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

The first part of Demon Legacy's sequel has arrived, but is it an improvement?

  • NicoB
  • 06/23/2011 09:30 PM
  • 9004 views
Warning: This review contains some spoilers.

Anyone who is a true RPG Maker fan has heard of Demon Legacy. Although graphically it wasn't anything special, its engaging storyline, likeable characters, and balanced battles made for an extremely enjoyable gaming experience. Also, it introduced Shadar, the quintessential bad ass villain of the RPG Maker community. Needless to say, Demon Legacy set the bar pretty high for its sequel; but does Phantom Legacy surpass its predecessor?

Graphics

Right from the opening scenes, players will see a big improvement from Demon Legacy in terms of graphical quality. I was really impressed with how Nightblade framed Slade riding his horse through the rain to face Shadar at Ragan Castle. The sprites consist mostly of Romancing Saga edits and the maps use chipsets from Chrono Trigger. The two styles mixed quite nicely together, and I never really found a time where they clashed. There are also some lovely custom animations with character abilities, such as Lilith's Earth Render move and Slade's own token attacks.

I did, however, come across a few problems. First off, there are still a number of passability errors, especially in the desert town you come across later in the game (a number of which I pointed out in my beta notes). Also, the interiors for some areas feel huge and lifeless. In the town, for example, aside from the large number of worthless NPCs and two shops, there is absolutely no exploration whatsoever. There are no chests, hidden items, or sidequests to speak of anywhere, basically leaving you with no choice but to head straight to your destination; and where's the fun in that?

8.0/10.0

Gameplay

Gameplay is a bit of a mixed bag. On the one hand, each character has a unique skill set in battle, which gives each member a certain role to fulfill. This is nice and makes for an interesting departure from the regular "level-up, learn skill" of most RPG Maker games. However, there is no real explanation for a lot of these skills. I understand leaving some things for the player to figure out themselves, but I feel some elucidation on the basics of the mechanics you've set up is necessary.

For example, Nero cannot use items in battle, instead using his own skillset to heal and replenish MP. This is pretty straightforward and easy to understand. However, the way he learns new abilities is not. Apparently, certain attacks from enemies cause Nero to learn new skills. But which attacks exactly should I look out for? Am I supposed to just stand there and wait for an enemy to attack me to see if I absorb it? What makes this even more frustrating is that the player is never told beforehand that this is how Nero learns his skills. Instead, it just happens randomly in battle. When I beta tested this, I didn't even notice he had learned a new technique until I looked at his skill set later on. Even then though, I had just assumed he received it after reach a certain level. Similarly, I have no idea how Lilith is supposed to learn new moves; in fact, she didn't learn a single one throughout the entirety of my playthrough, which I found very strange as she was one of the first party members I encountered and already had a very limited skillset. Alistar's skillset was unique in that he had to "Setup" his traps before he could use them. However, I was aggravated to see Nightblade using the buggy "Link to Event" battle command being used. Also, it took me until Part One's conclusion to realize that Alistar could use those throwing knives as his way of physically attacking enemies. I would also recommend an explanation in-game on which enemies respawn and which don't, as it seems completely arbitrary as it is now.

As for the battles themselves, difficulty was fairly balanced, at least for the random battles. I never really felt like I was grinding at all, and actually enjoyed some of the random strong monsters that guarded special treasures, even if battles did eventually boil down to randomly figuring out which attacks monsters are weak/strong to. My biggest problem was the boss battles, which are extremely difficult and drag on for far too long. I literally would spend most of my time healing, only risking to attack when both my party member's were at maximum health. It would be one thing if the bosses were fast, but their attacks didn't do intense damage; it would be another to have bosses who were slow, but had extremely powerful attacks. But to have them be both fast and strong is just too much. I died to the second boss in the game six times before finally beating him. I probably would have excused this if it wasn't one of the early bosses. It doesn't help that Nero has no way to revive any of his party members, meaning when Lilith dies, it's essentially game over. Also, the final boss battle in the game literally took me over 20 minutes to beat (again, spending most of my time healing).

Dungeon puzzles are pretty standard fare, usually revolving around you collecting one or two keys/shards that can be used to open the main door in the center of the building. There was a point later on where you use some switches to direct where a number of teleporters send you, which I found to be extremely random and confusing. I ended up accidentally solving it without any understanding as to why. Overall, the puzzles aren't bad, but they weren't particularly engrossing either.

Battles and puzzles aside, there are a couple of other things I need to point out that really bothered me. First off, there is a point in the game where you are given a choice to either continue the dungeon or leave with a key dropped by one of the antagonists. If you choose to leave, it just sends you back to the title screen. This is a piss-poor way of giving the player "free-choice" in-game. If you're going to allow the player to make a choice that may impact the storyline, don't just have it so that it's essentially a "gameover" if players choose one way instead of the other; it takes away any semblance of choice by basically forcing the player to pick the alternative path.

My other issue was something that happens near the game's conclusion, where you are forced to fight one-on-one with another character. After dishing out some damage with Nero, the enemy used an attack that hurt me for over 6k damage, killing me instantly. I assumed, at first, that this was intentional and that I was just supposed to lose...until I saw the game over screen. I then worked out that I must have to kill him within a certain amount of time. I sat through the cutscene only to have him kill me again. After four tries, I finally figured it out. Apparently, the player is expected to sit there like a dope and do nothing as the enemy blasts the living hell out of him. After a certain number of turns, the battle ends. Basically, since the player isn't given any clue beforehand of what to do, he's forced to re-watch the same cutscene and replay the same battle until he guesses at what the game wants him to do. I'd seriously like to see anyone get this one the first try.

6.5/10.0

Story

This was the easily Phantom Legacy's biggest disappointment. After playing through Demon Legacy multiple times in order to better understand and unravel the many twists and turns of the story, I expected the sequel to have an equally engaging narrative. However, after completing the three hour long first part, I was left with a very sour taste in my mouth.

The intro this time around has been revamped from the previous version to something that I find much less engaging. The old intro had a very dark, sinister looking castle with Slade's behavior appearing cold and disconnected. He came across as someone who was so dead-set on killing Shadar that he had begun to lose touch with reality---maybe even his own humanity. It was apparent that he was, over time, becoming more and more like the man he had vowed to kill. This time around, however, Slade barely mutters two words before reaching Shadar; when Slade finally fights Shadar, the outcome is much more anticlimatic, with Slade going out with a whimper as opposed to his previous bad ass, heroic end. This ends up making the prologue seem more like a chore this time around than an engaging backstory to the narrative. Also, seeing as it is a "prologue" to the main story, I'd give the player the option to skip it, as all of the items, puzzles, and monsters you encounter really don't have any impact on you later on.

The narrative itself was still relatively enjoyable, if not eerily similar to it's predecessor in many ways. I'm sure this is intentional, but it does leave the player feeling they've already "been there, done that," at times. I won't point out specifically where this happens as I'd rather not spoil the narrative too much, but people who've played Demon Legacy will likely know what I'm talking about.

One issue I had with the story was that it seemed to jump around a lot. At one point, you start off in a grassy household only to inexplicably end up on a desert continent. At this point, you have to find a way off the continent by doing a job for Alistar. However, before you can do that job, you have to do another job to prove that you're up to the task of the main job. Wait, seriously? After awhile, this method of piling objectives onto each other becomes so convoluting that you forget exactly what you were trying to accomplish to begin with.

My biggest problem with the story, however, has got to be the characters themselves. Nero is incredibly annoying with his sarcastic, dickish attitude and constantly jumping back and forth between being brave and being a wimp. Lilith and Alistar, on the other hand, have almost no personalities at all. I literally can't characterize any of them because there is hardly any real exposition regarding their personalities. Jericho/Thanatos, the armless heretic with two personalities is easily the most engaging character thus far. Shadar is the same bad ass villain he's always been, which is always a pleasure to see. I found myself wishing at times that he was the main character instead of these other bland bozos.

This may seem rather harsh to some of you as Part One only consists of about three hours of gameplay. However, according to Nightblade, Part One represents half of the full game, meaning there isn't much room left to expand on some of the backstory of Nero's party members. My favorite thing about Demon Legacy was watching the characters interact with each other in interesting in humorous ways. So far, Phantom Legacy's characters pale in comparison.

I would also like to note that it's pretty aggravating to see that many of the typos I painstakingly pointed out to Nightblade in my beta report have remained unchanged; by which I mean grammar and spelling, not changes to the story itself.

6.0/10.0

Music/Sound

I thoroughly enjoyed the tunes Nightblade picked out for Phantom Legacy. Using music from Shadow Hearts, Rogue Galaxy, Legaia 2: Duel Saga, and others, he really succeeded in creating the appropriate atmosphere for each scene. I also thought the CT sound effects perfectly matched his graphical style. I would've liked for the music to have looped better instead of fading out at the end of each song, but this is a pretty minor critique.

9.0/10.0

Overall

Demon Legacy is my favorite RPG Maker game, bar none; which is why I'm so very disappointed with Phantom Legacy so far. I know 3 stars may seem kind of low if you average together the scores, but I honestly don't find graphics and sound to be nearly as important as story and gameplay.

I want to love Phantom Legacy, but it's hard to overlook some of its glaring problems. It isn't a complete disaster, but this sequel definitely feels like a step backward for the series.

6.5/10.0

Posts

Pages: first 12 next last
Solitayre
Circumstance penalty for being the bard.
18257
I am pleased to hear that Shadar is still awesome, at least.
A few corrections.

The sprites consist mostly of DQ (I believe)

This game uses Romancing Saga styled sprites.

especially in the desert town you come across later in the game (a number of which I pointed out in my beta notes)

The pass-ability issues mentioned in yours and everyone else' notes were fixed. If you've found anything new, please post them here.

There are no chests, hidden items, or sidequests to speak of anywhere, basically leaving you with no choice but to head straight to your destination; and where's the fun in that?

The above is inherently untrue, and I - oh wait...

I never really felt like I was grinding at all, and actually enjoyed some of the random strong monsters that guarded special treasures

Incidentally, well... not really. But there are two optional encounters in the game. One optional sub boss, and one optional super-boss.

I also added a few extra chests to the "useless town" you were referring to... you know, after the beta.

Also, it took me until Part One's conclusion to realize that Alistar could use those throwing knives as his way of physically attacking enemies.

In the very room you recruit the character, there is a large blue sparkle where you find the daggers. The character who can use them has a quick aside explaining how theyre "crudely made but good in a pinch". Aside from shoving a giant stupid message box in your face saying "ALISTAR CAN USE THESE" right after this really forward reference, I'm not sure how much easier I can make it.

My favorite thing about Demon Legacy was watching the characters interact with each other in interesting in humorous ways.

Yeah I liked those too... ... ... which is exactly why I included scenes like that in this game. You're free to question the execution though.

Battles and puzzles aside, there are a couple of other things I need to point out that really bothered me. First off, there is a point in the game where you are given a choice to either continue the dungeon or leave with a key dropped by one of the antagonists. If you choose to leave, it just sends you back to the title screen. This is a piss-poor way of giving the player "free-choice" in-game. If you're going to allow the player to make a choice that may impact the storyline, don't just have it so that it's essentially a "gameover" if players choose one way instead of the other; it takes away any semblance of choice by basically forcing the player to pick the alternative path.

It's called a bad ending, Demon Legacy had one of those too, actually. Oh sorry, I was supposed to be pointing out contradictions and inaccuracies, but I'll explain for your benefit. The scene you're describing is supposed to show *CHARACTER A's* reluctance to kill you. You, as the player are presented with a choice. Of course you're supposed to ignore the warning, but I find it adds a little flavor to the plot when you do things like this.

Slade going out with a whimper as opposed to his previous bad ass, heroic end.

.... .... Both intros ended in the exact same way - Slade charging one last time. I'm not particularly sure what your problem is with this part of the intro.

My other issue was something that happens near the game's conclusion, where you are forced to fight one-on-one with another character. After dishing out some damage with Nero, the enemy used an attack that hurt me for over 6k damage, killing me instantly. I assumed, at first, that this was intentional and that I was just supposed to lose...until I saw the game over screen. I then worked out that I must have to kill him within a certain amount of time.

I did actually ad a few lines of dialogue to help make this more obvious, as you weren't the only person with this problem... You know, after the beta.

I have no issue with a mediocre or even bad review, but please; it's more helpful to me if you actually have your facts straight.

I missed a few contradictions, but I think you get my point.
Solitayre
Circumstance penalty for being the bard.
18257
author=Nightblade
Battles and puzzles aside, there are a couple of other things I need to point out that really bothered me. First off, there is a point in the game where you are given a choice to either continue the dungeon or leave with a key dropped by one of the antagonists. If you choose to leave, it just sends you back to the title screen. This is a piss-poor way of giving the player "free-choice" in-game. If you're going to allow the player to make a choice that may impact the storyline, don't just have it so that it's essentially a "gameover" if players choose one way instead of the other; it takes away any semblance of choice by basically forcing the player to pick the alternative path.

It's called a bad ending, Demon Legacy had one of those too, actually. Oh sorry, I was supposed to be pointing out contradictions and inaccuracies, but I'll explain for your benefit. The scene you're describing is supposed to show *CHARACTER A's* reluctance to kill you. You, as the player are presented with a choice. Of course you're supposed to ignore the warning, but I find it adds a little flavor to the plot when you do things like this.

I can see why someone would find it frustrating where making the wrong choice arbitrarily leads to a bad ending, players won't necessarily assume that choosing to leave the dungeon at this point will end the game. They might think something opened up elsewhere or the story has branched and which choice they make will affect the game in some way. I agree things like this can be intriguing, but I am pretty much always against any sort of arbitrary "game over," and I would bet there is a more elegant way of handling this scenario.
Although I don't think it's the best move to pull in a game and I did point out my confusion about this whole section during beta testing - I will give a defense in that frickin' Symphony of the Night did this (you kill Richter, the game ends at less than 50% completion) and that's a timeless classic and an amazing title.

(I haven't played the post-beta test version of this yet so I can't comment on later clarification that might have been added for the public release version)

That doesn't mean it's game-making best-practice to do it.. But if it's good enough for Castlevania then I can let it slide in an amateur game.
Solitayre
Circumstance penalty for being the bard.
18257
Symphony of the Night did it in a very different way. The "fake ending" was a decisive encounter that resolved the conflict of the game. If you dig deeper, you can find out you didn't have all the information, and there is something bigger behind everything. You can then proceed further and go after the real bad guys.

Another game with a "fake ending" is Cave Story. At a certain point in the game, an NPC gives you the option to either go after the villain, or escape with him on his dragon. It is very clear from his dialogue that choosing to escape with him means giving up on your quest and ending the game. I haven't played Phantom Legacy so I can't comment on this, but it sounds like NicoB thought choosing to leave the dungeon was a viable option and not a game-ending scenario.
Decky
I'm a dog pirate
19645
Some of this review is great, but there are other aspects that are somewhat confusing. I don't think it's fair to penalize a story that jumps around - sometimes it helps the narrative, as you probably know from your work on Forever's End. Part of me wonders if you set yourself up for disappointment by having high expectations - a common issue with sequels. I'd also try to give the benefit of the doubt when it comes to characterization.

I'll have to finish this demo and post my own review and see how our feedback compares!
The pass-ability issues mentioned in yours and everyone else' notes were fixed. If you've found anything new, please post them here.

The beds inside the buildings and certain doors in the interiors to name two, both of which were mentioned in my beta.

The above is inherently untrue, and I - oh wait...

I was referring to the desert town, not the entire game (see previous sentence).

I also added a few extra chests to the "useless town" you were referring to... you know, after the beta.

I ran through the whole town a second time...not sure how I missed those two. My mistake.

In the very room you recruit the character, there is a large blue sparkle where you find the daggers. The character who can use them has a quick aside explaining how theyre "crudely made but good in a pinch". Aside from shoving a giant stupid message box in your face saying "ALISTAR CAN USE THESE" right after this really forward reference, I'm not sure how much easier I can make it.

I guess I'm just an idiot then because I still didn't realize it until later. I think it was mainly because I was so focused on understanding his trap commands.

Yeah I liked those too... ... ... which is exactly why I included scenes like that in this game. You're free to question the execution though.

Did I say they weren't included in this game? I just said they "paled in comparison."

It's called a bad ending, Demon Legacy had one of those too, actually. Oh sorry, I was supposed to be pointing out contradictions and inaccuracies, but I'll explain for your benefit. The scene you're describing is supposed to show *CHARACTER A's* reluctance to kill you. You, as the player are presented with a choice. Of course you're supposed to ignore the warning, but I find it adds a little flavor to the plot when you do things like this.

And my opinion is that it's stupid. It's a cheap way of offering "choice" to the player. If, let's say, the game continued but with a significantly different flow to the story, then I would find this choice very engaging. However, because the game just ends when you choose the other choice, I find it pointless.

.... .... Both intros ended in the exact same way - Slade charging one last time. I'm not particularly sure what your problem is with this part of the intro.

In the old one, Slade's family is threatened by Shadar, clearly angering Slade as he walks slowly towards Shadar with his sword drawn. Shadar comments how Slade is slowly becoming more like himself (giving into this anger). I found this engaging. In this version, Slade seems more like he's on a suicided mission; he just wants Shadar to kill him. In the final moments, he whimpers out that he's sorry (for giving up, I guess) before jumping into Shadar. I thought this was lame.

Perhaps I misinterpreted the meaning behind these two scenes, but this is the way I saw it.

I did actually ad a few lines of dialogue to help make this more obvious, as you weren't the only person with this problem... You know, after the beta.

I noticed, but I still think it's unclear. And seeing how someone just recently left a comment on your gamepage regarding that certain scene, I'm obviously not completely off base here.

It's more helpful to me if you actually have your facts straight.

The desert town's chests aside, my points still stand.

I missed a few contradictions, but I think you get my point.

If there are others, then point them out. I want to make sure I've got everything straight.

author=Deckiller
Part of me wonders if you set yourself up for disappointment by having high expectations - a common issue with sequels.

Maybe so. I probably would have enjoyed the beginning more if I hadn't seen the previous prologue. As for the rest, I just didn't really find the characters as engaging as Slade and his crew from Demon Legacy.

My expectations were definitely high, but Demon Legacy is my favorite RPG Maker game, so that's to be expected. I want to love this game just as much as the previous.
YDS
member of the bull moose party
2516
Does anyone have an old save file of Phantom Legacy before escaping the dungeon? If so, can you please upload it for me.
Just a thought of mine...
But isn't it a bit early to be reviewing something? The whole project must be fraught with bugs still, and a number of tweaks must be yet to be made.
I was referring to the desert town, not the entire game (see previous sentence).

...The desert town has a secret boss, and chests, actually. So it's still wholly untrue.

I guess I'm just an idiot then because I still didn't realize it until later. I think it was mainly because I was so focused on understanding his trap commands.

... You hit setup once, the setup command is replaced with the trap command. Can someone explain what is complicated about this?


I have a problem with your review because most of your criticism makes no sense and you contradict yourself inside your own review. Even more astonishing is that this submission was even accepted.

Just a thought of mine...
But isn't it a bit early to be reviewing something? The whole project must be fraught with bugs still, and a number of tweaks must be yet to be made.

No, that's my fault. I should have tested the game thoroughly. If people want to take off points for bugs they're more than welcome to.
author=Nightblade
...The desert town has a secret boss, and chests, actually. So it's still wholly untrue.


Did you read the rest of my post? I said

I ran through the whole town a second time...not sure how I missed those two. My mistake.


... You hit setup once, the setup command is replaced with the trap command. Can someone explain what is complicated about this?


I'm explaining why I might have possibly not noticed the throwing daggers. I'm sorry I didn't immediately figure out your Setup system in the first five seconds.

I have a problem with your review because most of your criticism makes no sense and you contradict yourself inside your own review. Even more astonishing is that this submission was even accepted.


Explain this to me. How does this not make sense? How am I contradicting myself? I've already addressed your previous points. I don't understand what the problem is.
DE
*click to edit*
1313
I agree with most of the review, I see no part where he's contradicting himself or talking nonsense.

OK, I'm at the boss at the top of the tower and I'm sooo confused about his barrier. Is it he or the barrier who recovers 100 HP every turn? Is the enemy with the Barrier status him or the barrier? Is the barrier invincible? How am I supposed to beat this boss?

Anyhow, going through the review in order:
- sprite graphics are from Romancing Sa-Ga 3, the chapsets are mixed (the opening is from CastleVania SOTN IIRC).
- boss battles are not very good. The bosses mostly just attack and have no real strategies, and you have no way to form your own as you have so few options. The bosses deal too much damage and you have to heal almost after every attack, and since you usually have only two party members it means only one is dealing damage and advancing the fight towards its end. They're also as fast as the party. They have too much HP and the strategy to defeat them is static, so after just a few turns you're going through the motions and not thinking at all, like an automaton. Normal fights suffer from this too (Lilith attacks, Nero attacks with the Flame, heals if necessary, but it's rare; that's it). Characters need more skills with varied effects - Nero has 3 skills that do damage and 1 that heals (at the point of the game I'm at), it's always a no brainer which to use. Lilith is even worse, she basically has a standard attack and a super attack you'll use constantly against bosses. Her third option is useless because the DBS algorithms are broken.
- puzzles were OK. BTW, I didn't even know that the "Exit Key" allowed you to leave the dungeon, as in it was optional. I thought it would be used automatically later on to advance the game.
- the bit about the trick boss fight was spot on. If I hadn't read this review beforehand I wouldn't have known you were supposed to sit there and get pounded. In FF4 it is very, very clear you should not attack your shadow, here it isn't even mentioned (that one line of dialogue is not enough).
- the story was OK, it's only the first part so I bet it'll get better. There was one cutscene I'd cut from the game (pun intended), the one with the queen and some other people who were never introduced - I had no idea who they were, what they were talking about, and overall it was a waste of two minutes of my life.
- I agree about the characterization, I think it is the part of the game that needs more polishing. Everyone is samey, they talk in a similar fashion, they don't talk about themselves only about what is going on around them, they have no quirks, and so on. They have no real personalities.
- music was great. Oh, apart from that RE2 tune, but I've played that game so many times it's like branded onto my grey matter and so felt out of place. But that's just me.
- one more thing - I hated the part where you're sightseeing the town, talking to all the NPCs, and moments later you switch to Lilith and are supposed to talk to everyone AGAIN (and let me tell you, there are a lot of NPCs in there) to find that one person who will advance the plot, and you're given to directions AT ALL, you don't even know who you're looking for. It made me want to strangle you.
- oh, passability issues - in the town you can walk on many indoor doors.
- there are secret bosses in this game? Where? I'm pretty sure the only optional encounter I found was the demon thing sprite in the desert (against two brawlers).

My rating for this game would be 7/10. It has the potential to be 8/10 or 9/10, but it needs lots of work.
author=Dyhalto
Just a thought of mine...
But isn't it a bit early to be reviewing something? The whole project must be fraught with bugs still, and a number of tweaks must be yet to be made.


This is kind of how I feel, since this seems like an "open beta" phase (afaik NightBlade only did closed beta testing). I know you can review a game as soon as there is an official RMN download, but it doesn't mean you should. On the other hand, NicoB's review probably would have been the same, regardless of future bugfixes/tweaks...
^Exactly.
One man is only capable of so much bug testing. When I first release my project it'll be open-beta type with "test at leisure".
But I'm sure you'll get more and better reviews later on anyway.
DE
*click to edit*
1313
Considering there are not that many bugs and most are minor I don't see how fixing them would affect the score - it wouldn't affect the game as a whole at all, the experience would be exactly the same. I don't get this argument.

And while we're on the subject of reviews I find it funny that the other 3 reviews are of the old demo which has absolutely nothing in common with the current one, and yet they *will* affect the mean score. It makes little sense if you ask me, but that's how RMN works.
I am just going to echo the idea that we should just have "3 positive reviews, 1 negative review(s)" or w/e instead of some vague average rating. Seriously something has to be done.
Ciel
an aristocrat of rpgmaker culture
367
author=Darken
I am just going to echo the idea that we should just have "3 positive reviews, 1 negative review(s)" or w/e instead of some vague average rating. Seriously something has to be done.

idk it has been almost three weeks since everyone agreed on how to change it in site feedback forum
author=DE
Considering there are not that many bugs and most are minor I don't see how fixing them would affect the score - it wouldn't affect the game as a whole at all, the experience would be exactly the same. I don't get this argument.

And while we're on the subject of reviews I find it funny that the other 3 reviews are of the old demo which has absolutely nothing in common with the current one, and yet they *will* affect the mean score. It makes little sense if you ask me, but that's how RMN works.


yeah i retract my statement, nothing makes sense does it. nicob's "score" is vaguely "right" but the review is "wrong." idk, idk
Sailerius
did someone say angels
3214
author=DE
And while we're on the subject of reviews I find it funny that the other 3 reviews are of the old demo which has absolutely nothing in common with the current one, and yet they *will* affect the mean score. It makes little sense if you ask me, but that's how RMN works.

I agree. There should be a way of purging old reviews when you come out with a major new release.
author=Sailerius
author=DE
And while we're on the subject of reviews I find it funny that the other 3 reviews are of the old demo which has absolutely nothing in common with the current one, and yet they *will* affect the mean score. It makes little sense if you ask me, but that's how RMN works.
I agree. There should be a way of purging old reviews when you come out with a major new release.


I brought this up before, but it went nowhere.
Pages: first 12 next last