) required a stop/hide/heal response and it seemed to slow everything down.
I had a few issues with the whole rest in the shadows to recoup damage, not for fear of being ambushed since that never happened, but because it just seemed to take too long. Every couple of battles (at least early on) required a stop/hide/heal response and it seemed to slow everything down.
author=nhubi
Sacred I'm sorry to say but you haven't spelt rogue right in this review even once, you've written rouge. Given the pink water thing that is unintentionally funny but you may want to edit it.
Well, that was easy enough to fix. Though, it probably goes to show how little I really care for this genre of games in particular.
author=nhubi
I had a few issues with the whole rest in the shadows to recoup damage, not for fear of being ambushed since that never happened, but because it just seemed to take too long. Every couple of battles (at least early on) required a stop/hide/heal response and it seemed to slow everything down.
Well, you can speed up the rate at which you skip turns by holding the button down rather then tapping it. This does have the added risk though of an enemy popping up and attacking you before you can respond though.
And, I didn't mind the slow pace the healing creates early on because I tend to have a lot of patience. Which shouldn't be a surprise considering I'm Let's Playing Falling Stars (PS2) at the moment. A game that requires roughly 30 seconds to load anything. So if you get in a fight or play a mini-game you'll have to spend at least a minute on loading screens. And some of the mini-games can be beaten in under 45 seconds. So you'll easily spend 30 percent of your time in the game looking at loading screens. There are even 30 second load screens when traveling between areas despite the world of Dazzleon being smaller then Rabanastre from Final Fantasy 12.
author=thesacredlobo
Well, you can speed up the rate at which you skip turns by holding the button down rather then tapping it. This does have the added risk though of an enemy popping up and attacking you before you can respond though.
Thanks, I must have missed that bit of information in the tutorial dump you get early in. I'll give that a try. Oh and good luck with Falling Stars, better you than me, unless the game was really immersive I'd be walking away if everything takes 30 seconds to load just to move around and access mini-games.
author=nhubi
Thanks, I must have missed that bit of information in the tutorial dump you get early in. I'll give that a try.
Your welcome. Though, I'm not sure if that information was in the tutorial. I only realized it was possible after holding down the Q key for a couple of seconds.
author=nhubi
Oh and good luck with Falling Stars, better you than me, unless the game was really immersive I'd be walking away if everything takes 30 seconds to load just to move around and access mini-games.
Thank you, but I don't need luck to get through the game. I've already beaten the game previously in order to review it on two separate occasions. I'm only playing through it a third time in order to Let's Play it at the request of D MAS, another youtuber.
And, quite frankly if I can put up with playing Lunar Dragon Song a second time in order to Let's Play it. I can easily put up with Falling Stars again considering it will take me only a dozen hours or so to beat it. Albeit I'll probably see around three hours worth loading screens over the course of that time period.
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