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Crystalis: Sonata of the Far-Away Sky
I'm not sure what you can do about lag in 2K3. I know for the VX there are scripts you can use, but as 2K3 doesn't use scripts maybe there's a way to event the process? One possible solution, if a dungeon has a lot of events, maybe see which events you truly need and which ones you can sacrifice, or divide the dungeons into smaller maps so not so many events to a single screen.
The Mirror Lied Review
I have to agree with Max's interpretation. I had this one sitting around for the past year or so, so I decided to try it tonight.
While I was initally confused, I got the feeling that our faceless heroine (Leah) was alone in her own world. There are vague clues thrown in, but not enough to really make any coherent sense. So here is my interpretation on this. She had some sort of disease (perhaps terminal) as shown through the microscope and would rather die than live. However, she did not have the courage to do so, and felt trapped in her world. The bird might have been a symbol of freedom for her, and when she finally climbed the plant in the end, she was able to find that freedom, which empowered her to kill herself.
Edit: I thought about this awhile, and maybe this would have made more sense had the title been "Bye Bye, Sweet Birdie", or something of the sort. This would drive the player's focus on the bird as the symbol, and create the interpretation that our heroine really is trying to free herself from the confines of the physical world. Of course, then, people would play it, nod their heads, and move on. Calling it "The Mirror Lied" causes deeper thought, as people are trying to understand what part of the story represents a mirror, and how this all connects.
In any case, I was suddenly reminded of a song from 2nu (Ponderous), which makes almost as much sense as this game, and yet I still love that song to this day. So to anybody who wonders... the answers must be in the eyes of the beholder.
While I was initally confused, I got the feeling that our faceless heroine (Leah) was alone in her own world. There are vague clues thrown in, but not enough to really make any coherent sense. So here is my interpretation on this. She had some sort of disease (perhaps terminal) as shown through the microscope and would rather die than live. However, she did not have the courage to do so, and felt trapped in her world. The bird might have been a symbol of freedom for her, and when she finally climbed the plant in the end, she was able to find that freedom, which empowered her to kill herself.
Edit: I thought about this awhile, and maybe this would have made more sense had the title been "Bye Bye, Sweet Birdie", or something of the sort. This would drive the player's focus on the bird as the symbol, and create the interpretation that our heroine really is trying to free herself from the confines of the physical world. Of course, then, people would play it, nod their heads, and move on. Calling it "The Mirror Lied" causes deeper thought, as people are trying to understand what part of the story represents a mirror, and how this all connects.
In any case, I was suddenly reminded of a song from 2nu (Ponderous), which makes almost as much sense as this game, and yet I still love that song to this day. So to anybody who wonders... the answers must be in the eyes of the beholder.
Infection
I didn't play through the game in its entirety since I was under the impression it's more about game play right now and not so much about a full demo that demonstrates story, but I could be wrong. In any case, I didn't know it would be difficult to include a "multiple item" purchase, so not a big problem if it can't be done.
Anyways, here's a few ideas that I wanted to throw your way, depending on if you are still looking for suggestions.
Considering that the infected area is the "bad side of town", sort of speak, I'd imagine the apartments have considerable amounts of loot left over, assuming that people haven't been brave enough to venture into the infected zone to steal these for themselves, so you could use that to your advantage by adding lots of secret treasures left behind from when people were alive (cash, equipment, medical supplies, etc). This forces the player to explore these dangerous areas more thoroughly, but gets rewarded for their efforts, and that way you wouldn't need to increase SP dropped from enemies.
Next, considering the "safe zone" would want to ensure that people are healthy and not effected, I'd imagine they'd want to employee a doctor of sorts that would heal you and cure you of any ailments every time you revisit the "safe zone". My suggestion is to add in an event so that each time you return to the "safe zone" you are required to pay a small amount of SP, and make it small, say around 15 to 20 SP? Now, you might think that would make the game easier, and perhaps to some degree it does, but the kicker is, you have to pay the SP whenever you return to the "safe zone" regardless if you are healed or not, which is why I suggested a small amount. If the player elects not to pay, or if they don't have enough money, they must stay in the "bad zone" until they have the SP and wish to pay to be healed/cured. This creates a challenge for people who are in need of healing and out of SP, so it forces them to think a little, At the same time, adding such a doctor for this low amount (to heal and cure diseases), is an alternative to people trying to save their money. However, purchasing said items is still required when people want to venture further into the danger zone, and don't wish to continually travel back and forth.
Finally, have you thought of any story ideas? My thought on this is that you spend part of the game helping out the people in the "safe zone" but maybe at some point you get an incurable disease (not one that necessarily effects your stats, but maybe one that will slowly turn you into the undead), and you are then cast completely out of the safe zone. In order to stay alive, you must fight through the infected area looking for a cure, one that may also turn the tide against the fight against the undead.
Anyways, here's a few ideas that I wanted to throw your way, depending on if you are still looking for suggestions.
Considering that the infected area is the "bad side of town", sort of speak, I'd imagine the apartments have considerable amounts of loot left over, assuming that people haven't been brave enough to venture into the infected zone to steal these for themselves, so you could use that to your advantage by adding lots of secret treasures left behind from when people were alive (cash, equipment, medical supplies, etc). This forces the player to explore these dangerous areas more thoroughly, but gets rewarded for their efforts, and that way you wouldn't need to increase SP dropped from enemies.
Next, considering the "safe zone" would want to ensure that people are healthy and not effected, I'd imagine they'd want to employee a doctor of sorts that would heal you and cure you of any ailments every time you revisit the "safe zone". My suggestion is to add in an event so that each time you return to the "safe zone" you are required to pay a small amount of SP, and make it small, say around 15 to 20 SP? Now, you might think that would make the game easier, and perhaps to some degree it does, but the kicker is, you have to pay the SP whenever you return to the "safe zone" regardless if you are healed or not, which is why I suggested a small amount. If the player elects not to pay, or if they don't have enough money, they must stay in the "bad zone" until they have the SP and wish to pay to be healed/cured. This creates a challenge for people who are in need of healing and out of SP, so it forces them to think a little, At the same time, adding such a doctor for this low amount (to heal and cure diseases), is an alternative to people trying to save their money. However, purchasing said items is still required when people want to venture further into the danger zone, and don't wish to continually travel back and forth.
Finally, have you thought of any story ideas? My thought on this is that you spend part of the game helping out the people in the "safe zone" but maybe at some point you get an incurable disease (not one that necessarily effects your stats, but maybe one that will slowly turn you into the undead), and you are then cast completely out of the safe zone. In order to stay alive, you must fight through the infected area looking for a cure, one that may also turn the tide against the fight against the undead.
Infection
The game seems intriguing (who doesn't like an RPG that has you fighting off hordes of the undead), but it feels very unbalanced at the moment.
First, it's a very tedious task only being able to purchase one item at a time, so if you wish to purchase multiples of the same item, you'll be there awhile. Second, almost every time the flies (or whatever they are) battle me, I get struck with disease. There appears to be no way to defend against this and no way to stop the disease once I have it, aside from buying the medical packs, and as enemies drop very little amounts of SP not only will I be going back and forth quite a bit, but wasting too much money to heal myself.
Aside from that, the mapping was okay, but like I said, fighting hordes of the undead RPG style is fun, so kudos to the rest of the game.
First, it's a very tedious task only being able to purchase one item at a time, so if you wish to purchase multiples of the same item, you'll be there awhile. Second, almost every time the flies (or whatever they are) battle me, I get struck with disease. There appears to be no way to defend against this and no way to stop the disease once I have it, aside from buying the medical packs, and as enemies drop very little amounts of SP not only will I be going back and forth quite a bit, but wasting too much money to heal myself.
Aside from that, the mapping was okay, but like I said, fighting hordes of the undead RPG style is fun, so kudos to the rest of the game.
Set Discrepancy
It's a nicely detailed game. I can't imagine the time it took to create this. Unfortunately, due to my short attention span, I don't have the patience to learn the controls. I did make the attempt, though, and even if I can't push myself to play further I'm sure there are a lot of people willing to try.
Crystalis: Sonata of the Far-Away Sky
Yes, this was one I had wanted remade (not the awful Gameboy Version) or at least a sequel. Finally I may have my dreams come true.
Crystalis: Sonata of the Far-Away Sky
Okay, so it's a remake of the first game but you play as the girl Mesa now? So it's really a complete re-telling, correct, or does it tie into the actual NES game. Either way, this looks very good. You've got the locations down, the cave scene where you originally started with the jumping dude, and the status bar on the bottom of the screen. I'm just confused to where this is going, since no mention of the frozen guy, or if he's even included this time.













