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Guardian Frontier
An RPG with classic-style gameplay and a non-classic premise, inspired by the history of exploration and colonialism of the 19th century.

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Chronicles of Tsufanubra Review

Late reply here, but as far as the evolution of character relationships, I always assumed that the characters are talking a lot more often than we see in scripted cutscenes. After all, writing enough cutscenes to constitute all the social interactions of an adventuring party would be an intimidating prospect, and even if they never got tedious, it would still wreck the pacing of the game. Although, there was at least one dialogue scene I wrote which never made it into the final game (between Lifa, Sando and Celes upon exiting Old Yurudos.)

A Dragon Quest style party chat function might have been a good addition to the game, and allowed for more development of the cast without breaking up the pacing too much, but I don't think that RM2K makes that sort of thing easy to incorporate.

Umbral Soul Review

author=Scourge
That does help clarify things. It sounds like you weren't planning it from the outset, so maybe allegory isn't the right word, but it does have some strong undertones of examining racism and it would be easy to apply that lens to the game (as I did). Honestly, it is difficult to play through the game and not draw those conclusions about events being a metaphor for racism. It does come off a little strong and ham-fisted, but I think that's because everybody, short of Serena and Luke, seems to loath dark mages. It would have been nice to see a handful of other NPCs, even inconsequential ones, express some doubts about whether all dark mages are truly evil.

Personally, I never had a hard time buying the discrimination against dark mages in-story, in large part because if a group of people actually did draw magical powers, which tended to be dangerous and destructive in nature, from emotions like hatred and grief and rage, so that they became more and more powerful the more antisocial they were, I think viewing them with distrust would be an entirely reasonable reaction.

I generally find fictional allegories for racism tired and overplayed, but as a result, if a story looks like it might be trying to do something different, I'll give it the credit of trying to look at it from that other perspective rather than trying to frame it as another allegory about racism.

What I thought was particularly interesting in Umbral Soul was that, unlike all the stories with some pat moral about how love and understanding can overcome hatred, Umbral Soul puts together a setting where it's clear that the hatred underlying the conflict is self-reinforcing. People who try to show dark mages compassion and understanding almost always come to bad ends, because they can't just unilaterally withdraw from the conflict. That means that ordinary people have little incentive to show compassion and understanding for dark mages (because it'll probably come back to bite them,) which means that dark mages have little reason to expect understanding or compassion from ordinary people.

The whole narrative presents a much more interesting and nuanced concept of a balance between good and evil than most works, in my opinion. Both good and evil are at once self-reinforcing and inherently unstable.

Good is self-reinforcing because doing good, and living among good people, is rewarding and makes people happier and more inclined to do good things. It's inherently vulnerable because the more a community runs on goodness, the more vulnerable it becomes to bad actors. The more easily people trust, offer forgiveness and second chances, and assume the best of others, the easier they are to take advantage of.

Evil is self-reinforcing because the more people treat each other badly, the less anyone can afford to unilaterally stop treating others badly. It turns altruism into a coordination problem where it's in nobody's interests to make the first move of showing trust or kindness. It's inherently vulnerable because the more a community runs on evil, the more miserable everyone is and the more they want things to change so they can stop spending all their time being unhappy. Give enough people at once a guarantee that they'll back each other up in a bid to get rid of the evil status quo and they'll probably take it.

In a way, Umbral Soul kind of ends up as an emotional and character driven story about Decision Theory. Which is a lot more novel and interesting in my opinion than another story about how Racism Is Bad.

Of course, I don't expect everyone else to enjoy that aspect of it as much as I did. I gave it a five star review because my reviews aren't averages of everything a game did right or wrong, they're summaries of how much I enjoyed the strongest elements minus how much I felt the weakest ones detracted from the experience. I wasn't really expecting when I wrote it that there would be so many other full-score reviews following it up.

Umbral Soul Review

I go by pretty much the same reviewing system. I might describe the various components of the game in their own sections, but I don't break it down into subscores, because as I see it, averaging out or otherwise compositing the subscores of the different components just don't add up to a description of how fun the game was. The "how fun the game was" number is more like a rating of how pleasurable the game's most significant enjoyable elements were, minus however much the weakest elements detracted from the experience. If a game has great story and terrible graphics, that doesn't mean it averages out as a so-so game; if most of the fun comes from the story, and the graphics only slightly detract from that, then you have a slightly flawed but mostly great game.

Umbral Soul Review

It felt a bit too shameless to bring it up in the body of the review, but Umbral Soul was probably my biggest source of inspiration to get off my ass and start my current game project. I've been sitting on the ideas for it for a long time, but I've spent most of my time since joining RMN looking for teams to work with because I felt I was missing some of the skills necessary to make a good, complete game by myself. Umbral Soul was the game which convinced me that the publicly available resources are good enough to make a game from which I could be proud of as a solo project.

Everyone always says to start small for your first projects, but my practice was always limited before by the fact that I just really prefer more expansive and ambitious narratives, and it's hard to stick with a project you don't enjoy. But now, I'm having so much fun with what I'm doing, I'm losing sleep over it. So I feel like I owe a huge debt of gratitude to you for this game.

The Logomancer Review

You don't actually have to escape, if you finish a battle in the first turn, it stays between battles, and goes away at the beginning of the next battle.

The foreshadowing of the final conflict, I would say
related not just to the interlude with the composer at the beginning, but to the discussions about ancient logomancers which were sparked by the Soldier's Heirloom and Fill In the Blank subquests, and the idea of stuff they created persisting in the dreamscape, and to the Nicolus subquest, which was revealed on completion to have been sparked by an event in the distant past.

The Logomancer Review

The exploit I was referring to
does involve the fact that you can grind epiphanies off the Final Horizon, but I guess the shop in the secret area would work too, although I missed that. If you finish a battle with the Esprit D'escalier status effect on, it persists during the status screen between battles, and you can apply the epiphanies to your persuasion and elocution stats while the modifier is on. When you do this, the stats rise exponentially rather than linearly, and the bonuses remain when the Esprit D'escalier status effect is removed.


I'm surprised you didn't feel the final conflict was foreshadowed at all. I felt it was foreshadowed quite extensively, but never really elucidated. I could see that it was built up to in advance, but that didn't make it entirely clear what was going on when it happened.

The artistic commentary, I wouldn't really call veiled at all. It's direct and explicit commentary on writing, it just occurs in the context of a work of fiction. I honestly don't remember the context for any discussion of prequels, but I'm thinking maybe Ardus rejects the prospect of writing a prequel to his novel? I wouldn't take it for granted that all of Ardus's views are direct reflections of those of the author, but for Ardus's story in particular I think that any prequel would face major obstacles related to the foregone conclusion set up by the first book.

Romancing Walker Review

author=Professor_Q
No, it's Romancing Walker. There is nothing quite like it in the RPG world, and there probably never will be.


Considering how much I like games with properly executed Relationship Values, as well as humorous and lighthearted RPGs, and given that my intention in joining this community is to actually make games, let's just say I hope that's not the case.

Land of Dreams Review

It couldn't hurt to give it a try. I actually had quite a bit of fun with it, since I was writing up my thoughts on it for the review and discussing it with my friends as I went.

Land of Dreams Review

I'm glad that you've accepted the review with such a positive outlook. I was hesitant to take the tone I did, since I had no desire to offend you personally, and I'd hate to belittle someone over something they produced as part of a learning experience. But in the end I found that playing and reviewing the game was simply much more fun when I gave free rein to my urge to mock, and felt that a more polite description of the content would have been less fun to read.

Best of luck finishing Amulet of Fate, and I hope that when the time comes, I can give it a much more favorable review.

Forever's End Review

Considering what they cost in the game right now, I don't think wasting the money you spent on a reasonable stock of healing items would be a huge loss. On the other hand, I might be biased by spending more time grinding than most players.

(I have absolutely terrible preferences, where I like both grinding and getting ahead of the level curve, and get catharsis from stomping on enemies that are expected to be challenging, but also like being legitimately challenged in combat. I have the most fun in games which offer optional content which remains challenging even if you take advantage of all the avenues the game offers to strengthen your characters, but honestly, I would not envy a game designer who was forced to cater to my whims.)

If you're planning to nerf the game's healing items, I'd think about maybe boosting Goldo's Essence battle skill up to Kinetic Essence or something to keep him from losing too much of his combat effectiveness. As an alternative, or possibly additional option, you might try implementing more restrictive caps for the number of healing items players can carry. The Star Ocean games offered cheap, effective healing items, for instance, but at a cap of 20 in your inventory they weren't an overwhelming asset (although admittedly the huge variety of different healing items offered late in the game kind of defeated the purpose of the cap.)
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