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Whaddya wanna do with yer Gears?

  • Marrend
  • 02/15/2015 07:08 PM
  • 779 views
Game Title: Ruin Frontier
Engine: RPG Maker VX Ace
Status at review: Demo/In progress

Background:
McBacon Jam #1 was an event like no other. First, being in a team was a requirement. No solo ventures allowed. Each team probably has their own story about how they got together. However, this isn't about the teams as-so-much as it is about the games that they made. For Team Out of Time (Ocean, Formar0152, Aethers, and JIHAUS), they took the theme of deprivation, a futuristic setting, and produced one of the most playable games that came out of the event.


Graphics/Audio:
This is the part where I salivate over the the character sprites. They remind me a bit of Romancing SaGa 3, and they way they express themselves might tickle one's Final Fantasy 6 bone.
This also happens to be the part where I salivate over the mech and battler designs. This could be a more personal thing than anything else, as I have had thoughts of making a game that involves mechs.
As for audio, I enjoyed quite a few tracks! Most notable are "Battle2 demo", "Secret Gray", "Technology" and "Valeska's Courage".


Story:
Aurao Industries has occupied Hope Station. In response, Goodman hires Crimson Edge, a trio of mercenaries, to eliminate them. As the mercenaries perform more missions, one of their members questions their employer's intentions for Hope Station. However, they are, ultimately, professionals in their line of work, agreed to the contract, and will see the job done to the end.


Playing the game:
Oddly enough, I did not write any stream-of-consciousness notes while playing this game. My memory might not be the best thing to rely on, but, here goes anyway.
The game is divided into missions, with an intermission at Crimson Edge's headquarters. With this set-up, I get the odd impression that there were thoughts of doing a tactical combat system. However, the game does quite well without one.
One mechanic I wasn't too sure about right of the bat was the encounter meter. Each battle players participate in fills the meter, but, there was a disconnect as to what occurs after the meter is filled. Until I came across a chest at the offset of Mission 2 (I think?), which was locked until the meter was full. As far as I can tell (or recall), it serves no other purpose. I dunno, it seems to me that there should be something else happening with that. Like, better rewards for fights. Or something to encourage players to fill the bar in addition to "Oh, you can get these chests now!"
Speaking of combat, let's go into some detail about that, because this system made quite the impression! Each character has an "offensive" phase and a "defensive" phase in which to take actions. Also, what actions can be taken is limited by the character's Action Points (AP), which lends a more strategic depth to combat.
Another thing of note is the amount of customization this game presents. While each character has a static unique ability, stat-growth, and abilities, are dependent on equipment.


Summary:
If you are a fan of mech games, I would absolutely recommend keeping an eye on this game's development. Even if you are not, this is still a really fun game to play.


BOTTOM LINE: N/A