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Keylocker approaches with the energy of a late-night movie on an obscure cable channel. The neon-drenched visuals are reminiscent of low-budget indie sci-fi.

This energy is at the heart of the game, and like many of its bizarre characters, it seems to be some kind of hybrid creature. Keylocker takes the body of a turn-based JRPG and dresses it up in the style of an exciting rhythm game, resulting in an interesting beast.

Keylocker is set on a colonized Saturn, where music is forbidden to all but a select few, and its use is strictly controlled. In this world, music generates power, and whoever owns this resource determines whether the inhabitants live or die. The protagonist, Bobo, refuses to conform to society's norms and continues to rock with her own group, which ends up imprisoned by the rulers of Saturn. She escapes with the help of her doppelganger brother Dealer, a hacker who also operates outside the law, but is soon captured. Bobo is pushed down from the heights she had worked so hard to reach by her oppressors and returns to the trash-filled dump where she grew up. Here she accidentally falls in love with a nerve-wracking robot called Jukebot. Together, Bobo and Rocket embark on a journey to teach people the futility of trying to drown out society's song. They travel through an automated land full of cyberpunk androids, strange machines, and shady operations.

A gothic warrior musician oversees the battlefield.

There are two offensive classes: Juggernaut and Hacker, and two defensive classes: Samurai and Sequencer. I chose Samurai mainly because I was attracted to the art, which depicts Bobo as a cyber warrior who is cool as liquid nitrogen.

Keylocker's combat system differs from standard turn-based RPGs. Characters are placed on a hexagonal grid. To sustain your rebellion, you must focus on two important statistics: health, represented by hit points (LP), and electric points (EP), which act like magic. The order of play is displayed at the top of the screen, and although it is similar to games like Trails, you cannot interrupt the flow of events.

In a match, it is important to move to find the best position. Each one has a different range of movement, usually 1-2 hexagons, and different shapes. Some techniques are released in a straight line, some in an arc, and some in the entire range. There are four basic actions: a direct attack, a technique that you release yourself, a hit that takes OV from the enemy, and a defensive technique that gives a counter to those who dare attack you. The enemy basically has the same chance as you. Attacks and defenses can be charged with EP, and the more you have, the more powerful your attacks and counterattacks will be. When attacking, the game encourages you to put yourself on the edge. The strength and weakness of your techniques are determined by your weapon, which can be familiar like a sword or unusual like a guitar or drum. Strikes with these tools are accompanied by the pleasant rumble of stringed instruments and booty percussion.

Are your fingertips ready?

This leads to the core of Keylocker, the processor that makes this digital world dance. Combat in Key Locker is rhythm-based. During an attack, your character flashes white, indicating that you should press the button with sub-second accuracy. Conversely, in battles with Saturn's more vicious inhabitants, you'll need to time your button presses. Make a mistake and you'll be penalized. Get loose and you'll be out of the game entirely. Key Locker has three complexity modes that increase or decrease damage when you fail to block, but even at the lowest complexity level, don't wait for the easy walk. Key Locker's unforgiving nature demands that you pay attention to your actions. It's very easy to miss an enemy's next attack in queue order and end up idly watching Bobo and friends move on to the next inevitable restart.

This rhythm-based system delights and disappoints in equal measure. Perfectly timed attacks and counter attacks add to the fun, but clashes with new opponents always require an adjustment period to learn their modes of action. How much you like it is a matter of personal preference. Do you appreciate the need to become an expert in the game's mechanics, or do you crave improvement?

The key locker has introduced an auxiliary mechanic in the battle with the boss, but be aware that a mismatch with the boss will not allow you to lose, leading to the lon g-term battle.

From here, my weakness to Keylocker flows. In addition to the above, it is not easy to find out the specific number of basic mechanics with no n-intuitive names that are difficult and to find out the most written manuals. Some of them belong to the battle, but others are not explained, similar to the counters that increase the degree of search for Bobo by Grand Softto Totes, authorities. It is entrusted to discretion and is seen. In the duel, you will get the key to clarify the class champions of the complex skill set. Several opportunities are basically a substantial battle of tiles covered by the effects of the status, but associations between random temperament and opaque tree ability lead to difficult atmosphere during battle. I have sex. For example, your character has the ability to apply legal abilities, so others have to try to avoid the results. This makes the effective strategy somewhat complicated.

Starting with a simple rhythm of hack computers, it ends with a difficult and fun game like a guitar hero. A long min i-game, in which a rocket that is armed with a knife hinders a bad young man who explodes around, evolves interestingly every time he meets.

This mini game basically makes you feel like you're in the 2005 yard.

Regarding Keylocker characters, expressive portraits further enhance their charm. However, Bobo and Rocket have a certain number of expressions, but there are few other characters. Apart from this, video clip images do not match the method used in their profile. However, it is impossible to refute the effects of these images. Surprisingly reckless portraits are paid to the definitive factors on the screen. < SPAN> Key lockers have introduced an auxiliary mechanic in the battle with the boss, but be aware that mismatch with the boss will not allow you to lose, leading to the prolonged battle.

From here, my weakness to Keylocker flows. In addition to the above, it is not easy to find out the specific number of basic mechanics with no n-intuitive names that are difficult and to find out the most written manuals. Some of them belong to the battle, but others are not explained, similar to the counters that increase the degree of search for Bobo by Grand Softto Totes, authorities. It is entrusted to discretion and is seen. In the duel, you will get the key to clarify the class champions of the complex skill set. Several opportunities are basically a substantial battle of tiles covered by the effects of the status, but associations between random temperament and opaque tree ability lead to difficult atmosphere during battle. I have sex. For example, your character has the ability to apply legal abilities, so others have to try to avoid the results. This makes the effective strategy somewhat complicated.

Starting with a simple rhythm of hack computers, it ends with a difficult and fun game like a guitar hero. A long min i-game, in which a rocket that is armed with a knife hinders a bad young man who explodes around, evolves interestingly every time he meets.

This mini game basically makes you feel like you're in the 2005 yard.

Regarding Keylocker characters, expressive portraits further enhance their charm. However, Bobo and Rocket have a certain number of expressions, but there are few other characters. Apart from this, video clip images do not match the method used in their profile. However, it is impossible to refute the effects of these images. Surprisingly reckless portraits are paid to the definitive factors on the screen. The key locker has introduced an auxiliary mechanic in the battle with the boss, but be aware that a mismatch with the boss will not allow you to lose, leading to the lon g-term battle.

From here, my weakness to Keylocker flows. In addition to the above, it is not easy to find a specific number of basic mechanics with a no n-intuitive name that is difficult and to find out the substantially written manual. Some of them belong to the battle, but others are not explained, similar to the counters that increase the degree of search for Bobo by Grand Softto Totes, authorities. It is entrusted to discretion and is seen. In the duel, you will get the key to clarify the class champions of the complex skill set. Several opportunities are basically a substantial battle of tiles covered by the effects of the status, but associations between random temperament and opaque tree ability lead to difficult atmosphere during battle. I have sex. For example, your character has the ability to apply legal abilities, so others have to try to avoid the results. This makes the effective strategy somewhat complicated.

Starting with a simple rhythm of hack computers, it ends with a difficult and fun game like a guitar hero. A long min i-game, in which a rocket that is armed with a knife hinders a bad young man who explodes around, evolves interestingly every time he meets.

  • This mini game basically makes you feel like you're in the 2005 yard.
  • Regarding Keylocker characters, expressive portraits further enhance their charm. However, Bobo and Rocket have a certain number of expressions, but there are few other characters. Apart from this, video clip images do not match the method used in their profile. However, it is impossible to refute the effects of these images. Surprisingly reckless portraits are paid to the definitive factors on the screen.
  • This unusualness fuels Keylocker's plot and setting, making it one of its strongest components. The surrounding environments, from the futuristic hustle and bustle of a city to a crumbling digital forest, draw you in along with the eccentric characters. You'll be greeted by pyramid-headed priests and talking walruses. Rock jeans with droopy heads and other oddballs inhabit absolute places you've never encountered before. Themes of rebellion against communal oppression and self-expression of individuality run throughout the game like silicon flowing through a computer chip.
  • But the script doesn't match the imaginative setting. It shows the game in a way that doesn't have the ability to decide whether it wants to be a serious study of dead data or a sober cartoon understanding of them. The characters lack effort, they act alternately at times, the plot is inefficient and overly elaborate, leaving me to stop hanging elementally some heroes wishing and hoping. For example, I never got attached to one of them, so I ended up hurting when any action happened between them. Keylocker ignored this and did not make me grow. The strangeness of all the events dragged me to the end.
  • It must be an anniversary.
But it is difficult to achieve this goal. For example, when I encountered an error that violated the game's progress, I sometimes met with the fact that the passage was complicated by strange claims that I actually doubted my personal incompetence to find strange hints. I made decisions and even imposed premature saves, but lost a lot of time because of it.And finally the music. Keylocker accelerated this project, as if to be led by an audience that was waiting for such a difficult game. The gothic rock-like composition at the Bobo concert, brilliantly performed by Psamathes, makes this game worth the considerable initial cost. Keylocker invites a variety of music, from iron plate to appropriately electric. Bombastic orchestral music combines the rise of these characters like Prince, and operatic vocals are heard in some battles and events. I am impressed by the high quality and abundance of the songs. Also, the effective sound design was impressive. The roar of water flowing nearby, for example, creates a relief effect that is just too perfect for headphones. It's eclectic, like that soundtrack, Keylocker is something you should love from anywhere, but that's why I'm basically a story that has the potential to be in the base of this game. Cannot be recommended. However, excellent music accompaniment and attractive abnormalities are important conditions for jumping into this incomplete but unique adventure.

Graphic: 85

Sound: 91

Game Play: 86

Management: 82

Plot: 75

81 Alter score

(Not medium)

Audra Bowling's Revie w-September 202 4-12:00 Afternoon

Tens of thousands of dragons kill the public planet with flames, teeth and nails under the unpleasant flag of King of Dragon, and the universe is on the completely settlement border. The population of the earth in the last eruption is only one preserved fort, from the village with a bedroom to the last garde Megapolis. Is there a rebellion to wipe out the Wyvern, which is a cautious person in the kingdom? The Nameless: Slay Dragon is a classic rol l-playing game using visual novel fabric. Even in the desperate era, the situation is repeated in the desperate but magnificent situation of survival and hope, and the situation is repeated in the best options without relevance.

What I liked for the anonymous act called Slay Dragon is actually a mild pronunciation. Starting with the creation screen of the text, I was quite captured. When you go to the last guard, the player basically participates in the role of youth from a single remaining dragon attack. Combine the cursor and click the desert map to complete the basics of the game in the first few steps, even if you don't have the necessary values. If you stop along the road for testing opportunities, you will decide the finale of the event. The atmosphere is intensely made due to the release of Wyvern, and the fact that you can generally depend on whether you can remove all the hardships in the next burning test. Annimus: Slay Dragon is a game with many options, and the factors that are likely to be affected by stor y-based and skill tests are working to continue the game.

Lastguar d-The main city of adventure. < SPAN> Reflected, like its soundtrack, Keylocker is a lovable thing, but that's why I'm basically a story that has the potential not to receive it in this game. I can't recommend it to everyone. However, excellent music accompaniment and attractive abnormalities are important conditions for jumping into this incomplete but unique adventure.

Graphic: 85

Sound: 91

  • Game Play: 86
  • Management: 82
  • Plot: 75
  • 81 Alter score
  • (Not medium)
Audra Bowling's Revie w-September 202 4-12:00 AfternoonAnd finally the music. Keylocker accelerated this project, as if to be led by an audience that was waiting for such a difficult game. The gothic rock-like composition at the Bobo concert, brilliantly performed by Psamathes, makes this game worth the considerable initial cost. Keylocker invites a variety of music, from iron plate to appropriately electric. Bombastic orchestral music combines the rise of these characters like Prince, and operatic vocals are heard in some battles and events. I am impressed by the high quality and abundance of the songs. Also, the effective sound design was impressive. The roar of water flowing nearby, for example, creates a relief effect that is just too perfect for headphones. What I liked for the anonymous act called Slay Dragon is actually a mild pronunciation. Starting with the creation screen of the text, I was quite captured. When you go to the last guard, the player basically participates in the role of youth from a single remaining dragon attack. Combine the cursor and click the desert map to complete the basics of the game in the first few steps, even if you don't have the necessary values. If you stop along the road for testing opportunities, you will decide the finale of the event. The atmosphere is intensely made due to the release of Wyvern, and the fact that you can generally depend on whether you can remove all the hardships in the next burning test. Annimus: Slay Dragon is a game with many options, and the factors that are likely to be affected by stor y-based and skill tests are working to continue the game.

Lastguar d-The main city of adventure. It's eclectic, like that soundtrack, Keylocker is something you should love from anywhere, but that's why I'm basically a story that has the potential to be in the base of this game. Cannot be recommended. However, excellent music accompaniment and attractive abnormalities are important conditions for jumping into this incomplete but unique adventure.

Graphic: 85

Sound: 91

Game Play: 86

Management: 82

Plot: 75

81 Alter score

(Not medium)

Audra Bowling's Revie w-September 202 4-12:00 Afternoon

Tens of thousands of dragons kill the public planet with flames, teeth and nails under the unpleasant flag of King of Dragon, and the universe is on the completely settlement border. The population of the earth in the last eruption is only one preserved fort, from the village with a bedroom to the last garde Megapolis. Is there a rebellion to wipe out the Wyvern, which is a cautious person in the kingdom? The Nameless: Slay Dragon is a classic rol l-playing game using visual novel fabric. Even in the desperate era, the situation is repeated in the desperate but magnificent situation of survival and hope, and the situation is repeated in the best options without relevance.

What I liked for the anonymous act called Slay Dragon is actually a mild pronunciation. Starting with the creation screen of the text, I was quite captured. When you go to the last guard, the player basically participates in the role of youth from a single remaining dragon attack. Combine the cursor and click the desert map to complete the basics of the game in the first few steps, even if you don't have the necessary values. If you stop along the road for testing opportunities, you will decide the finale of the event. The atmosphere is intensely made due to the release of Wyvern, and the fact that you can generally depend on whether you can remove all the hardships in the next burning test. Annimus: Slay Dragon is a game with many options, and the factors that are likely to be affected by stor y-based and skill tests are working to continue the game.

Lastguar d-The main city of adventure.

When you just started playing the game, you have a fairly low grade and you are alone, so there is nothing to move with a probability project. You can do it so that you can do it so that you are actually a promise, everyone can quickly ignore these seemingly accurate {} people. can. It is a quartet with Andy and duet and adding Miu's random caster and elf Princess Kisser Cynthia. Andy, Miu and Cynthia are good and plausible letters, especially Andy and Cynthia, indicating important settings through situations. Andy and Cynthia are particularly important to form the settings throughout the situation. Based on the actions and conclusions adopted during the story, you can make friends with three of them, your character is a silent hero, but the game invites a free type of dialogue, so the plot will be drawn. No.

This IRGE uses a clas s-based mission system that allows party members to use a certain number of occupations in Nameless: Slay Dragon. After that, if anyone can use it, a larger occupation will appear. If you raise your grade and get enough awakening points, you will be able to acquire any space abilities in the character's occupation list, and in fact you will be able to receive skills at your own discretion. I focused on having a 2-3 occupation to each character, but only Mi is an exception, and there is a certain number of occupations in elemental magic. The versatility of the occupational class and the acquisition opportunity is based on the versatility.

This IRGE has a personal characteristics that can be explored as the price rises as well as the occupation class. These features are distinguished from statistically useful prizes, such as increasing healing by 30 %, but at the same time, characters have the ability to unify only a certain amount. This system inspires and execute experiments in different odds to find the complexity of your game. After that, a study of the possibility that you can still unify the acquired sparks. Sparks are similar to help games from Final Fantasy VII: they enhance legal abilities, for example, to add a supplementary element or add the condition to the selected chance. You can. For example, it is possible to give an auxiliary element or add an abnormal condition to the selected chance. If you use it very much for "mastering" in battle, it is possible to awaken supe r-powerful versions. At first, it is limited under cheap sparks, but as they move and increase their values, you can do more and more destructive customizable methods.

  • Skills and stats play an important role.
  • At the beginning of the game, even if the lowest dragon is not a victory, even if it is a newborn bab y-like weakness, the advanced system can also peel the tusks to the most powerful opponent by the advanced system. It turns into a true power. The Slay Dragon uses a simple but surprisingly reliable craft system that can make useful recovery items and powerful equipment from the materials collected during the game. At first, funds and supplies are limited, so you often rely on craft craftsmen. During the game, it is easier to capture the essence of combat and gameplay, but the more you try and error, the more the depth and complexity will increase.
  • Cards: Slay Dragon's style reminiscent of gameboards / stories in series such as "Voice of Card" and "Game Crimson Schloud". It is simplified but attracts attention and stimulates the idea of ​​Dungeons & Amp; amp; dragons, which is clearly focused on this game. I also love the beautiful art characters of visual novels that color the games and the breathtaking brightness. The user interface is clear and clean, but even during the Bustle Step Bay Steps, it doesn't overload. Text fonts sometimes look too small, but match the fantasy world of the game.
  • I also like the unknown sound "Slay Dragon Sound Landscape". The sound effect is abundant and matches the scene. Although the number of songs is limited, it is perfectly composed and perfect for scenes and battles. My main claim about soundtracks is that some battle songs are particularly good and memorable, but sometimes too short to fall into a long battle. For such a short length, they often stop and concentrate and disturb the games.
  • VN fans should be careful. There are many dialogues, which helps form the world history. < SPAN> In the early stage of the game, even if it is a weak babies that are not a victory of the lower dragon, by the advanced system, the toughest opponent will also peel off the fangs by the advanced system. It transforms into a true power that can be done. The Slay Dragon uses a simple but surprisingly reliable craft system that can make useful recovery items and powerful equipment from the materials collected during the game. At first, funds and supplies are limited, so you often rely on craft craftsmen. During the game, it is easier to capture the essence of combat and gameplay, but the more you try and error, the more the depth and complexity will increase.
Cards: Slay Dragon's style reminiscent of gameboards / stories in series such as "Voice of Card" and "Game Crimson Schloud". It is simplified but attracts attention and stimulates the idea of ​​Dungeons & Amp; amp; dragons, which is clearly focused on this game. I also love the beautiful art characters of visual novels that color the games and the breathtaking brightness. The user interface is clear and clean, but even during the Bustle Step Bay Steps, it doesn't overload. Text fonts sometimes look too small, but match the fantasy world of the game.And finally the music. Keylocker accelerated this project, as if to be led by an audience that was waiting for such a difficult game. The gothic rock-like composition at the Bobo concert, brilliantly performed by Psamathes, makes this game worth the considerable initial cost. Keylocker invites a variety of music, from iron plate to appropriately electric. Bombastic orchestral music combines the rise of these characters like Prince, and operatic vocals are heard in some battles and events. I am impressed by the high quality and abundance of the songs. Also, the effective sound design was impressive. The roar of water flowing nearby, for example, creates a relief effect that is just too perfect for headphones. VN fans should be careful. There are many dialogues, which helps form the world history. At the beginning of the game, even if the lowest dragon is not a victory, even if it is a newborn bab y-like weakness, the advanced system can also peel the tusks to the most powerful opponent by the advanced system. It turns into a true power. The Slay Dragon uses a simple but surprisingly reliable craft system that can make useful recovery items and powerful equipment from the materials collected during the game. At first, funds and supplies are limited, so you often rely on craft craftsmen. During the game, it is easier to capture the essence of combat and gameplay, but the more you try and error, the more the depth and complexity will increase.

Cards: Slay Dragon's style reminiscent of gameboards / stories in series such as "Voice of Card" and "Game Crimson Schloud". It is simplified but attracts attention and stimulates the idea of ​​Dungeons & Amp; amp; dragons, which is clearly focused on this game. I also love the beautiful art characters of visual novels that color the games and the breathtaking brightness. The user interface is clear and clean, but even during the Bustle Step Bay Steps, it doesn't overload. Text fonts sometimes look too small, but match the fantasy world of the game.

I also like the unknown sound "Slay Dragon Sound Landscape". The sound effect is abundant and matches the scene. Although the number of songs is limited, it is perfectly composed and perfect for scenes and battles. My main claim about soundtracks is that some battle songs are particularly good and memorable, but sometimes too short to fall into a long battle. For such a short length, they often stop and concentrate and disturb the games.

VN fans should be careful. There are many dialogues, which helps form the world history.

Speaking of lack of immersion, I found some problems at the end of the game. In the optional story scene, the conversation of the character switched from English to one line, and sometimes returned. Apart from this, when I defeated one of the bosses, I was able to resume the whole battle as if I had not won. If you select this part of the map, the game will not accept the previous victory, but if you move to another area, the game will evolve correctly. There was also a battle where the portraits of the character lines were displayed on the battle screen. For example, highlighted effects could not be read or distributed. Fortunately, this bug happened only during a specific battle, and the defect on the map can be quite easy to avoid. None of the bugs make the game impossible, but I think it will be corrected. Otherwise, this game would be a fun rol e-playing game. In addition, since this fun was removed from the battle, I won the expensive boss with difficult options four times just to dispel!

The nameless: Slay Dragon is an impressive indie RPG. A solid gameplay system is combined with an attractive character and an optional story developed by an insight. With a unique and original visual design, the RPG and VN hybrids that are worth trying for curious people have been completed. But this game is called "The Namels: Slay Dragon" because of a scenario, for example, a fantasy adventure that requires to remember this name.

Graphic: 86

Sound: 85

Game Play: 88

Control: 87

Plot: 89

87 Artel Point

(Not average score)

Reddison's BRAND Revie w-September 24, 202 4-9:00 am

After a week of Sam Enlightite's 2D rol l-playing game "Beyond Galaxyland", it will be clear how this game will have a 2 5-hour situation. It is not only aesthetics and themes of games, but also a wide variety of combat, puzzles, and mobile systems. Also, some systems and layouts are not always successful, and some have an unfinished and rough impression, but the construction of the unique world of this creator and the calm battle system deserve praise. 。 Although it is not an RPG that exceeds expectations, it is certainly worth trying.

Baond Galaxyland has asked a lot of questions in its unique leading situation, suggesting that the subject and character are really stewed. The protagonist's day was separated from an advanced Earth due to sudden en d-o f-life action. He was found in the space of the universe, and the artificial origin for the solar system was actually created by ancient races for the income from any lot. Each appearance has a unique habitat like a planet in the system. Day starts traveling to Neo, the planet center where refugees arrived first. He tries to more aware of the events that destroyed the earth, and their sel f-mercy savior nature, their goals and motivation.

Travel can be a serious tone, thinking about serious themes such as massacre, fate, and sel f-determination. This is immediately contrasted with humor and satire. One space and inhabitants match their situations more "lifter" and make them more slapstick. This expresses the characters surrounding Daga. The robot administrator Martibot, who met on Neo, is a guide to masochistic humor and prestige. The villain is just a similar enemy, forcing the scenaral to make a scenario with his own inappropriate plan and situation. The boom-boom, a naval officer of the Daga Family, contains a great humor arrangement, and their friends are one of the most pierced, including their own absurdity. As you approach the last, the plot proliferates its own galaxy science fiction myth, but the ending is sharp and left many unraveled threads. Considering the theme of the plot, it is not easy to explain whether this is regarded as an intentional selection or whether the subsequent situation is planned.

One day, for example, you can't meet Jabas beyond the universe.

The production of BEOND GALAXLAND is really interesting. Pixel art beautiful 3D objects and beautiful research on elegant details focus on all places. In the industrial area, cruel silhouettes and gloomy shadows stand out, and in the idyllic forest world, the shining areas that are entangled with the formatized sunlight are wonderful. Characters and creatures are still floating from friends, and the encounter with the boss is a memorable thing, but it is also reminiscent of the previous work. The battle effect is simple but effective, and the memories of JRPG in the late 90s are reproduced with their own way and animation. Soundtracks still remind you of this era and can enjoy a wide range of soundscape, centered on synths.

It is a 2D sprite that moves on a beautiful background, with more platform jumps than expected. Most movements are flat, but there are sections that require tw o-stage jumps and sliding jumps. The operability is tolerant, and the tw o-stage jump flies in the air, so it does not get frustrated and changes everyday search.

The Beyond Galaxyland battle is similar to other tur n-based 2D dot picture RPGs. Players alternately activate skills including their skills from the menu and receive skills from monsters that can be captured during battle. Every time you hit the enemy, the number of skill points counters increases, and if you make a mistake, it decreases. If nothing is done during the turn, the meter will be automatically replenished. Therefore, accuracy plays an important role in using skills. Highly accurate characters can help replenish the meter even if the damage is low.

There is not much opportunity to see Genova with a sector 7 reactor.

  • This mini game basically makes you feel like you're in the 2005 yard.
  • At the beginning of the game, even if the lowest dragon is not a victory, even if it is a newborn bab y-like weakness, the advanced system can also peel the tusks to the most powerful opponent by the advanced system. It turns into a true power. The Slay Dragon uses a simple but surprisingly reliable craft system that can make useful recovery items and powerful equipment from the materials collected during the game. At first, funds and supplies are limited, so you often rely on craft craftsmen. During the game, it is easier to capture the essence of combat and gameplay, but the more you try and error, the more the depth and complexity will increase.
  • The Beyond Galaxyland battle is similar to other tur n-based 2D dot picture RPGs. Players alternately activate skills including their skills from the menu and receive skills from monsters that can be captured during battle. Every time you hit the enemy, the number of skill points counters increases, and if you make a mistake, it decreases. If nothing is done during the turn, the meter will be automatically replenished. Therefore, accuracy plays an important role in using skills. Highly accurate characters can help replenish the meter even if the damage is low.
  • There is not much opportunity to see Genova with a sector 7 reactor.
  • Another device is that the number of basic characters of the character is determined by the current number of turnpoints (TP). Each character starts from 3MP, and MPs increase in the game depending on various equipment items and rewards. This promotes strategic choices. Increasing MP means that the possibility of attack increases, but may increase mistakes.
But it is difficult to achieve this goal. For example, when I encountered an error that violated the game's progress, I sometimes met with the fact that the passage was complicated by strange claims that I actually doubted my personal incompetence to find strange hints. I made decisions and even imposed premature saves, but lost a lot of time because of it.And finally the music. Keylocker accelerated this project, as if to be led by an audience that was waiting for such a difficult game. The gothic rock-like composition at the Bobo concert, brilliantly performed by Psamathes, makes this game worth the considerable initial cost. Keylocker invites a variety of music, from iron plate to appropriately electric. Bombastic orchestral music combines the rise of these characters like Prince, and operatic vocals are heard in some battles and events. I am impressed by the high quality and abundance of the songs. Also, the effective sound design was impressive. The roar of water flowing nearby, for example, creates a relief effect that is just too perfect for headphones. There is not much opportunity to see Genova with a sector 7 reactor.

Another device is that the number of basic characters of the character is determined by the current number of turnpoints (TP). Each character starts from 3MP, and MPs increase in the game depending on various equipment items and rewards. This promotes strategic choices. Increasing MP means that the possibility of attack increases, but may increase mistakes.

While exploring the area, Doug uses the photography function to identify enemy creatures and their abilities. In the battle, there is a chance to capture them and add them to the portfolio as enemy creatures decrease. Each creature gains one abilities each time it is summoned, and some abilities reach a higher level by Doug. In many ways, this is reminiscent of the Final Fantasy VII's Materia System, and different creatures provide parties such as element attacks, haste and rain. This effect can also extend to other creatures and coexist. You can also create characters that use lightning, or load recovery creatures to support other members of the party.

You can find enough loot and equipment to form characters and skills. For example, a character has one reading gun, but there are many to find it during the game. However, despite all of the above, they have all the opportunities to uniforms up to four relics, and can resist or increase status. Most of the monster s-bosses have a unique Relic, but there is no reason not to capture the stolen during battle, as the mechanism is successful. Other components include intensive time, consumed items, design / magic power-this is also an example of such a game. As a whole, the battle is Frisky, instinctively understands, and is not a rare sight as a setting, but it is never seen in unfair.

Galaxyland has several systems besides combat and mechanisms. There is a mild physiological puzzle. There is a mild search mechanic side mission. There is an arena fighting monsters. There are two types of racing and mini games. You can create an object by gathering resources scattered on valuable maps. As a whole, this is an impressive system born from various inspiration. But not all of them are perfectly fused. The awkward race section is weak, and the puzzle related to the physical physics lacks the accuracy of management. And this IRGE stealth-part, including great, was actually short, because it was generally noticed.

For example, there is no day when Ruby Weapon is in a distant desert.

In addition, if Galaxy Land goes along the critical pass and is absorbed in light polishing, you will not have a lot of time to reach the end of the end. This IRG has a certain number of worlds, and each can find side missions. In the meantime, there are people in these IRGE missions to capture, for example, a set of a specific creature and activate the 2D character string alien token that supports lon g-range wooden paper attacks. There is nothing unusual in the world, ignoring the elegant design, and if you consider how many preserved appearance in your plot, for example, how many worlds you research are. 。

It's the style and atmosphere of Beyond Galaxyland that kept me from getting bored until the end of Dagg's journey. However, almost all the help systems are pretty worn out, and some really need to be rethought. The world's intricate graphical details and unique exploration make it fascinating for most of the game, and the action-packed combat keeps you entertained. If the staple of the genre is exploring new worlds, Beyond Galaxyland certainly does its best. However, the journey to get there is a bit shaky. If you're prepared to cut her some slack on her journey, you'll have a good time. Graphics: 80

Sound: 80

Gameplay: 79

Control: 78

Plot: 78

80 Artel Points

(not an average score)

Review by Joshua Lindquist - September 21, 2024 - 3:55 pm

  • The development cycles of The Legend of Zelda: Oracle of Seasons and its companion The Legend of Zelda: Oracle of Ages were short but problematic. After 20 wasted years, it has become clear that the manufacturer is planning a third installment of the saga. But until now, the hope was to arrange a remake of the traditional NES game The Legend of Zelda and hopefully release a new sequel.
  • Neither scenario has come to fruition. There is no third installment of The Legend of Zelda: Oracle, nor a remake of The Legend of Zelda, but The Legend of Seasons gives us a glimpse of the latter. Oracle of Seasons is completely different in both plot and game mechanics, but the world, dungeons and boss design are reminiscent of the remake.
  • Oracle of Seasons slightly repeats the mistakes of Oracle of Ages. These are the first Zelda games developed since the transition to 3D, so it makes sense that the makers wanted to explore some of the new ideas they learned. But unfortunately, this means that some choices are not well suited to the Game Boy Color hardware. What seemed like magic in 2001 seems like a minor design omission in 2024.
  • With the gam e-oracle of seasons, you can then set the end of the oracle of the password of the ages for reference settings. The plot differences during the game are insignificant. This is a minor catalyst to win both games in both orders, but only avid Zelda fans will be willing to see the configuration. The fresh objects are a ridiculous addition, but it's a pretty painful switch between the two games to recognize the passwords, write them down (or use the comfortable on-screen buttons on the Nintendo Switch), and go back to the first game to return the talk to whoever you need. I'm sure I made everything I actually had a chance to in 2001, but I can't repeat all of these steps for now.
  • The secret ending was made with a boss fight and auxiliary dialogue initiative. In fact, I would argue that the classified boss robs both oracle games of something original, but I have an advantage over 20-year-old skills in the passage of the extra game Zelda. It provokes the reaction "I don't do it anymore" to advanced Zelda players that it seemed like a cool ending in 2001.
You'll notice a recurring theme. 2001's Oracle of Seasons was great. I can accept its necessary plan now, but it's not easy to keep talking about it. There was a lot of friction with this game, and I was forced to cancel more than I waited. Like Oracle of Ages, Oracle of Seasons, like almost every other Zelda game, never made it to excellence.And finally the music. Keylocker accelerated this project, as if to be led by an audience that was waiting for such a difficult game. The gothic rock-like composition at the Bobo concert, brilliantly performed by Psamathes, makes this game worth the considerable initial cost. Keylocker invites a variety of music, from iron plate to appropriately electric. Bombastic orchestral music combines the rise of these characters like Prince, and operatic vocals are heard in some battles and events. I am impressed by the high quality and abundance of the songs. Also, the effective sound design was impressive. The roar of water flowing nearby, for example, creates a relief effect that is just too perfect for headphones. The idea of ​​swapping seasons is pretty cool, but there are three drawbacks that make the concept see through. First, you can only explore one season at a time. It takes half the game before you have a chance to swap all four seasons. Maybe this is textbook, but it is considered very time-consuming and limited in this scratched illusion. Second, you can only stand on certain stumps by swapping eras. In Oracle of Aguz, you can go back and forth between two time periods with some trial and error, but I would like to make a similar update to Oracle of Seasons, so that you can swap the era of the year at your own will.

Thirdly, and most importantly, the seasons are inconsistent. This is an example of Oracle's game being too ambitious for its hardware. You change the season by standing on a tree stump, but you can't see the exact extent of the change. Take a wrong turn and you leave your favorite season zone, and when you come back, it's back to how it was before the season changed. You can't figure out where this boundary is without trial and error. A consistent pattern of change would solve this problem, like the stump changing on every adjacent screen. Instead, the entire game area seems to change at once, but no one remembers the boundaries of that area, and that area can be any shape or any number of screens.

The changes in the seasons are too hard to understand. Sometimes it just looks like a color change, until you wander around and risk the season resetting.

Overall, this makes the season change mechanic a bit tedious. It's a lot of trial and error. I rarely felt like I was making the right decision. I just looked for a nearby tree stump and started waving my season wand until I found the right answer.

This is because General Onox captured Din, the Oracle of Seasons, and buried the Temple of Seasons underground in the world of Subrosia (which can be considered the fifth upper world). Because of Onox, the seasons of Holodrum are mixed, sometimes it is winter and sometimes it is summer. Without the Rod of Seasons, Link cannot travel the world to save Din.

Like Oracle of Ages, Oracle of Seasons borrows its gameplay directly from Link's Awakening. This game recreates one of the best games in Game Boy history and is a joy to play. The biggest problem with all three games is the lack of buttons. With only two buttons, you have to frequently open menus to switch equipment. This is a bit odd if you play with a modern controller on the Nintendo Switch, but it depends on your preference. I play a lot of retro games with a modern controller, and I can live with the annoying menu navigation.

There are many new characters and the returned characters in the Holodrum. If you play "Oracle of Age" in the early days like me, you will be able to meet the same people you met there. Maple, a wizard's disciple, is one of my favorite people, and there is no doubt if there is an animal friend (or three!). Sabrocian is a character wearing food that only encounters in Oracle of Season, and has generally liked their worldview and behavior (including the tendency to force stealth and min i-games).

Holodrum has many interesting characters!

The world of Holodrum will occasionally recall the world of the Hailal of Zelda's Legend. The first dungeon position, the Lionel on the north side of the map, the elderly who can meet in the cave.

I think the dungeon is much lighter and more fun than a heavy system like the Puzzle of Oracle of Age. It is expected that you have to go through many rooms over and over again and fight many enemies. Both games have drawbacks in design. I especially hate rotating doors that are passed through the same room many times. However, the dungeon completely ignores the seasonal replacement mechanism and looks completely suitable for Game Boy Color. The only dissatisfaction is that the best dungeon is in the latter half of the game, it takes time early in the game, which can be less interesting. If you didn't play earlier, you wouldn't know that the best part of the game would be noticeable.

Magnet gloves can only be seen in Oracle of Search, giving them the opportunity to solve new types of puzzles.

The items that appear in the dungeon are mixed with Zelda's masterpieces and originals. Above all, "magnet gloves", which test whether they remember high school classes about the work of magnets, and "Magical Boomerang", which are thrown by D-pads, are worth noting.

The fight against the dungeon boss is fun, and it is a decisive evidence that this game began as a remake of Zelda's Legend. The chiefs appearing in the presenter seem to have updated the chief of Zelda's Legend, and there are other surprises. My favorite is that Aqua Mentus, the first guard of Zelda's Legend, appears as the first guard of Oracle of Seasons.

The Legend of Zelda: Oracle of Seasons avoids the worst problems of its analogue counterpart, Oracle of AG, but both games seem overly ambitious. The game's main mechanics aren't particularly impressive due to the hardware's limitations, and the password system to connect the two games is annoying and generally not worth pursuing. That said, Oracle of Seasons is the best of the two thanks to an exciting main quest, dungeons that delight rather than disappoint, and updated bosses that evoke memories of your youth. Despite some inconveniences in Oracle of Seasons, it's a solid adventure game and one of the best in the Game Boy Color library. Graphics: 85

Sound: 80

Gameplay: 75

Management: 85

Plot: 80

81 Overall Score

  • (Not Medium)
  • Review by Tim Rattrey - September 19, 2024 - 3:39pm
  • The Golden Idol Case is a testament to other developers' talents, as this detective adventure takes the best elements of the developers that inspired it and transforms them into a package that surpasses the original in many ways. Play the original on PC, not on Game Pass.
  • The work of Lucas Pugh was a major influence on The Golden Idol Case. Under the principle of "fill in the blanks", the game combines detective work from the return of OBRA Dinn and the drag-and-drop interface of Paper with artistic styles and scene regimes like Lucas Salt's point-and-click adventures and Ace Attorney games. The glue that holds it all together is a story with a Pulp Fiction-like tone and Pulp Fiction-like structure.
  • The fairy tale told in this game revolves around the title Golden Idol and its myriad of mysterious properties. What it is, where it came from, and most importantly, what actions people will take to harness its power are gradually revealed throughout the plot. Each level marks a key point where the power dynamics change, mostly due to horrific murder(s) or betrayal. The story is mostly linear, but at key points the game rewinds back in time to show events you missed. This is especially true for the DLC-prequel, which completely changes your perception of the base game, especially the Incendiary Incident. There is an inner euphoria when early events that seemed random from the start turn out to be very important.
An ordinary day at the office.And finally the music. Keylocker accelerated this project, as if to be led by an audience that was waiting for such a difficult game. The gothic rock-like composition at the Bobo concert, brilliantly performed by Psamathes, makes this game worth the considerable initial cost. Keylocker invites a variety of music, from iron plate to appropriately electric. Bombastic orchestral music combines the rise of these characters like Prince, and operatic vocals are heard in some battles and events. I am impressed by the high quality and abundance of the songs. Also, the effective sound design was impressive. The roar of water flowing nearby, for example, creates a relief effect that is just too perfect for headphones. In other texts, you will not be left without a significant infection to solve the plot, but if you do not do all the work yourself, these support systems will definitely help. Great fun evokes the feeling of having reached the correct conclusion on your own. But in the case of the golden idol, getting stuck does not frustrate you. The system of hints, which the creators themselves do not recommend using a certain number of times, so as not to overuse it, distinguishes between obscure instructions that point the right way to unravel the nuances of such or other values. The makers, who trusted their players' minds, bypassed the production case-by-case, where the TIPS system gives rudimentary answers, but identifies the necessary instructions in these. In those times when I turned the hints, I did not find myself at least rational in managing to solve the case, but only at least upset. If I have any complaints, they are basically a game with randomized images and texts that the hints are made monotonously, and have the possibility of being easily overloaded (but it is very easy, so there is no need to). This is a painful "waste", and as a result, in the Game Pass version, it was removed, without preparing anything to improve the system of hints, which would not have distinguished it from the others without it.

The interface revolves around switching between an "Explore" mode, where you learn and interact with the levels, and a "Think" screen, where you fill in the gaps with a word bank. Guidance, mouse-pushing, dragging, all of this is responsive and natural. Everything moves quickly and smoothly, so all that's left is to sing the virtues of the unprepared. But some quality-of-life improvements wouldn't hurt. For example, after identifying the character's first and last name, you always have to drag them separately, which doubles the amount of work with the mouse. Also, when clickable areas are hard to distinguish, nodes appear to indicate that they've been checked. This is another area that's been improved in the Game Pass port, replacing the original's blinking points with clearly defined prompts, exclamations, and control signs.

Watch out for accidental spontaneous combustion.

Visually, Golden Idol is like something out of the LucasArts catalog of adventure games. If that's your thing, you'll love the intentionally rude, exaggerated, and frankly silly drawings. The characters will surprise you with their wide-open eyes, tight mouths, and odd facial features. The settings are detailed but without unnecessary elements, and the scenes are a perfect blend of comical playfulness and overly ominous. Of course, this is an acquired taste, but if it suits your taste, you will find many (not so) pleasant surprises.

The soundtrack is a little difficult to evaluate. In itself, it is perfect for the occult subject of the Golden Idol incident. Sharp tones that would not be out of place in a Shakespearean soundtrack pierce the thoughtful eardrums and bass lines. The problem is that these tracks are repetitive and repetitive in the long passages of the levels. Some levels can last more than 30 minutes, and you end up repeating the same few minutes of music dozens of times. Each level has its own music, but they are all variations on a similar, dissonant soundscape, so the repetition is not diluted as much as you would like. Again, this is a problem because the soundtrack is well-crafted, including the interplay of tones and instrument palettes.

If you want to play the Golden idol case, we strongly recommend that you play the original PC version of Steam instead of the game path. I've talked many times about the positive changes in the game path version, but it's an exception that the translation of the controller is childish. This version is completely passed for this review, along with the original PC version, but is full of bugs, mostly infringed on the main features of the game control. The navigation of the scene has to deal with a large scrolling of D-pads and extremely slow virtual mouse pointers that make mistakes between the elements that interact with the screen. I am. The text is also changed to a dumb font, which is easy to read on TV, but when you play on a PC, it looks worse. To be clear, the game path version of the PC has a console version transplanted and can be operated with a mouse, but the interface is still inconvenient. Some games are not designed to play with the controller.

Luke, Luke and Luke are traps!

I sincerely recommend DLC. While the base game tells the entire story, these detailed chapters provide an exciting story and at the same time a context that fundamentally changes the understanding of this story. The game play also suggests and improves the level structure of the base game, providing more complex scenarios and puzzles. The developers are clearly deepening their confidence with each new extension, and I'm looking forward to how the sequel will develop in the future.

If you are wondering if the Golden Idol Case Game is right for you, please try the trial version. It may be surprising how exciting the crazy rib style games have become a result of being interacted with the genre of point and click adventure. This is an ideal example of a game that incorporates established ideas and creates a unique personality that connects them.

Graphic: 90

Sound: 78

Game Play: 93

Management: 88

Plot: 92

  • (Not Medium)
  • (Not medium)
  • Cards: Slay Dragon's style reminiscent of gameboards / stories in series such as "Voice of Card" and "Game Crimson Schloud". It is simplified but attracts attention and stimulates the idea of ​​Dungeons & Amp; amp; dragons, which is clearly focused on this game. I also love the beautiful art characters of visual novels that color the games and the breathtaking brightness. The user interface is clear and clean, but even during the Bustle Step Bay Steps, it doesn't overload. Text fonts sometimes look too small, but match the fantasy world of the game.
  • Metroid is difficult. Partly due to the fact that Hollow Knight became an almost unbearable bar for me after that, but honestly, almost all of them look somehow the same. Move through the corridors, study a bit, fight a boss, gain legal abilities, study an area that wasn't there before to study, fight even more giant enemies, wash, rinse, repeat. I simply disappear from about 80 percent of them again, when there are a ton of varieties that repeat previous concepts with great triumphs, including 2024.
  • The Iga-Vania Castlevania series of games somehow fall into this 20 percent. They combine stunning atmosphere, intense gameplay, and exhilarating soundtrack and progression to feel unusually good. As a result, when I first played the three DS versions of Castlevania Dominus Collection: Dawn of Sorrow, Portrait of Ruin, and Knights of Ecclesia Collection, I was expecting beautiful gameplay like Symphony of the Night. In fact, I was often surprised, for example, this is basically one of their personal favorites, they experiment and actually repeat what was there before, but each of them has its own flaws, these are all equally great games equal to the most advanced games of the genre.
M2 and Konami did an attractive packaging. Along with the three Iga-vania games, the rare Haunted Castle - the second Castlevania - is also linked, which is a rarity in arcade games. I played it the least because the difficulty is, to put it mildly, inhuman. Thankfully, they also added a new remake, Haunted Castle Revisited, which seems much more similar than any of the others (remember the arcade-mode of the late 90s), and it's also a point that reduces the complexity of the game. This is a ridiculous price that is absolutely unnecessary, but it shows how much interest they responded to this collection.And finally the music. Keylocker accelerated this project, as if to be led by an audience that was waiting for such a difficult game. The gothic rock-like composition at the Bobo concert, brilliantly performed by Psamathes, makes this game worth the considerable initial cost. Keylocker invites a variety of music, from iron plate to appropriately electric. Bombastic orchestral music combines the rise of these characters like Prince, and operatic vocals are heard in some battles and events. I am impressed by the high quality and abundance of the songs. Also, the effective sound design was impressive. The roar of water flowing nearby, for example, creates a relief effect that is just too perfect for headphones. They really display a lot of information on the screen.

However, this is not afraid of the fact that all the assistive functions of this property make these games smooth. There is a chance to play soundtracks (music is still great, this is pretty good), art gallery, and different parts of different areas. There is a function that allows you to rewind about 30 seconds at any time, so you can save at any time. All of these are wonderful packages for games that we have not been able to get before.

As for the game itself, "Dawn of Sorrow" is the most harmless among three. In the direct sequel to Aria of Sorrow, he tries to stop the cult cult, aiming to resurrect Dracula while searching for a large castle again as Soma. Like the conventional "Akumajo Dracula", there is one map in the castle, which gradually spreads by gaining new opportunities. Except for "Symphony", it's probably the best map in the "Igabania" series. Incredibly confused, the area is diverse, and you have to think about how to reach a specific area. This is the highlight of this game, and Dawn feels like something independent, without paying attention to redesigned enemies or bosses. < SPAN> Of course, the biggest change in Dominus Collection is that you can play DS games on one screen. In the trio's normal look, the impact is 4: 3 and concentrates on the left side of the screen, and the map and status screen are displayed on the right. The map can be set so that the map is higher and the impact is lower, but the map and status screen can be placed independently, and the right screen can be small. The presenter works, but I want you to display the game on the whole screen so that you can run on a (big) map. Because the map is small, it is often difficult to read correctly, and this problem has worsened due to an abnormality. It's trivial, but it's definitely hindering the game.

They really display a lot of information on the screen.

However, this is not afraid of the fact that all the assistive functions of this property make these games smooth. There is a chance to play soundtracks (music is still great, this is pretty good), art gallery, and different parts of different areas. There is a function that allows you to rewind about 30 seconds at any time, so you can save at any time. All of these are wonderful packages for games that we have not been able to get before.

The Question

As for the game itself, "Dawn of Sorrow" is the most harmless among three. In the direct sequel to Aria of Sorrow, he tries to stop the cult cult, aiming to resurrect Dracula while searching for a large castle again as Soma. Like the conventional "Akumajo Dracula", there is one map in the castle, which gradually spreads by gaining new opportunities. Except for "Symphony", it's probably the best map in the "Igabania" series. Incredibly confused, the area is diverse, and you have to think about how to reach a specific area. This is the highlight of this game, and Dawn feels like something independent, without paying attention to redesigned enemies or bosses. Of course, the biggest change in Dominus Collection is that you can play DS games on one screen. In the trio's normal look, the impact is 4: 3 and concentrates on the left side of the screen, and the map and status screen are displayed on the right. The map can be set so that the map is higher and the impact is lower, but the map and status screen can be placed independently, and the right screen can be small. The presenter works, but I want you to display the game on the whole screen so that you can run on a (big) map. Because the map is small, it is often difficult to read correctly, and this problem has worsened due to an abnormality. It's trivial, but it's definitely hindering the game.

They really display a lot of information on the screen.

However, this is not afraid of the fact that all the assistive functions of this property make these games smooth. There is a chance to play soundtracks (music is still great, this is pretty good), art gallery, and different parts of different areas. There is a function that allows you to rewind about 30 seconds at any time, so you can save at any time. All of these are wonderful packages for games that we have not been able to get before.

As for the game itself, "Dawn of Sorrow" is the most harmless among three. In the direct sequel to Aria of Sorrow, he tries to stop the cult cult, aiming to resurrect Dracula while searching for a large castle again as Soma. Like the conventional "Akumajo Dracula", there is one map in the castle, which gradually spreads by gaining new opportunities. Except for "Symphony", it's probably the best map in the "Igabania" series. Incredibly confused, the area is diverse, and you have to think about how to reach a specific area. This is the highlight of this game, and Dawn feels like something independent, without paying attention to redesigned enemies or bosses.

The Equation

Aria's tactical Seoul system has revived, the enemy sometimes reduced the chance, and Souum became uniform and could be applied. This is a versatility to this IRGE, but because the concept is cool, I did not praise it in Aria, and I do not like it even more. This feel basically drops 30 % of the opponent's Seoul at a terribly slow speed, and the statue statue remains broken in this version. Sometimes it is necessary to access a part of the castle, and you may need an unexpected soul to improve the basic gun. In this case, the mining of the soul became everyday, and this shaving was not enough.

The most creative sadness dawn is a magical seal system. In DS, you need to draw decorations for you with a touch pen and a sensory screen support, and then seal the victory on the cock. If you fail to conquer, the boss's website will decrease a little. In the PS5 version, this function is simplified into the button operation, and if you practice to some extent, you will be able to do a considerable basic operation. However, this is exactly the same as an incomprehensible curiosity that does not add any way to the gameplay process.

If I have the opportunity to draw them, I will not overcome it.

Fortunately, "Portrait of Destruction" was classified and necessary to create gamplaying and needed gameplay. In this work, he will play with two characters, Jonathan Morris (the son of John Morris on the Rakugo Dracula Blood Front) and Charlotte, a fellow who investigates Dracula Castle in 1944. By switching and playing two characters, Jonathan and Charlotte, you can apply two different game manners and sometimes adjust the puzzles. Switching between them occurs smoothly with Wendily, but I like a close battle, more focusing on a series of movements from Jonathan, and the existence of Charlotte that can shoot spells at the right time is an element. Prepare a battle in Portramed ruins in the explosion. The tactical Seoul system of < SPAN> Aria "has revived, the enemy has sometimes reduced the chance, and Souum has become uniform and can be applied. This is a versatility to this IRGE, but because the concept is cool, I did not praise it in Aria, and I do not like it even more. This feel basically drops 30 % of the opponent's Seoul at a terribly slow speed, and the statue statue remains broken in this version. Sometimes it is necessary to access a part of the castle, and you may need an unexpected soul to improve the basic gun. In this case, the mining of the soul became everyday, and this shaving was not enough.

The most creative sadness dawn is a magical seal system. In DS, you need to draw decorations for you with a touch pen and a sensory screen support, and then seal the victory on the cock. If you fail to conquer, the boss's website will decrease a little. In the PS5 version, this function is simplified into the button operation, and if you practice to some extent, you will be able to do a considerable basic operation. However, this is exactly the same as an incomprehensible curiosity that does not add any way to the gameplay process.

If I have the opportunity to draw them, I will not overcome it.

The Answer

Fortunately, "Portrait of Destruction" was classified and necessary to create gamplaying and needed gameplay. In this work, he will play with two characters, Jonathan Morris (the son of John Morris on the Rakugo Dracula Blood Front) and Charlotte, a fellow who investigates Dracula Castle in 1944. By switching and playing two characters, Jonathan and Charlotte, you can apply two different game manners and sometimes adjust the puzzles. Switching between them occurs smoothly with Wendily, but I like a close battle, more focusing on a series of movements from Jonathan, and the existence of Charlotte that can shoot spells at the right time is an element. Prepare a battle in Portramed ruins in the explosion. Aria's tactical Seoul system has revived, the enemy sometimes reduced the chance, and Souum became uniform and could be applied. This is a versatility to this IRGE, but because the concept is cool, I did not praise it in Aria, and I do not like it even more. This feel basically drops 30 % of the opponent's Seoul at a terribly slow speed, and the statue statue remains broken in this version. Sometimes it is necessary to access a part of the castle, and you may need an unexpected soul to improve the basic gun. In this case, the mining of the soul became everyday, and this shaving was not enough.

The most creative sadness dawn is a magical seal system. In DS, you need to draw decorations for you with a touch pen and a sensory screen support, and then seal the victory on the cock. If you fail to conquer, the boss's website will decrease a little. In the PS5 version, this function is simplified into the button operation, and if you practice to some extent, you will be able to do a considerable basic operation. However, this is exactly the same as an incomprehensible curiosity that does not add any way to the gameplay process.

If I have the opportunity to draw them, I will not overcome it.

Fortunately, "Portrait of Destruction" was classified and necessary to create gamplaying and needed gameplay. In this work, he will play with two characters, Jonathan Morris (the son of John Morris on the Rakugo Dracula Blood Front) and Charlotte, a fellow who investigates Dracula Castle in 1944. By switching and playing two characters, Jonathan and Charlotte, you can apply two different game manners and sometimes adjust the puzzles. Switching between them occurs smoothly with Wendily, but I like a close battle, more focusing on a series of movements from Jonathan, and the existence of Charlotte that can shoot spells at the right time is an element. Prepare a battle in Portramed ruins in the explosion.

The study in Portrait of Ruin is also a bit different. Dracula's castle is much smaller than the gigantic map in Sunrise of Sorrow. Instead, you'll dive into different paintings to explore completely different maps, such as the pyramids and the streets of London. This is both a blessing and a curse. At first, it's awesome to play Castlevania researching different locations. Most of the maps are also very good. But as a result, the research is more linear, and you have to explore "reverse" versions of previous portraits along the way, which makes the game feel a bit repetitive and overloaded. That said, I liked the fact that it gave you a slightly different exploration than regular Castlevania, so overall I think the portrait system was a success.

I've finished Dominus Collection DS Castlevania: Knights of Ecclesia. Compared to the previous two games, almost everything is better, even the plot is a lot better this time around. You play for Shanaa, a member of the "Knights of Ecclesia," a group that researches ways to fight Dracula while Belmont is away. Shanaa is chosen as the human vessel for the Dominos, three magical glyphs designed to keep Dracula at bay. But before the ritual can begin, Shanaa's adopted brother Albus Dominus steals Shanaa's memories and escapes. Shanaa chases Albus and finds out that he has kidnapped almost the entire population of the local village. She pursues him and saves the villagers along the way.

  • This mini game basically makes you feel like you're in the 2005 yard.
  • Review by Tim Rattrey - September 19, 2024 - 3:39pm
  • In Order of ECCLESIA, gameplay has also been greatly reworked. Shanoa will acquire all of her own abilities with the support of various "griffs", a magical spell that can use weapons, spells, and other general metroidvania skills. You can use three glyphs at a time, so you can hit enemies repeatedly with a scythe and hammer. It is a very interesting task to assemble the strategy while considering the weaknesses of the enemy and use a certain number of opportunities at the same time. Order of ECCLESIA is the most difficult of the three, but it's fun to fight, and I don't mind that point.
  • Metroid is difficult. Partly due to the fact that Hollow Knight became an almost unbearable bar for me after that, but honestly, almost all of them look somehow the same. Move through the corridors, study a bit, fight a boss, gain legal abilities, study an area that wasn't there before to study, fight even more giant enemies, wash, rinse, repeat. I simply disappear from about 80 percent of them again, when there are a ton of varieties that repeat previous concepts with great triumphs, including 2024.
  • Yes, Igarashi is a genius, and the wonderfulness of his han d-handed "Rakugo Dracula" has continued to this day. Is this encounter ideal? no. Each game has its own drawbacks, and the joint demonstration has detailed problems. Last but not least, the DS 3-part work of the Rakugo Castle Draculadominas Collection is a clean and solid, which has a great experience to demonstrate its originality, even in markets that are flooding metroidvania. It's a game. To put it simply, 16 years later, the Rakugi Castle Dracula has been a giant of this genre.
Graphic: 75And finally the music. Keylocker accelerated this project, as if to be led by an audience that was waiting for such a difficult game. The gothic rock-like composition at the Bobo concert, brilliantly performed by Psamathes, makes this game worth the considerable initial cost. Keylocker invites a variety of music, from iron plate to appropriately electric. Bombastic orchestral music combines the rise of these characters like Prince, and operatic vocals are heard in some battles and events. I am impressed by the high quality and abundance of the songs. Also, the effective sound design was impressive. The roar of water flowing nearby, for example, creates a relief effect that is just too perfect for headphones. Game Play: 85

Control: 95

Plot: 70

85 Artel Points

(Not average score)

Jerry Williams Revie w-September 16, 202 4-3:00 pm

My emotion, which reviewed Cat Quest II in 2019, was "this is a good game." It was light, vulgar, aesthetically sweet, and there were many digging, and did not respond badly to this rough escape. I couldn't wait to try Cat Quest III. By improving the existing systems, the manufacturer will give you more fun skills. The only thing that the manufacturer should do is to improve the existing system, which will give you more fun and more fun skills.

Today, the cat's brothers appear as a seeker to get the North Star. The last one in the clan must hurry to the treasure before being exceeded by other pirates. On the way, silent heroes meet some friends who need support on the islands.

Cat Quest III's side tasks don't reach the heights of Cat Mint, but they give context and presence to the small world. Some missions deviate a little from the boring formula. For example, one where you have to lure enemies with different movement models into a decreasing target area, and others tweak the quest mechanics a little. They're all pretty easy to solve, and the predictable design makes it easy to perceive. In fact, I liked it because the dialogue was sweet and original.

I don't know any other games with a camera perspective like this, and I like it.

Of course, it's an action RPG based on combat, and the camera is a cult-like slightly oblique. You can press buttons on a controller as well as with a keyboard or mouse. The first half of the game requires some strategy, timely evasion, and fussing with equipment, but experienced players will be able to minimize the ways to deal overwhelming damage.

Initially, the player can equip a fixed number of accessories, which increase as the character level increases. Similarly, ships can only be equipped with a limited number of upgrades, but we'll talk about this later. As expected, accessories are not very flexible, but rather represent raw stats with passive benefits. Passive benefits range from bonus cartridges for sidearms to mana generation on hit.

Aside from swords and pistols, players can equip four spells. These spells mostly deal elemental damage, with a variety of attack options, as well as buffs and healing spells. If you wonder how they manage to do all this with a limited number of slots, check out how the team developed the game with cooperative play in mind. Mana is generated generously when players kill enemies, making players feel powerful. Cat Quest III is not a difficult game, but it demands active and careful gameplay to avoid, for example, multi-dimensional attacks that take players by surprise, so my wife and I died about 10 times during our adventure.

You can't pet dogs.

For example, most opponents talk about their attacks, for example, with flashing light, for example, if a certain number of opponents are aiming for players, it is quite difficult to control the avoidance. The control of ammunition is unlimited by the player and the gun charges without permission, so it is not a big work. Some of the options with the bosses account for a certain amount of creep, which are actually very good, but in principle, players have copied ammunition and equipment that smoothes the current object. Welcome the funds to be submitted. In normal rol e-playing mode, the most difficult boss is a fresh game+, as I want, leads to a huge gun. On the other hand, in Cat Quest III, you will probably try this ammunition and find a secretary or 2.

The player must wander along the sea because the map is drawn. In the sea, enemy ships waiting for battle are seasoned and arranged, and a certain number of cocks are still fighting on the boat. Surprisingly, the battle on the ship is interesting and fun. Since the ship does not have the ability to rotate in the space, it does not operate the task from lightweight. Waiting for a wide arc that needs to be conscious of enemy movements and attacks, survives. As a cooperative play, I manipulated the ship, and my sister made full use of shooting and special attacks. The ship can be equipped with special ammunition, which absorbs a passive enclosure connector, such as an increase in pits and damage. Again, the construction of intelligent ships is a source of victory in several severe battles, but destruction is a fluffy face.

  • The bandage became fashionable everywhere. probably.
  • Cat Quest III's Artman style reminds me of past games, but the quality of the graphics is exactly on the hill. The random spells were random, so it was likely that the battle would be settled, and it was not easy to throw in various battles. However, it was a normal game, so it was not so difficult. In the music project, powerful pirate songs support the nice family atmosphere, but it is better not to expect anything in the game.
  • Overall, I think these nin e-hour games are better than Cat Quest II, and in the example, it was a satisfying game. As I read, everything basically had to solve the manufacturer, the game was a bit of the game. This is an irreparable game that can be executed with a spouse, another person, or a child. If this flow line can be arranged in the series, but at least as a certain indicator, you can't wait to see what they do.
  • There is not much opportunity to see Genova with a sector 7 reactor.
  • Another device is that the number of basic characters of the character is determined by the current number of turnpoints (TP). Each character starts from 3MP, and MPs increase in the game depending on various equipment items and rewards. This promotes strategic choices. Increasing MP means that the possibility of attack increases, but may increase mistakes.
Audra Bowling's Revie w-September 202 4-12:00 AfternoonAnd finally the music. Keylocker accelerated this project, as if to be led by an audience that was waiting for such a difficult game. The gothic rock-like composition at the Bobo concert, brilliantly performed by Psamathes, makes this game worth the considerable initial cost. Keylocker invites a variety of music, from iron plate to appropriately electric. Bombastic orchestral music combines the rise of these characters like Prince, and operatic vocals are heard in some battles and events. I am impressed by the high quality and abundance of the songs. Also, the effective sound design was impressive. The roar of water flowing nearby, for example, creates a relief effect that is just too perfect for headphones. Plot: 72

77 Alter score

(Not medium)

Likbez by AlEKS Franiczek --S. 14, 202 4-12:00 AM

Persona 3 Fes became a game skill for me, and it was good that Atlas responded a while ago with Persona 3 reloading. The remake version is very well beaten by the task of rescue and renewed original emotes, applies fresh demonstrations that have been delayed and the fresh luster of more disappointed or stupid mechanisms. did. My cute memories were respected, and the modern sense was peaceful. The result of victory.

But something was missing. In fact, something was involved in the first verse of Persona 3, a more vague and negative note. "Persona 3" was not in Persona 3, but it was added in "The reprinted version". For example, I haven't cleared the answer. When I tried to proceed with the base game, I was already burned out. And basically, when I felt that this was a poor plot, I felt that it was a 3 0-hour 3 0-hour army GreenDefest, I threw the game in a plan to return when I felt it on my board. And, for example, and have not returned. However, atlas, as part of the additional Persona Reload, announced that it would be evaluated by the answe r-now with a significant difficult title called Episode Aigi s-I am preparing to conclude what the answer actually gives. Was made.

I was invited to Aigis and owned my episode.

An important question before the episode AIGIS: Is it enough to replace or add it itself so that this vague epilogue is an important part of this basic-IRGE? ? However, it is a "essential" very powerful text, and the episode AIGIS is a good excuse for running more time with great casts and sophisticated military system persona 3 reloads. However, Persona's random worshipers intend to follow their footprints. If the main charm of this series is a simulator of public relations activities and school life, this extension is not suitable for you. Episode Aigi s-For Dungeon followers. For example, if you like the main game of "Shin Megami Tensei" or something like a more luxurious spi n-off series, there will be things to see here.

The episode AIGIS appears shortly after the base game is over. The continuous conclusion is that the end of the impressive mystery, which is a games that supports the maximum amount of creeping in order to expand game play, the formation of letters, and to expand the common theme of the game. Because it is, this can make an excuse. The members that exist in the positive place of the spirit are not displayed. It has a chance, they defeated the implantable dangers of shadows, but they were the same lost, and even fresh trauma baggage as they were the same as the world's savior. I came out. This character is often not stronger than Aigis Droid. Aigis Droid is a new hero who has been beaten by the lack of purpose and is ready to abandon the human nature developed for himself at the end of the journey (the official title of the base game).

If you are preparing to keep your luggage together in the dormitory of Ibato Dies, a fresh droid that resembles Aigis appear out of nowhere, causing a fuss. Aigis confirms that one of his friends has damaged and confirms the need to protect them. The battle is connecte d-like an elegant, a new animation scene, in the gam e-a battle competition. After noticing his monotony with Aigis, the droid gives up and wins himself. Let's know Methis: A fresh, autonomous, strong party member who does not stop calling Aigis as his "sister". The exit of the hostel is all blocked. Everything is confused, but there is only one understanding. The answer is hidden in the abyss of time-a vast dungeon formed under the hostel, and the team has no choice but to deal with the new shadow team.

Aigis's sister invited to Methis.

The abyss of time are divided into areas that support a series of doors. The doors are still metaphorical: At the end of each area, you are a simple but apparent reminder from one SEE S-member's 1st while you are in the unit. It often happens, with the remaining part of the team that digs him, saying that it occurs to impressively control how the letters react to what they have actually become witnesses to the stage from the past. 。 It basically, in effect, the world's revenue, which means that the world's revenue has become a free member of the unit for free and manages it to return to normal life, and the episode AIGIS plot was such a success. When the ending is vibrated due to the brightness of the ending, this cool, personal difficulties and business injury are taken, and the remaining part is unresolved at the end of the journey.

In terms of plots, the descent into the abyss is very similar to climbing to Tartarus. There is no strongly embodied visual aesthetics in the habitat, but instead the parcels are divided based on the principles of the Tartarus zone. You don't have to wait for a new attraction or function host to be applied. From the encounter with the bass game Las Boss to the start of Episode Aigis, the team allowed the 25th grade to rewind. However, the repetition of such characters and the formation of the environment is incorporated into the base of the game. Unfortunately, associated with a higher stereotype of the RPG extended version, it seems to be a periodic.

Fortunately, there is a small but happy difference in this Aigis game. Aigis can be supported by his weapons and can ambush the enemy from afar. If she sprints before she attacks, a wonderful animation that scatters the bullets horizontally in front will be activated. Apart from that, there are many Tulgi (glamorous odds introduced in Reload), which could not be used in the previous PC, which could not be used in the previous PC. METIS is also attractive as a physically strong attack character with flexible mystery, necessary auxiliary skills, and personal Orgear mode devices.

  • Game Play: 86
  • Is this a real door or a metaphor? Or both! Play on the spot and determine the answer. Speaking of
  • If you enter any door (or if you get out of the floor without entering), you will not be able to access other doors. As a reward, you can get powerful equipment that can respond to bosses in the area, materials for making better equipment, and rare consumables. In each area, I met the 5th floor of the Monaddo Door. I always participated in an exciting and thrilling battle in the first two times, but the subsequent battle seemed to be mediocre because there were few variations to meet. By the end of each region, I felt bored with running the same strategy in this long battle, and at the same time I felt that I had to keep making prize money.
  • But the script doesn't match the imaginative setting. It shows the game in a way that doesn't have the ability to decide whether it wants to be a serious study of dead data or a sober cartoon understanding of them. The characters lack effort, they act alternately at times, the plot is inefficient and overly elaborate, leaving me to stop hanging elementally some heroes wishing and hoping. For example, I never got attached to one of them, so I ended up hurting when any action happened between them. Keylocker ignored this and did not make me grow. The strangeness of all the events dragged me to the end.
  • Considering the heavy combat Persona of the episode "Aigis", pursuing the level of optimal complexity is an important part of this game. In this regard, the original of "Aigis" is really hardcore (although this is an annoying story), the complexity that is necessary to pay attention to avoid progress and to reduce the possibility. Only one level was provided.
Graphic: 75And finally the music. Keylocker accelerated this project, as if to be led by an audience that was waiting for such a difficult game. The gothic rock-like composition at the Bobo concert, brilliantly performed by Psamathes, makes this game worth the considerable initial cost. Keylocker invites a variety of music, from iron plate to appropriately electric. Bombastic orchestral music combines the rise of these characters like Prince, and operatic vocals are heard in some battles and events. I am impressed by the high quality and abundance of the songs. Also, the effective sound design was impressive. The roar of water flowing nearby, for example, creates a relief effect that is just too perfect for headphones. Contrary to the fun received from the episode "Aigis", there is a repetition on the base. Not only for expansion but also for bass games. The same monster and the same level level appear. Same skill as the same character. At least the character starts at a higher level, and finally use the highest level that does not reach the base game or here.

Considering the heavy combat Persona of the episode "Aigis", pursuing the level of optimal complexity is an important part of this game. In this regard, the original of "Aigis" is really hardcore (although this is an annoying story), the complexity that is necessary to pay attention to avoid progress and to reduce the possibility. Only one level was provided.

Aigis episodes include generous bonuses and whistles like Persona 3 reloading. Did you die in the boss? Through it and replay the battle for free. Want to keep the bonus you received while passing? Consum the Twilight Fragment, replenish the party SP, and proceed. Do you want to survive for something or die with a stupid act? Don't worry. There is a teleport on the third floor between the dungeon and the safety zone. Are you disappointed? You can lower the difficulty level.

Tension between the past and the future is the main subject of episode AIGIS. If you enter any door (or if you get out of the floor without entering), you will not be able to access other doors. As a reward, you can get powerful equipment that can respond to bosses in the area, materials for making better equipment, and rare consumables. In each area, I met the 5th floor of the Monaddo Door. I always participated in an exciting and thrilling battle in the first two times, but the subsequent battle seemed to be mediocre because there were few variations to meet. By the end of each region, I felt bored with running the same strategy in this long battle, and at the same time I felt that I had to keep making prize money.

Contrary to the fun received from the episode "Aigis", there is a repetition on the base. Not only for expansion but also for bass games. The same monster and the same level level appear. Same skill as the same character. At least the character starts at a higher level, and finally use the highest level that does not reach the base game or here.

Considering the heavy combat Persona of the episode "Aigis", pursuing the level of optimal complexity is an important part of this game. In this regard, the original of "Aigis" is really hardcore (although this is an annoying story), the complexity that is necessary to pay attention to avoid progress and to reduce the possibility. Only one level was provided.

Aigis episodes include generous bonuses and whistles like Persona 3 reloading. Did you die in the boss? Through it and replay the battle for free. Want to keep the bonus you received while passing? Consum the Twilight Fragment, replenish the party SP, and proceed. Do you want to survive for something or die with a stupid act? Don't worry. There is a teleport on the third floor between the dungeon and the safety zone. Are you disappointed? You can lower the difficulty level.

Tension between the past and the future is the main subject of episode AIGIS.

It may seem like a gamer thing, but this abundance of QOL features threatens to take away from the most important element of dungeon exploration: tension. In Reload Base 3, this anxiety was much less, as the balance between communication and monster hunting gameplay made the latter's complexity more dependent on the visual impact. But starting Episode Aigis on Normal seemed like an uneasy waste of time after the base game.

Switching to Hard, the first half of the game felt perfect, but as party members gained more and more powerful features, the desired friction disappeared again - at least at the end, to a nasty difficulty. SMT-veterans looking for a real test might think about moving on to Heartless (a merciless new name) right away. There's no going back once you pick it at the beginning, and no possibility of directly reusing boss fights. Moreover, it's a more traditional dungeon pass, requiring thoughtful development of game systems, constant accountability to the risk-return ratio, and yes, good old-fashioned grinding.

I want to comment on this because, ultimately, without consistently engaging in strategic step-step-fights, the passage of the Aigis episode may seem like a boring repetition. The addition of new Aigis-themed menus, animated scenes, and a new soundtrack are all nice touches, but there are no selling points. The plot is reasonably investigative on the topic of grief and growth, and while it does provide valuable information about the characters, it is too fragmented to play alone. That said, you can find 30 hours of exciting entertainment just by reloading Persona 3 dungeons and looking into the character histories, due to the precise design of this expansion. For those with a curious mind, Aswaar of Wings awaits. Graphics: 85

Sound: 90

Gameplay: 80

Management: 100

  • (Not Medium)
  • (Not medium)
  • The Beyond Galaxyland battle is similar to other tur n-based 2D dot picture RPGs. Players alternately activate skills including their skills from the menu and receive skills from monsters that can be captured during battle. Every time you hit the enemy, the number of skill points counters increases, and if you make a mistake, it decreases. If nothing is done during the turn, the meter will be automatically replenished. Therefore, accuracy plays an important role in using skills. Highly accurate characters can help replenish the meter even if the damage is low.
  • Reviewed by Mark Roddison - 13 September 2024 - 12:00
  • For many years, the genre of monster collection RPGs was not as interesting as one character RPG or CRPG. I tried to perform with Pokemon / Nexmon, and I tried to play with a new Palworld for a while, but nothing came out. Monster Sanctuary, despite the fact that it was a game four years ago, not only wanted to collect everything (although it could not be expressed well), but also became one of the most favorite games in recent years. The unique pixel aesthetics, the metroidvania design, and the wonderful, deep and robust military systems were intertwined, and I was fascinated and never let go. It is possible to love these children, and this game has something to love.
Monster Sanctuary is a simple situation of a young monster keeper of the clan with a powerful power. In such a family, everyone is given a spiritual mental monster called Spectral Familia, and is the starting point for breeding and collecting monsters, and as a starting point for his awareness of his order and the world. As the protagonist tracks on the path of sel f-development, you will know the evil magician group "Alchemist" and their eyes on the world. Eventually, the main theme of the story is an attempt to prevent this group and their powerful Malduk.And finally the music. Keylocker accelerated this project, as if to be led by an audience that was waiting for such a difficult game. The gothic rock-like composition at the Bobo concert, brilliantly performed by Psamathes, makes this game worth the considerable initial cost. Keylocker invites a variety of music, from iron plate to appropriately electric. Bombastic orchestral music combines the rise of these characters like Prince, and operatic vocals are heard in some battles and events. I am impressed by the high quality and abundance of the songs. Also, the effective sound design was impressive. The roar of water flowing nearby, for example, creates a relief effect that is just too perfect for headphones. This definitely needs tw o-stage jumps. < SPAN> For many years, the genre of monster collection RPGs was not as interesting as one character RPG or CRPG. I tried to perform with Pokemon / Nexmon, and I tried to play with a new Palworld for a while, but nothing came out. Monster Sanctuary, despite the fact that it was a game four years ago, not only wanted to collect everything (although it could not be expressed well), but also became one of the most favorite games in recent years. The unique pixel aesthetics, the metroidvania design, and the wonderful, deep and robust military systems were intertwined, and I was fascinated and never let go. It is possible to love these children, and this game has something to love.

Monster Sanctuary is a simple situation of a young monster keeper of the clan with a powerful power. In such a family, everyone is given a spiritual mental monster called Spectral Familia, and is the starting point for breeding and collecting monsters, and as a starting point for his awareness of his order and the world. As the protagonist tracks on the path of sel f-development, you will know the evil magician group "Alchemist" and their eyes on the world. Eventually, the main theme of the story is an attempt to prevent this group and their powerful Malduk.

The worldview of Monster Sanctuary is definitely familiar and enjoyable if you are familiar with Sufami's JRPG in the 1990s. The pixel layout is clearly designed and the animation is perfect. The absolute range of the brightest guide color; each zone has its own color content, which helps remember and remember the route when traveling quickly. In addition, a variety of soundtracks are played in the same style as nostalgic chip tune and orchestrated synth music. Each zone has its own content, occasionally jumping synths, and long pads for gloomy space and psychological scenes. There is also a wonderful piano melody, and the composers understand the timing of slowing down to develop the theme.

This definitely needs tw o-stage jumps. For many years, the genre of monster collection RPGs was not as interesting as one character RPG or CRPG. I tried to perform with Pokemon / Nexmon, and I tried to play with a new Palworld for a while, but nothing came out. Monster Sanctuary, despite the fact that it was a game four years ago, not only wanted to collect everything (although it could not be expressed well), but also became one of the most favorite games in recent years. The unique pixel aesthetics, the metroidvania design, and the wonderful, deep and robust military systems were intertwined, and I was fascinated and never let go. It is possible to love these children, and this game has something to love.

Monster Sanctuary is a simple situation of a young monster keeper of the clan with a powerful power. In such a family, everyone is given a spiritual mental monster called Spectral Familia, and is the starting point for breeding and collecting monsters, and as a starting point for his awareness of his order and the world. As the protagonist tracks on the path of sel f-development, you will know the evil magician group "Alchemist" and their eyes on the world. Eventually, the main theme of the story is an attempt to prevent this group and their powerful Marduk.

The worldview of Monster Sanctuary is definitely familiar and enjoyable if you are familiar with the 1990s Sufami JRPG. The pixel layout is clearly designed and the animation is perfect. The absolute range of the brightest guide color; each zone has its own color content, which helps remember and remember the route when traveling quickly. In addition, a variety of soundtracks are played in the same style as nostalgic chip tune and orchestrated synth music. Each zone has its own content, occasionally jumping synths, and long pads for gloomy space and psychological scenes. There is also a wonderful piano melody, and the composers understand the timing of slowing down to develop the theme.

This definitely needs tw o-stage jumps.

Monster Sanctuary is a 2D platformer with tricky jumps and obstacles. As the protagonist explores the land, it becomes clear at first that almost all the components of the large map are impossible to access. Some obstacles are attached to certain parts or can only be opened by clicking on the sheet. Some areas are very high or completely black. In addition to these platform components, hordes of aggressive monsters move through the zone in real time.

You can progress and fight aggressive creatures by collecting all kinds of monsters and using them in duels. The protagonist starts the game by choosing his ghost friend as well as other companions such as slime fungus and storm hawk. As you explore the world, efficiently perform combat and find strengths and weaknesses, the monsters you defeat have a chance to lay eggs. The eggs hatch and appear in your monster collection, and non-military monsters unlock effects of the surrounding environment. Flying creatures provide double jumps and instant gliding, allowing you to reach large platforms and long gaps. Slugs activate earth-element switches, while lava slugs activate light-element switches. As this collection grows, you'll be able to enter new areas and travel previously inaccessible paths. Eventually, monsters will appear that allow you to dive underwater, activate pressure switches, and break through solid mountains. By collecting dozens of monsters and upgrading them to more powerful versions, you can explore a wide range of configurations and abilities.

When the battle begins, it switches to turn-based, with three selected monsters facing off against a group of enemies. Each monster has experience points, and you can also select items and consumables. Once all three monsters' actions have been completed, the turn will move to another team. The game has a wide range of skills to choose from, from basic magic skill trees to skill trees specialized in buffs and debuffs. Each hit adds potential with a combo tracker, such as an attack or strengthening an ally. The last monster to activate will get the greatest effect.

In most cases, the best strategy is to attack weak monsters first and finally make a sluggish monster giving a stronger blow. There is also a mechanism that provides important mana to give an impact and a speed to replenish it every turn. You can't use huge abilities every day, but you can use an auxiliary strategy, and some monsters have a great possibility of producing mana and playing a team engine. Considering the interaction of combo attacks and elemental resistance, many strategies are used catastrophically.

It's a pretty fatal snow.

These strategies are effective when the difficulty level is normal or higher. However, the difficulty of the game is not so high, and in encounters and events with the boss, games that are perfectly balanced are urgent. For example, even if the chef's team is wel l-promoted in everyday life, it will not work to favor the powerful team. They get a great deal of benefits from the interaction of the combo, simply bleeding, burning your party, and giving a similar blow in one turn. In the subsequent games, you can say that you need to sweat a little because of loyalty. Some monster skins are not suitable with high probability, and to maximize beginner's skills and formation, spend time to increase their value and equipment. Last but not least, the battle is very easy and interesting, so even if there is a prolonged battle in the end zone, I never felt painful.

  • This MONSTER VAULT game has a reliable equipment system and a botto m-free tree system for monster skills. You can get a lot of equipment by exploring the surroundings, finding treasure chests, or purchasing from merchants. However, in order to gain the best knowledge, it is necessary to find and improve the material while studying. In this game, hig h-quality equipment (or resources that can be purchased / discovered for upgrades) are not enough to provide services to all monsters in monsters. In other words, your first team has to distribute sweets, and it is better to think about who will be upgraded. Apart from this, the uniforms are quite diverse. Some increase the loss and hit points, while others increase the amount of mana to cast spells in each round, so that monsters can use their excellent abilities more frequently. This is all a healthy and strategic gameplay, and it is a good reason for improvement and learning flattering.
  • At the beginning of the game, even if the lowest dragon is not a victory, even if it is a newborn bab y-like weakness, the advanced system can also peel the tusks to the most powerful opponent by the advanced system. It turns into a true power. The Slay Dragon uses a simple but surprisingly reliable craft system that can make useful recovery items and powerful equipment from the materials collected during the game. At first, funds and supplies are limited, so you often rely on craft craftsmen. During the game, it is easier to capture the essence of combat and gameplay, but the more you try and error, the more the depth and complexity will increase.
  • Graphics: 88
  • Sound: 87
  • Gameplay: 89
Management: 85And finally the music. Keylocker accelerated this project, as if to be led by an audience that was waiting for such a difficult game. The gothic rock-like composition at the Bobo concert, brilliantly performed by Psamathes, makes this game worth the considerable initial cost. Keylocker invites a variety of music, from iron plate to appropriately electric. Bombastic orchestral music combines the rise of these characters like Prince, and operatic vocals are heard in some battles and events. I am impressed by the high quality and abundance of the songs. Also, the effective sound design was impressive. The roar of water flowing nearby, for example, creates a relief effect that is just too perfect for headphones. 87 Alter Score

(Not Medium)

Reviewed by Audra Bowling - September 11, 2024 - 12:00 PM

I think Celestia: CHAIN ​​OF FATE (Celestia: Chain of Fate) is a slightly unusual cool visual fantasy novel. The game consists of 20 relatively large chapters, and it will take time to grasp it, but patient people have a convenient situation based on characters. By the time the credit was flowing, I was patient with the world of CELESTIA: CHAIN ​​OF FATE and its colorful characters, and as if to get a sequel to be mentioned.

The chain of Selestia fate is a "WISH" and "Clamp Gakuen Detectives", reminiscent of the style of the CLAMP Group's manga artist in the construction of plots and worldviews. The game plot is not so serious at first, but gradually becomes serious. Players are from a generous family and are dressed as Aria, who should have lived a peaceful family. She was definitely not a human, but a forbidden love product of a hig h-ranking devil and an angel, many of her when she was a child, in a bed time story. In order to protect her from both aggressive powers in the kingdom, her real guardian hid her in the third human kingdom until she grows up. At the age of 18, all the offspring of IP and Angelas must go to a magical high school known as the Celestia Academy. It's a unique story, but Aria was no exception. What kind of checks are waiting for her in this new new area where potential children and rivals are waiting everywhere? Is there anything in the high school wall waiting for her? Ants

Lilith is one of my favorite rival characters in visual novel. < SPAN> CELESTIA: CHAIN ​​OF FATE (Chain of Fate) "is a slightly unusual cool visual fantasy novel. The game consists of 20 relatively large chapters, and it will take time to grasp it, but patient people have a convenient situation based on characters. By the time the credit was flowing, I was patient with the world of CELESTIA: CHAIN ​​OF FATE and its colorful characters, and as if to get a sequel to be mentioned.

The chain of Selestia fate is a "WISH" and "Clamp Gakuen Detectives", reminiscent of the style of the CLAMP Group's manga artist in the construction of plots and worldviews. The game plot is not so serious at first, but gradually becomes serious. Players are from a generous family and are dressed as Aria, who should have lived a peaceful family. She was definitely not a human, but a forbidden love product of a hig h-ranking devil and an angel, many of her when she was a child, in a bed time story. In order to protect her from both aggressive powers in the kingdom, her real guardian hid her in the third human kingdom until she grows up. At the age of 18, all the offspring of IP and Angelas must go to a magical high school known as the Celestia Academy. It's a unique story, but Aria was no exception. What kind of checks are waiting for her in this new new area where potential children and rivals are waiting everywhere? Is there anything in the high school wall waiting for her? Ants

Lilith is one of my favorite rival characters in visual novel. I think Celestia: CHAIN ​​OF FATE (Celestia: Chain of Fate) is a slightly unusual cool visual fantasy novel. The game consists of 20 relatively large chapters, and it will take time to grasp it, but patient people have a convenient situation based on characters. By the time the credit was flowing, I was as if I had a lot of attachment to the world of CELESTIA: CHAIN ​​OF FATE and its colorful characters, as if to get a sequel to be mentioned.

The chain of Selestia fate is a "WISH" and "CLAMP Gakuen Detectives", reminiscent of the style of the CLAMP Group's manga artist, in terms of building a plot and the worldview. The game plot is not so serious at first, but gradually becomes serious. Players are from a generous family and are dressed as Aria, who should have lived a peaceful family. She was definitely not a human, but a forbidden love product of a hig h-ranking devil and an angel, many of her when she was a child, in a bed time story. In order to protect her from both aggressive powers in the kingdom, her parents hid her in the third human kingdom until she grows up. At the age of 18, all the offspring of IP and Angelas must go to a magical high school known as the Celestia Academy. It's a unique story, but Aria was no exception. What kind of checks are waiting for her in this new new area where potential children and rivals are waiting everywhere? Is there anything in the high school wall waiting for her? Ants

Lilith is one of my favorite rival characters in visual novel.

The overall plot of CELESTIA: CHAIN ​​OF FATE is unusual in the game, so I will not touch it in detail. However, I did not expect much more plot elements in this game, and as a result I was immersed in how the status and things of a specific character developed. I was very surprised and resentful that Celestia: "Chain of Fate" ended with a trivial export called "Book 1". At least, I'm not yet surprised at the details of all kinds of games plot and the level of thought.

The three attractive love for Aria are Beth Val, Angelas Luke and Polo Angel Esh. Their situation is developed through the story, and its autonomy is actually thought to be a pleasant touch, compared to the fact that the text disappears from the story. The supporting roles also have a unique situation in which they are played with close friends and allies who have all the possibilities of these things, as they see. The rivals that appear are also deep and understand the demands for their actions. Aria, an important heroine, could be foolish and more likely to be fooled, especially in the first half of the game, but in a few years of development, her training did not help this due to the difficulty of approaching science fiction. At least, she still has a strong temperament and determination, which appears in the latter half of the plot. Celestia: Chain of Fate (Celestia: Chain of Fate), considering that there are many options in the player's reaction, the conclusion will be decided.

There are many points to accept conclusions. The overall plot of < Span> CELESTIA: CHAIN ​​OFFATE "is unusual in the game, so I will not touch it in detail. However, I did not expect much more plot elements in this game, and as a result I was immersed in how the status and things of a specific character developed. I was very surprised and resentful that Celestia: "Chain of Fate" ended with a trivial export called "Book 1". At least, I'm not yet surprised at the details of all kinds of games plot and the level of thought.

The three attractive love for Aria are Beth Val, Angelas Luke and Polo Angel Esh. Their situation is developed through the story, and its autonomy is actually thought to be a pleasant touch, compared to the fact that the text disappears from the story. The supporting roles also have a unique situation in which they are played with close friends and allies who have all the possibilities of these things, as they see. The rivals that appear are also deep and understand the demands for their actions. Aria, an important heroine, could be foolish and more likely to be fooled, especially in the first half of the game, but in a few years of development, her training did not help this due to the difficulty of approaching science fiction. At least, she still has a strong temperament and determination, which appears in the latter half of the plot. Celestia: Chain of Fate (Celestia: Chain of Fate), considering that there are many options in the player's reaction, the conclusion will be decided.

There are many points to accept conclusions. The overall plot of CELESTIA: CHAIN ​​OF FATE is unusual in the game, so I will not touch it in detail. However, I did not expect much more plot elements in this game, and as a result I was immersed in how the status and things of a specific character developed. I was very surprised and resentful that Celestia: "Chain of Fate" ended with a trivial export called "Book 1". At least, I'm not yet surprised at the details of all kinds of games plot and the level of thought.

The three attractive love for Aria are Beth Val, Angelas Luke and Polo Angel Esh. Their situation is developed through the story, and its autonomy is actually thought to be a pleasant touch, compared to the fact that the text disappears from the story. The supporting roles also have a unique situation in which they are played with close friends and allies who have all the possibilities of these things, as they see. The rivals that appear are also deep and understand the demands for their actions. Aria, an important heroine, could be foolish and more likely to be fooled, especially in the first half of the game, but in a few years of development, her training did not help this due to the difficulty of approaching science fiction. At least, she still has a strong temperament and determination, which appears in the latter half of the plot. Celestia: Chain of Fate (Celestia: Chain of Fate), considering that there are many options in the player's reaction, the conclusion will be decided.

There are many points to accept conclusions.

This is because it does not depict the dark/romance elements that are common in dark genres. For example, it is a bit unusual that the stories of Val, Ash, and Luke are developed in the main story without deciding who they will spend time with. Therefore, Celestia has to actively choose not to spend time with characters to avoid scenes with them, which seems like a long common route in terms of plot development. You can increase your affection level depending on your choices, but this does not affect the plot development. Instead, it just changes the scenes you can choose. Since walking with them is somehow connected to helping the academy, you are invited to spend time with all the love interests in order to get the best "grades" for the academy. Aria just needs good grades because she plans to become the best student at the academy after a certain plot is revealed. As for the love relationships of the three, they do not punish them, but strangely, this does not affect the plot. The love patterns with them were very cute and spicy, even in the second half. However, players who are used to the story development of traditional otome VNs may find it a bit disappointing. Due to the nature of Celestia's story, legibility is not a big factor. Celestia is a large VN, with many decision points that can open up additional scenes or change how well a certain outcome, such as a class assignment, goes. That said, the main storyline runs along rails unless you take a solution that leads to one of the game's many bad endings. I wanted to continue Aria's adventure, and I wanted to continue after the ending, but I didn't feel the desire to immediately defeat Celestia a second time, as in more traditional Darkness.

In terms of visuals, the chain of Celestia fate has both high and low elements. Characters and background graphics are beautiful, are particular about details, and original visual animation effects are used to express influential scenes and magical spells. The CG illustration that can be unlocked is also beautiful. However, this game uses a lo w-budget silhouette character for some supporting roles and monsters, and even if these characters are quite noticeable, you can obtain true artistic expressions. The introduction of this silhouette is even more prominent in the chapter with a story, and it is completely unknown about the conflict between the supporting role and the main character. However, the text boxes and fonts are large enough and can be distinguished, so the visual ease of use of the user interface can be highly valued.

There are many love scenes where three love opponents appear.

The soundtrack of Chain of Fate is very nice and matches the scene where the music plays. In addition, the content centered on the vocal of "Sea La" is also good. There are many sound effects, and they are usually used to create important emotions, but some may be unusual or inappropriate. You can hear the sound of the kiss and the pant voice when doing difficult physiological work, so be prepared. Since voice actors do not appear in this game, there is a possibility that the classic visual novel fans who are used to voice actors may disappoint, but there are only a few dialogue.

  • There are several grammar and typographical errors in the script, which is probably because the script itself is quite large. They did not hinder the whole game. For ad d-ons, you can see the scenes you have already seen on the "Memories" tabs in the "Extra" section of the game. From the EXTRAS menu, you can see Bad Ends and naked CG illustrations. After clearing the main story, you can find one or two side situations in EXTRAS. These situations useful to form the main characters and more attractive side characters, contributing to the wonderful worldview and attractive story elements. < SPAN> In terms of visuals, the chain of Celestia fate has both high and low elements. Characters and background graphics are beautiful, are particular about details, and original visual animation effects are used to express influential scenes and magical spells. The CG illustration that can be unlocked is also beautiful. However, this game uses a lo w-budget silhouette character for some supporting roles and monsters, and even if these characters are quite noticeable, you can obtain true artistic expressions. The introduction of this silhouette is even more prominent in the chapter with a story, and it is completely unknown about the conflict between the supporting role and the main character. However, the text boxes and fonts are large enough and can be distinguished, so the visual ease of use of the user interface can be highly valued.
  • There are many love scenes where three love opponents appear.
  • The soundtrack of Chain of Fate is very nice and matches the scene where the music plays. In addition, the content centered on the vocals of "Sea La" is also good. There are many sound effects, and they are usually used to create important emotions, but some may be unusual or inappropriate. You can hear the sound of the kiss and the pant voice when doing difficult physiological work, so be prepared. Since voice actors do not appear in this game, there is a possibility that the classic visual novel fans who are used to voice actors may disappoint, but there are only a few dialogue.
  • Reviewed by Mark Roddison - 13 September 2024 - 12:00
  • There are many love scenes where three love opponents appear.
The soundtrack of Chain of Fate is very nice and matches the scene where music flows. In addition, the content centered on the vocal of "Sea La" is also good. There are many sound effects, and they are usually used to create important emotions, but some may be unusual or inappropriate. You can hear the sound of the kiss and the pant voice when doing difficult physiological work, so be prepared. Since voice actors do not appear in this game, there is a possibility that the classic visual novel fans who are used to voice actors may disappoint, but there are only a few dialogue.And finally the music. Keylocker accelerated this project, as if to be led by an audience that was waiting for such a difficult game. The gothic rock-like composition at the Bobo concert, brilliantly performed by Psamathes, makes this game worth the considerable initial cost. Keylocker invites a variety of music, from iron plate to appropriately electric. Bombastic orchestral music combines the rise of these characters like Prince, and operatic vocals are heard in some battles and events. I am impressed by the high quality and abundance of the songs. Also, the effective sound design was impressive. The roar of water flowing nearby, for example, creates a relief effect that is just too perfect for headphones. Celestia: Chain of Fate is a surprisingly well-crafted visual novel that is deeper than you might first imagine. There's even a sweet romance. If you're a fan of visual novels or are ready to give this game a try, you'll enjoy it if you stick with it and don't let the early chapters make you question it at first. I expect Book 2 to come out sooner or later, which shows how much I finally liked Celestia: Chain of Fate!

Graphics: 86

Sound: 84

Gameplay: 82

Control: 82

Plot: 83

83 Artel Points

(Not an average score)

Reviewed by Jerry Williams - September 10, 2024 - 12:00 PM

Indie developers have been trying to bottle the energy of nostalgia for a long time. Few have succeeded. Because nostalgia is more of a feeling than a visual or musical form, and it often depends on the person's history, age, and artistic needs at the time. Last but not least, a play demonstration has the ability to evoke these feelings, even if it is subtle. What actually seems more appealing to me is, for example, creativity and thoughtful design, which could well come as a result of a demo. Colorgrave's latest work, Veritas, excels in this task, but it is far from perfect.

We are ordinary blacksmiths, but we are endowed with abilities beyond those of ordinary humans. As such, we are tasked with retrieving the sword of Verit, the god of shadows. To do this, we have created an environment with different abilities, such as cooking and trading. Each character in the group (up to six or one) has a clearly embodied personality that can be evaluated through dialogue. They do not travel together in the dungeon, but there are plenty of opportunities to help them in the camp. For example, food is improved by the three ingredients you use, and by mixing ingredients you can make better boots (armor) or pickaxes (weapons). Others substitute devices for special abilities, songs for passive improvements, or simple card games for light resources.

In the classic dungeon immersion format, the protagonist fights in small rooms on a grid, but the grid does not restrict movement. From top to bottom, you move stones, go through abysses, and click switches just like in the traditional Legend of Zelda. In the dungeon, you can find cracks in the walls that lead to secret rooms, meet new characters with desires and motivations, and try to open large doors. To open the large doors, you need to clear certain conditions, such as being at the limit of your health or appearing hungry. Each part of the dungeon has a moderate size, which does not make the game boring and saturates the plot without excessive disengagement.

Who can say "no" to this?

Players often find diary-like books in the rooms, giving them flavor and context. Unfortunately, these books are difficult to keep track of. You don't know who the author is or when this record appeared in his life. The story is scattered by many faceless names, and I often felt lost and dazed. The attempt to hide legends here and there was ingenious, and I appreciated the novelty, but the execution made me lose interest. I decided that if I couldn't follow the events in the first 10 times, I wouldn't understand the plot at all. Maybe I'm stupid.

Also, after defeating the boss, the section transitions to a flashback, and it's unclear what happens in the flashback. As I continued to watch, I discovered some continuity, but I wasn't sure how it connected to the main story or who the characters were. In the secret rooms, ghosts often appear at the end of the flashback without any interaction, as collectibles rather than having much to do with history.

This woven piece of wood should work well.

In fact, in terms of action, if you have played in a similar rol e-playing game, Veritas will be your ally. The operation is accurate, the reaction is good, and the hit box can be instinctively understood. Sometimes, sometimes I run the damage points by reverse the bottom of the abyss without noticing. This is not a terrible thing, but especially in the strict operations, this annoying surprise was boring. There are a variety of enemies, such as teleport, shells, jumps, shields, and dashboard attacks. Puzzles often urgently demanded tools to move from point A to point B, but I decided not to call most of the puzzles. For example, jumping and charging attacks to overcome the large cracks on the floor. I decided to go back as planned and solve the puzzle, but the "invented" method to end the puzzle is not much effort, and it is faster than painful, and the "AHA" feel better. I stood.

Players have a chance to improve themselves and find heart hearts and light balls in the hidden room. Another way to improve is to divulge with craft materials. Fortunately, most resources can be easily obtained or bought at fellow merchants, reducing stress due to shortage of products. Like food. As mentioned earlier, finding a specific object or spell has a function to change the inactive buff and experience, but this IRGE may only be uniform. Apart from these tools, our hero does not increase the degree and does not inherit the skills of wood from skills.

There is no chance to become a shadow god without a zombie. probably.

At least, the difficulty of access is obviously a habit to dissolve the only water, and has not been very large and welcomed to the game. Like, fighting is pretty easy for most of the games. Sometimes players have all the opportunities to seek the ability to recover, but most dungeons and chief cocks do not mean special danger to the end of the game. The game time was 7 o'clock, and I counted my journey for a long time and forced it to keep Veritas himself. < SPAN> In fact, if you have played in a similar rol e-playing game, Veritas will be your ally. The operation is accurate, the reaction is good, and the hit box can be instinctively understood. Sometimes, sometimes I run the damage points by reverse the bottom of the abyss without noticing. This is not a terrible thing, but especially in the strict operations, this annoying surprise was boring. There are a variety of enemies, such as teleport, shells, jumps, shields, and dashboard attacks. Puzzles often urgently demanded tools to move from point A to point B, but I decided not to call most of the puzzles. For example, jumping and charging attacks to overcome the large cracks on the floor. I decided to go back as planned and solve the puzzle, but the "invented" method to end the puzzle is not much effort, and it is faster than painful, and the "AHA" feel better. I stood.

Players have a chance to improve themselves and find heart hearts and light balls in the hidden room. Another way to improve is to divulge with craft materials. Fortunately, most resources can be easily obtained or bought at fellow merchants, reducing stress due to shortage of products. Like food. As mentioned earlier, finding a specific object or spell has a function to change the inactive buff and experience, but this IRGE may only be uniform. Apart from these tools, our hero does not increase the degree and does not inherit the skills of wood from skills.

There is no chance to become a shadow god without a zombie. probably.

  • Skills and stats play an important role.
  • Management: 82
  • There is no chance to become a shadow god without a zombie. probably.
  • At least, the difficulty of access is obviously a habit to dissolve the only water, and has not been very large and welcomed to the game. Like, fighting is pretty easy for most of the games. Sometimes players have all the opportunities to seek the ability to recover, but most dungeons and chief cocks do not mean special danger to the end of the game. The game time was 7 o'clock, and I counted my journey for a long time and forced it to keep Veritas himself.
  • Visually, I really like the portraits of pixel art and Veritas characters. Each floor of this dungeon has a special kind, and each enemy can be easily identified by his friends. The only visual effect I didn't like is the object. Tablets, keys, necklaces, clothes and food are mixed because the space for color palette and details is limited. I am grateful to the creators, but the one who does not touch this trivial problem will fall off. Music enhances the impression, but often disappears in the background. At the end of the game, you can enjoy beautiful lyrical works, but music is not noticeable overall.
An ordinary day at the office.And finally the music. Keylocker accelerated this project, as if to be led by an audience that was waiting for such a difficult game. The gothic rock-like composition at the Bobo concert, brilliantly performed by Psamathes, makes this game worth the considerable initial cost. Keylocker invites a variety of music, from iron plate to appropriately electric. Bombastic orchestral music combines the rise of these characters like Prince, and operatic vocals are heard in some battles and events. I am impressed by the high quality and abundance of the songs. Also, the effective sound design was impressive. The roar of water flowing nearby, for example, creates a relief effect that is just too perfect for headphones. Sound: 75

Game Play: 75

Management: 90

Plot: 65

73 points

(Not medium)

Audra Bowling's Review --7 September 2024-16:00

Fortunately, I was able to play some free gacha RPGs above average, and I was able to play the long and comprehensive series "Hero Legendary Senshi Trail" (the last) (last). I really liked the game "Akatsuki no Kiseki"). I was also surprised by the "Hero Legendary Sen no Kiseki-NORTHERN WAR-", which spin-off the side plot of "Honor Bow" drawn in the four works of "Hero Legend Sen no Kiseki" series. Character modeling and the worldview that make up for the lack of budget for anime are as good as the reel series. < SPAN> Visually, I really like the portraits of pixel art and Veritas characters. Each floor of this dungeon has a special kind, and each enemy can be easily identified by his friends. The only visual effect I didn't like is the object. Tablets, keys, necklaces, clothes and food are mixed because the space for color palette and details is limited. I am grateful to the creators, but the one who does not touch this trivial problem will fall off. Music enhances the impression, but often disappears in the background. At the end of the game, you can enjoy beautiful lyrical works, but music is not noticeable overall.

Just because Veritas is interesting, no one is surprised, but that is not necessary. This world is made for seven people, and if you want to get an old school game that is quite exciting, you can get it. But I want it to be more interesting and attractive. The reason for motivation and spoilers from Garakae is naturally tired, and if you lack clearness, you will not be able to believe in your world. Nevertheless, Veritas attracts people, and those who pursue nostalgia can come across a dense and creative adventure.

Graphic: 75

Sound: 75

Game Play: 75

Management: 90

Plot: 65

73 points

  • Skills and stats play an important role.
  • At the beginning of the game, even if the lowest dragon is not a victory, even if it is a newborn bab y-like weakness, the advanced system can also peel the tusks to the most powerful opponent by the advanced system. It turns into a true power. The Slay Dragon uses a simple but surprisingly reliable craft system that can make useful recovery items and powerful equipment from the materials collected during the game. At first, funds and supplies are limited, so you often rely on craft craftsmen. During the game, it is easier to capture the essence of combat and gameplay, but the more you try and error, the more the depth and complexity will increase.
  • In Order of ECCLESIA, gameplay has also been greatly reworked. Shanoa will acquire all of her own abilities with the support of various "griffs", a magical spell that can use weapons, spells, and other general metroidvania skills. You can use three glyphs at a time, so you can hit enemies repeatedly with a scythe and hammer. It is a very interesting task to assemble the strategy while considering the weaknesses of the enemy and use a certain number of opportunities at the same time. Order of ECCLESIA is the most difficult of the three, but it's fun to fight, and I don't mind that point.
  • Just because Veritas is interesting, no one is surprised, but that is not necessary. This world is made for seven people, and if you want to get an old school game that is quite exciting, you can get it. But I want it to be more interesting and attractive. The reason for motivation and spoilers from Garakae is naturally tired, and if you lack clearness, you will not be able to believe in your world. Nevertheless, Veritas attracts people, and those who pursue nostalgia can come across a dense and creative adventure.
  • Another device is that the number of basic characters of the character is determined by the current number of turnpoints (TP). Each character starts from 3MP, and MPs increase in the game depending on various equipment items and rewards. This promotes strategic choices. Increasing MP means that the possibility of attack increases, but may increase mistakes.
Cards: Slay Dragon's style reminiscent of gameboards / stories in series such as "Voice of Card" and "Game Crimson Schloud". It is simplified but attracts attention and stimulates the idea of ​​Dungeons & Amp; amp; dragons, which is clearly focused on this game. I also love the beautiful art characters of visual novels that color the games and the breathtaking brightness. The user interface is clear and clean, but even during the Bustle Step Bay Steps, it doesn't overload. Text fonts sometimes look too small, but match the fantasy world of the game.And finally the music. Keylocker accelerated this project, as if to be led by an audience that was waiting for such a difficult game. The gothic rock-like composition at the Bobo concert, brilliantly performed by Psamathes, makes this game worth the considerable initial cost. Keylocker invites a variety of music, from iron plate to appropriately electric. Bombastic orchestral music combines the rise of these characters like Prince, and operatic vocals are heard in some battles and events. I am impressed by the high quality and abundance of the songs. Also, the effective sound design was impressive. The roar of water flowing nearby, for example, creates a relief effect that is just too perfect for headphones. Management: 90

Plot: 65

73 points

(Not medium)

Audra Bowling's Review --7 September 2024-16:00

Fortunately, I was able to play some free gacha RPGs above average, and I was able to play the long and comprehensive series "Hero Legendary Senshi Trail" (the last) (last). I really liked the game "Akatsuki no Kiseki"). I was also surprised by the "Hero Legendary Sen no Kiseki-NORTHERN WAR-", which spin-off the side plot of "Honor Bow" drawn in the four works of "Hero Legend Sen no Kiseki" series. Character modeling and the worldview that make up for the lack of budget for anime are as good as the reel series.

If I were delighted and asked what roles (games) were actually adapted to "The Legend of Hero Legendary Jarch Steel-Northern War-", it would actually be a British version! For inconvenience, the trajectory of the legend of the Heroes Legen d-The Northern War cannot be compared with the main games of the trajector y-series, and the story and material presentations do not reach the same height, in fact. Anim e-predecessor. Compared to other mobile roll playing games using Darov's Gache I played, Northern War looks average.

Northern War's plot and characters have the power to freeze rol e-playing games if they have a chance, so it's a shame that this low game skill. The Northern War stage is the northern part of the border area of ​​Paths of Coldes Steel II and Paths of Coldes Steel III. The center of the plot is a small Northern Ranger distribution squad, a professional hunter, and a poorly surrounded state army. The main heroine Ravian (or Ravi) is a famous hero of Northern Rangers and enters their line to find themselves. The troops that cause avalanches include cheerful and good snipers, har d-working and service hunters, and Martin (commonly known as Marty), a boss who is relatively lazy but has a wonderful strategic thinking. The party begins to gather information about the mysterious hunters of the Elebon Empire, known as Ash Schwar, gaining tension between the two territories. However, the hidden evil power may be more close to the house than they think, and is interested in the finale in the case. Can the avalanches and their supporters really protect the people of North Ambriana, which was in danger of turmoil?

On this screen, the translation looks completely decent! < SPAN> If I was delighted and asked what role (game) was adapted to "The Legend of Hero's Legend of Jinds-NORTHERN WAR-", it would actually be a British version! For inconvenience, the trajectory of the legend of the Heroes Legen d-The Northern War cannot be compared with the main games of the trajector y-series, and the story and material presentations do not reach the same height, in fact. Anim e-predecessor. Compared to other mobile roll playing games using Darov's Gache I played, Northern War looks average.

Northern War's plot and characters have the power to freeze rol e-playing games if they have a chance, so it's a shame that this low game skill. The Northern War stage is the northern part of the border area of ​​Paths of Coldes Steel II and Paths of Coldes Steel III. The center of the plot is a small Northern Ranger distribution squad, a professional hunter, and a poorly surrounded state army. The main heroine Ravian (or Ravi) is a famous hero of Northern Rangers and enters their line to find themselves. The troops that cause avalanches include cheerful and good snipers, har d-working and service hunters, and Martin (commonly known as Marty), a boss who is relatively lazy but has a wonderful strategic thinking. The party begins to gather information about the mysterious hunters of the Elebon Empire, known as Ash Schwar, gaining tension between the two territories. However, the hidden evil power may be more close to the house than they think, and is interested in the finale in the case. Can the avalanches and their supporters really protect the people of North Ambriana, which was in danger of turmoil?

On this screen, the translation looks completely decent! If I were delighted and asked what roles (games) were actually adapted to "The Legend of Hero Legendary Jarch Steel-Northern War-", it would actually be a British version! For inconvenience, the trajectory of the legend of the Heroes Legen d-The Northern War cannot be compared with the main games of the trajector y-series, and the story and material presentations do not reach the same height, in fact. Anim e-predecessor. Compared to other mobile roll playing games using Darov's Gache I played, Northern War looks average.

Northern War's plot and characters have the power to freeze rol e-playing games if they have a chance, so it's a shame that this low game skill. The Northern War stage is the northern part of the border area of ​​Paths of Coldes Steel II and Paths of Coldes Steel III. The center of the plot is a small Northern Ranger distribution squad, a professional hunter, and a poorly surrounded state army. The main heroine Ravian (or Ravi) is a famous hero of Northern Rangers and enters their line to find themselves. The troops that cause avalanches include cheerful and good snipers, har d-working and service hunters, and Martin (commonly known as Marty), a boss who is relatively lazy but has a wonderful strategic thinking. The party begins to gather information about the mysterious hunters of the Elebon Empire, known as Ash Schwar, gaining tension between the two territories. However, the hidden evil power may be more close to the house than they think, and is interested in the finale in the case. Can the avalanches and their supporters really protect the people of North Ambriana, which was in danger of turmoil?

On this screen, the translation looks completely decent!

The plot looks promising and the anime adaptation turns it into a fascinating thread. To put it mildly, the poor translation of the screenplay in this mobile version of Irge Northern War consolidates all the positive aspects of the plot. For example, "Irge Northern War" is "Irge" instead of "Irge". For example, "Dummy is Swift" is "Dubarri" and North-Ambria is "Northumbria". Grammar and spelling errors are frequent and random. Apart from this, in plot scenes, Avalanche is often referred to as a boy quite incorrectly. Such mistakes are very serious and take away the enjoyment from the plot. This IRGE also uses anime scenes, but with a unique Japanese voice actor and no subtitles. For example, if you don't understand Japanese or have not watched the anime, you will have a hard time deciphering the lines. Since the game version is based on the anime itself, there is a lot of filler between the main plot and keeping it as bluntly paced as possible.

A lot of the dragging on is related to various constraints that must be fulfilled before that, and then running through unlocked plot scenes. Battles in Northern War are like Street Hunter's Gachi☆Torneko: Duel. You select a character and, if you have the necessary items and currency units, you can develop them at your own discretion. Equip your character to increase their stats and provide them with quartz and orbments to give them extra experience points. You can also "awaken" your character, sacrificing other members to further develop them. Once you start a battle, the game is in real time and you control how your party fights against the other party until one of the factions wins. This process is repeated until it is replaced with a "wall" that has no hope of being overcome with your current meaning and characters. During this time, you start regrading and equipping your character for battle. During that time, you can get lost in a two-minute conversation scene in a visual novel, or a 15-second scene in an anime. Such a short gameplay cycle. In fact, it's obvious that someone is going to have to play peek-a-boo. Make a declaration.

Of course, if you don't have a character, it's not a gacha game. The game starts with Ravi, Marty, Iselia, and Talion, but you can increase your friends with various characters in the trajectory series. My first character was Messena's Laura, but Julia, Gareth, Kevin, and Aurelia immediately joined. The main parties that I continue to use through the game are ful l-awake Marty, Tita, Lector, Tio, and Eli (influential healing elements). The deleted character has nothing to do with the plot, and the rhyme or premise of their existence has been virtually attempted. Even if a character like a logan quoted from anime appears, the plot has no meaning because it looks irrelevant to the events that are happening in the Lavi group. At the beginning of the game, the appearance of a lovable character is always raised among fans. This was the case when I pulled Raven into my unit a while ago. However, when I later saw the 30th S-Craft animation, this excitement would not last long.

In addition to the repeated main plots, there are some things that should be noted in gameplay. The Infinity Tower is a tower as imagined by its name, and you can go on each floor, fight with difficulty, and get additional items and benefits. After that, a dungeon exploration option is added, and Ravi moves in the area, fights aggressive power, and taps normal puzzles. The research on this version is not scary, but it is not comparable to the dungeon seen in the main cast of the trajectory series. The forest of the trial is the extra time I spent my time. To go to the next step, you need to choose from the two variations displayed on the map. In many cases, one of the two battles will be selected, but you may be able to recover your party or revive the fallen characters while fighting until you are the last one. In addition, you may be able to choose a temporary character that joins the party only while you are in the "Trial Forest", and you may be attracted to the character and try to draw a gacha later. For example, when I last played, Michel, a few ranks from the party, walked the forest together. It seems that such a supporting role is originally scary.

The anime version has a wonderful character element.

Visually, the trajectory of the legend of the Hero Legend-The Northern War is a satisfying mobile game. The 3D graphics used in battle, especially the animation of S-craft, are wonderful. I also like the design of scenes like visual novel. One of the dissatisfaction with the anime "Northern War" was that the animation budget could not be secured, so I think the graphics and rendering of expressive and hig h-quality characters are pretty good. Unfortunately, when using anime in the scene, this is not taken into account, reminiscent that the anime budget seems to be small. In the sound project, music is quoted from other games in the anime and trajectory series, but in fact it does a good job. I really like the opening scene of anime, and what a precedent that this song is used in this game? I also like the passionate and lively acting of Japanese voice actors.

  • The Legend of Hero's Legend of Flas h-Northern War -"is a mobile game that can be enjoyed uniformly in a short game play. I don't recommend playing for a long time. I feel nervous immediately. It's really sad that the interesting side situation of the Northern War resembled the average situation in the game. Ravi's journey deserves healing in the main story of the "Hero Legends Sen no Kiseki". Considering that the translation of the script has failed, this situation has been expressed in a different media format in addition to the fan service and high quality with high quality. It is not easy to recommend to people. It is recommended that you first watch animation, as if the same situation is expressed in meaningful real subtitles! Last but not least, this is a perfect way to know the "Hero Legendary Se n-n o-trajector y-Northern War-".
  • Graphic: 71
  • Sound: 80
  • Game Play: 71
  • Operability: 70
Plot: 60And finally the music. Keylocker accelerated this project, as if to be led by an audience that was waiting for such a difficult game. The gothic rock-like composition at the Bobo concert, brilliantly performed by Psamathes, makes this game worth the considerable initial cost. Keylocker invites a variety of music, from iron plate to appropriately electric. Bombastic orchestral music combines the rise of these characters like Prince, and operatic vocals are heard in some battles and events. I am impressed by the high quality and abundance of the songs. Also, the effective sound design was impressive. The roar of water flowing nearby, for example, creates a relief effect that is just too perfect for headphones. (Not average score)

PAUL SKEVINGTON's Revie w-September 6, 202 4-8:00 am

Did you know the game "Whut Remaines of Edith Finch"?

Sometimes games rely on difficult mechanisms to keep the players get tired. As with most people, I understand the new system of scales from my eyes and enjoy opening it like a magical puzzle box.

Other games don't try to captivate the audience in this way. Instead, they present the player with an entire world that moves along a certain path in advance, and the person picks up the controller and moves forward without thinking about what they will do afterwards. What Remains of Edith Finch, which premiered in 2017, falls into this category.

Some people are about to make a royal farewell.

In this game, you play as the protagonist Edith, who returns to her childhood hometown. She embarks on a once-in-a-lifetime journey to the peninsula that was the source of many traumatic memories for her.

The developers want to immerse the player in the story, as can be seen from the very beginning of the game. We switch to a first-person perspective, sitting on a boat and watching the sea, while the floating title of the game moves into the distance. Edith's voice eventually becomes an arrow in our minds that points the way to the house, which is in the middle of the secret place of the Finch family. We walk slowly through the woods and one of the few choices we have to make on this journey appears. In the end, the difference is small, and all roads lead to the house. Soon you notice something like a birdhouse towering before you, impossible, built in the dark with junk discarded from the store. You must find a way to get in, revealing yourself as an uninvited guest, as if Edith no longer belongs here.

The intuitive gameplay makes the following sentence easy: press the trigger to interact with objects, move the stick to move the world. Despite the fact that the controls themselves are very simple, they connect us to the landscape on a level that is as physical as it is sensory. Your hands open books, push doors, flip saucers.

This sense of presence is a big part of the success of What Remains of Edith Finch, but it doesn't make the game any more original. Other games, such as Dear Esther and, for that matter, Everybody's Gone to the Rapture, have managed to evoke this sense of presence. The structure of the game puts you in the space of many members of the ill-fated Finch dynasty and forces you to take on a specific role in their destinies.

We are rarely revealed to this discovery journey. Edis actually speaks to us, looking into the keyhole in the sealed room. "Every Finchers who have been alive someday is buried in a library." The library, like the house, makes the fincher's collective memories even larger. The discovery of a secret door determines how we move in this world and enter the basement of the Fincha-home. We enter the memoir through the wall.

While Edis exposes his family's room, this IRGE is characterized by the tone and manners carrying players. One of the unforgettable situations is the framing method of the EC horror series, such as comic catchy scheme, cryptographic guardian, and horror Totem melody. In some chapters, it is not revolutionary, but you can see new elements of gameplay that reveal our attention. Another section works like a factory simulator: You run a circulation sequence and at the same time focuses on another, unrelated action. This functions perfectly to maintain the momentum, but in general it is possible to establish more than these components.

The novel "The Aidis Finch's will" depicts what the house is, what we need to arrange to leave this comfort, and the pain that hinders the return. The founders of the Finch immigrant dynasty travel to fresh countries, and as they build another house in that space, they lose their first home. For many years, the house has expanded one step further, and it has a uncomfortable expansion that is never placed, but each resident has left a part of himself. This is a fun painting about the event that I believe, almost everybody has all the possibilities to identify themselves, and the incompetence of adaptation.

Reality and fantasy encounter.

At the center of Finch Family's situation, children, from babies to young people, often have children and have sad circumstances. If you are gently treated with similar subjects, it is recommended to return. It is quite possible that these chapters are cruel and compromised, but the idea that the family of the Fincha family is declining should be transmitted to readers. In fact, some of them believe this is related to curse, and this game is playing with this probability, whether their failure is due to extraordinary intervention, or a simple accident. I keep it in mind. For example, the plot will not be open, because the way to hide it to visitors will be bad in relation to them and game developers.

The game "What Remains of Edith Finch" has a visual narrative. If you rush through the game's corridors, you may miss a lot. From shelves and tables littered with books on subjects that give clues to the owner's personality, to family photos, children's landscape drawings, and portraits painted on trees, all this helps to create an atmosphere that you don't notice until it surrounds you. At the same time, the game evokes a feeling that other games can only achieve with melodramas and lightless, bleak scenarios. Here, tragedy mixes with beauty in a sweet and poisonous dish. Even in the hopeless ending, the game gives the player a glimpse of happy memories, somehow making him breathe even more.

The graphic approach also stands out, mixing realism with a cartoonish and surreal feeling, somewhat reminiscent of "Life is Strange". Trees twist impossibly against the night sky, comically large pools reflect the size of the inhabitants, and air hoses coil through the air, carrying objects behind them like the comet tails of galleys. In one section, a kingdom created purely from the imagination is created in a simpler style, with simplified structures and textures, and empty ovals that show the face's detachment from "reality". The level of detail in other places stands out in the imagination, perhaps made possible by the game's limitations of only being able to interact with a relatively small part of the environment. Edith is thus left to make comments and observations about her family and her life with them. They are almost always willing to listen, but a few more opportunities to directly communicate with her world would have been preferable.

Not everyone leaves the Fincher house alive.

The performances of the voice actors enhance and amplify the impression. Valerie Rose Roman as Edith is particularly outstanding. Julia Farino as Dr. Emily Knotts constructs one of the storylines very skillfully, and the emotional impact is definitely much stronger than usual. For diversity, the use of real child actors for the child roles can also be appreciated. When these roles are played by adults with child voices, something is always going to go wrong. Many of the actors do not have much experience in voice acting, and their performances are commendable.

The lyrical soundtrack to What Remains of Edith Finch was composed by Jeff Russo, known for his brilliant work on the new Star Trek series. The film opens with simple, reverent piano music, reflecting Edith's sadness and longing for the past. The orchestral score is never overwhelming, and Russo carefully introduces other instruments to reflect the changes in the story. Dark strings swell in the chapter about the monster from the depths of the sea. In one story, the orchestra grows in size and volume, building to an inevitable climax. The musical score plays a key role in a play like this, and Rousseau rises to the challenge, expressing the melancholy of loss in every note.

The soundscape is also impressive. Inside the house, you can hear the creaks and groans of the wooden construction. Outside, the rustling and sighing of nature remind you of how remote the house is. What struck me most was the use of sound, with short sound effects that pop out of the controller's speakers at the end of each chapter.

  • (Not Medium)
  • Management: 82
  • The Beyond Galaxyland battle is similar to other tur n-based 2D dot picture RPGs. Players alternately activate skills including their skills from the menu and receive skills from monsters that can be captured during battle. Every time you hit the enemy, the number of skill points counters increases, and if you make a mistake, it decreases. If nothing is done during the turn, the meter will be automatically replenished. Therefore, accuracy plays an important role in using skills. Highly accurate characters can help replenish the meter even if the damage is low.
  • Sound: 87
  • Yes, Igarashi is a genius, and the wonderfulness of his han d-handed "Rakugo Dracula" has continued to this day. Is this encounter ideal? no. Each game has its own drawbacks, and the joint demonstration has detailed problems. Last but not least, the DS 3-part work of the Rakugo Castle Draculadominas Collection is a clean and solid, which has a great experience to demonstrate its originality, even in markets that are flooding metroidvania. It's a game. To put it simply, 16 years later, the Rakugi Castle Dracula has been a giant of this genre.
Plot: 95And finally the music. Keylocker accelerated this project, as if to be led by an audience that was waiting for such a difficult game. The gothic rock-like composition at the Bobo concert, brilliantly performed by Psamathes, makes this game worth the considerable initial cost. Keylocker invites a variety of music, from iron plate to appropriately electric. Bombastic orchestral music combines the rise of these characters like Prince, and operatic vocals are heard in some battles and events. I am impressed by the high quality and abundance of the songs. Also, the effective sound design was impressive. The roar of water flowing nearby, for example, creates a relief effect that is just too perfect for headphones. Review by Jonathan Logan - September 5, 2024 - 11:00 am

In the Japanese legal system, NPCs are represented by two separate but equally important groups: the police and prosecutors who investigate and prosecute crimes, and the lawyers who defend seemingly innocent suspects.

The Ace Attorney series is beloved for its dramatic courtroom exploits, but as mentioned above, there is another important nuance to the justice system: investigation. Capcom's latest game, Ace Attorney Investigation Collection, which includes Ace Attorney (2009), Ace Attorney: Miles Edgeworth (2011), and Ace Attorney 2: Prosecutor's Gambit, focuses exclusively on this nuance.

The updated autopsy report is likely to be a hot topic soon.

Before these games, the impact of Ace Attorney came with its courtroom presenters. Sure, there was an investigation section to find evidence, but it was always focused on helping the trial. But with Investigation, this dynamic has changed. Each case is an episodic mystery that requires investigation to determine who committed the crime and how. In other words, if Ace Attorney is Matlock, Ace Attorney Investigations is a clean-cut Columbo.

Thankfully, even with the change in focus, this game is still Ace Attorney and will make you feel like a phenomenal lawyer with its ridiculous characters, ridiculous dialogue and settings, and moments of revelation when you uncover the truth of the case. And if you're a fan of the classic Ace Attorney series, this dallogue is perfect as a sequel to the unique trilogy, with many beloved characters returning (with the exception of Phoenix himself, who never speaks in the background).

In both Ace Attorney games, you play as your favorite prosecutor, Miles Edgeworth. After the events of Ace Attorney volumes 1 to 3, Edgeworth has completely abandoned his previous belief that "all suspects are guilty" and instead adopted a philosophy of searching for the truth no matter where it goes. However, an encounter with Kay Faraday, a young woman who proclaims herself to be "the great thief" of the truth, calls this philosophy into question. As the encounter begins to unravel a number of past incidents, Edgeworth is forced to confront his own childhood mistakes and the insanity of his mentor. But with the support of the Judge's subordinate, Detective Dick Gumshaw, nothing can stop Miles Edgeworth from uncovering the truth and exposing all wrongdoing so that the universe will take notice!

Edgeworth has an assistant with an equally extravagant sense of manners.

The gameplay of both works is an arrangement of the main gameplay of other works in the Reversal Trial series, but the stage is not a court but a crime space. Instead of interrogating witnesses, you will compete with the suspect in the space. Even in such a struggle, the basic mechanism is the same. He examines the defendant's testimony, tests, discovers the contradiction of their story, and reveals a lie. Unlike Phoenix, which cannot get out of court, the analytical edgeworth not only asks questions, but also has some new investigation tricks.

The first is the introduction of "logic" to derive the conclusion of a criminal space. By examining the criminal space, you can identify fragments of information that can be sent to the logic pavement. Therefore, it is possible to connect two information and derive a completely new conclusion about the problem.

In The Prosecutor's Gambit, another new method of investigating the "chess of the heart" has appeared. In this mode, edgeworth talks with the suspect and examines its expressions and gestures to reveal the truth that the suspect wants to hide. In this mode, I like using portraits of expressive characters, which are characteristic of "Reversal Trial". By looking at the character's animation, you can judge whether he is unpleasant, angry, lying, and you can choose a more productive path in subsequent conversations.

Is chess standards in the world of reversal trials more important than law criteria?

The Logic and Mind Chess section shows how Miles Edgeworth is more intelligent than Phoenix Wright, and differentiates how the hero manages his responsibilities. Miles is in order to be reasonable and understand all the possibility of deployment before opening their mouths. Therefore, every day to avoid troubles in court, it is more thrilled to perform a hig h-level character who has no doubt than a lawyer. Thanks to this dynamism, edgeworth often does something wrong, and when trying to hide my mistakes, when there is no comment on what to do. It leads to the elements of the high drama. < SPAN> Game play is an arrangement of the main gameplay of other works in the Reversal Trial series, but the stage is not a court but a crime space. Instead of interrogating witnesses, you will compete with the suspect in the space. Even in such a struggle, the basic mechanism is the same. He examines the defendant's testimony, tests, discovers the contradiction of their story, and reveals a lie. Unlike Phoenix, which cannot get out of court, the analytical edgeworth not only asks questions, but also has some new investigation tricks.

The first is the introduction of "logic" to derive the conclusion of a criminal space. By examining the criminal space, you can identify fragments of information that can be sent to the logic pavement. Therefore, it is possible to connect two information and derive a completely new conclusion about the problem.

  • In The Prosecutor's Gambit, another new method of investigating the "chess of the heart" has appeared. In this mode, edgeworth talks with the suspect and examines its expressions and gestures to reveal the truth that the suspect wants to hide. In this mode, I like using portraits of expressive characters, which are characteristic of "Reversal Trial". By looking at the character's animation, you can judge whether he is unpleasant, angry, lying, and you can choose a more productive path in subsequent conversations.
  • There are many love scenes where three love opponents appear.
  • The Golden Idol Case is a testament to other developers' talents, as this detective adventure takes the best elements of the developers that inspired it and transforms them into a package that surpasses the original in many ways. Play the original on PC, not on Game Pass.
  • Metroid is difficult. Partly due to the fact that Hollow Knight became an almost unbearable bar for me after that, but honestly, almost all of them look somehow the same. Move through the corridors, study a bit, fight a boss, gain legal abilities, study an area that wasn't there before to study, fight even more giant enemies, wash, rinse, repeat. I simply disappear from about 80 percent of them again, when there are a ton of varieties that repeat previous concepts with great triumphs, including 2024.
  • Another device is that the number of basic characters of the character is determined by the current number of turnpoints (TP). Each character starts from 3MP, and MPs increase in the game depending on various equipment items and rewards. This promotes strategic choices. Increasing MP means that the possibility of attack increases, but may increase mistakes.
An ordinary day at the office.And finally the music. Keylocker accelerated this project, as if to be led by an audience that was waiting for such a difficult game. The gothic rock-like composition at the Bobo concert, brilliantly performed by Psamathes, makes this game worth the considerable initial cost. Keylocker invites a variety of music, from iron plate to appropriately electric. Bombastic orchestral music combines the rise of these characters like Prince, and operatic vocals are heard in some battles and events. I am impressed by the high quality and abundance of the songs. Also, the effective sound design was impressive. The roar of water flowing nearby, for example, creates a relief effect that is just too perfect for headphones. Unfortunately, both works of "Reversal Trial" have a major weakness in common with all the "Reversal Trial" works. In order to reach the truth, you must follow one logical line and evidence. Even if you already know exactly what happened in this problem or that issue, you must use the right evidence and speech at the right time to move forward. When I make a confirmation of a certain remark, when the game refuses to apply it in the fourth remark, not the third remark, I feel crazy. I will. In the latter half of the game, the problem began to be solved (not perfect) than any other problem, but the survey is a delayed high school. You lose when you lose the logic of the game.

Another difference between the reversal trial and the pilot version of the same series is that the character operation method has been renewed. In the flagship series, click the image of the location to find clues and search the surroundings. The operation method is also a point and click method, and it takes the appearance of a good old adventure game. Move Miles Edgeworth to the environment, explore various objects, talk to people, and do something else. In DS, a touch pen is used for this operation. There is no doubt that this is similar to using a mouse on a PC. Unfortunately, what I was expecting as a more natural operation was rather disappointing. It is quite difficult to make the edgeworth facing the right direction with things and people. In principle, it should be able to attack directly, but this game is inconsistent with this natural gameplay. As a result, I abandoned the mouse and switched to the introduction of the controller. This was very good, but it was a distance from the expression of the original point and click of the game, and it was close to other reversal games. < SPAN> Unfortunately, both works of "Reversal Trial" have a major weakness common to all "reversal trials" works. In order to reach the truth, you must follow one logical line and evidence. Even if you already know exactly what happened in this problem or that issue, you must use the right evidence and speech at the right time to move forward. When I make a confirmation of a certain remark, when the game refuses to apply it in the fourth remark, not the third remark, I feel crazy. I will. In the latter half of the game, the problem began to be solved (not perfect) than any other problem, but the survey is a delayed high school. You lose when you lose the logic of the game.

Another difference between the reversal trial and the pilot version of the same series is that the character operation method has been renewed. In the flagship series, click the image of the location to find clues and search the surroundings. The operation method is also a point and click method, and it takes the appearance of a good old adventure game. Move Miles Edgeworth to the environment, explore various objects, talk to people, and do something else. In DS, a touch pen is used for this operation. There is no doubt that this is similar to using a mouse on a PC. Unfortunately, what I was expecting as a more natural operation was rather disappointing. It is quite difficult to make the edgeworth facing the right direction with things and people. In principle, it should be able to attack directly, but this game is inconsistent with this natural gameplay. As a result, I abandoned the mouse and switched to the introduction of the controller. This was very good, but it was a distance from the expression of the original point and click of the game, and it was close to other reversal games. Unfortunately, both works of "Reversal Trial" have a major weakness in common with all the "Reversal Trial" works. In order to reach the truth, you must follow one logical line and evidence. Even if you already know exactly what happened in this problem or that issue, you must use the right evidence and speech at the right time to move forward. When I make a confirmation of a certain remark, when the game refuses to apply it in the fourth remark, not the third remark, I feel crazy. I will. In the latter half of the game, the problem began to be solved (not perfect) than any other problem, but the survey is a delayed high school. You lose when you lose the logic of the game.

Another difference between the reversal trial and the pilot version of the same series is that the character operation method has been renewed. In the flagship series, click the image of the location to find clues and search the surroundings. The operation method is also a point and click method, and it takes a good old adventure game. Move Miles Edgeworth to the environment, explore various objects, talk to people, and do something else. In DS, a touch pen is used for this operation. There is no doubt that this is similar to using a mouse on a PC. Unfortunately, what I was expecting as a more natural operation was rather disappointing. It is quite difficult to make the edgeworth facing the right direction with things and people. In principle, it should be able to attack directly, but this game is inconsistent with this natural gameplay. As a result, I abandoned the mouse and switched to the introduction of the controller. This was very good, but it was a distance from the expression of the original point and click of the game, and it was close to other reversal games.

Ace Attorney Investigation Document Collection stands out for the level of perfection that Capcom has given to all of its Ace Attorney series titles, including a major graphical overhaul. Instead of the original pixel art, detailed, high-resolution backgrounds now appear, bringing the environments to life. A more controversial change is the replacement of pixelated character sprites with new hand-drawn "chibi" models, which resemble the character portraits seen between movies, but with no clear connection. This clash of artistic styles is somewhat unforgiving, but the fresh hand-drawn characters are so charming that you will forgive them after a while. You can go back to pixel graphics with some effort. But the fun sprites of the old high school don't seem entirely successful against the highest resolution backgrounds.

Chibi Gambit can get any cuter!

Ace Attorney has been available in the West for many years on Nintendo DS and iOS, but Prosecutor Gambit will be available for the first time. Of course, for those who understand the benefits of crime, there were ways to play the game before the official release. In early 2010, a group of localization fans set about creating an incredibly high-quality British translation. The team did a great job of keeping the series' British flavor while also expertly localizing the puns and absurdist dialogue that Ace Attorney is known for.

How does the official translation compare to the fan localization? Naturally, the official localization is excellent. After comparing the two versions on YouTube, I found that while there are some parts I prefer the fan version and some parts where the official version shines, I have never experienced one being better than the other. In fact, the fan name is "Sebastian Deveste" in the fan translation other than the official "Eustace Winner," but thankfully the character is equally hateable in both localizations. Despite the fact that the fan localization is still considered a masterpiece, this collection is clearly the best way to beat the game. Furthermore, I suspect that some brave hackers will eventually find a way to insert fan translations into this version, creating what almost everyone would call the definitive version of the game.

For example, which game is good from this collection? In the first ace lawyer investigation, there were a certain number of independent acts and characters, but the crow felt like a spi n-off. However, as with many other spi n-off works, the first season is working to establish a new situation. As a general rule, everything is better in the second season! Prosecutors' gambling has a much more difficult story than the first series, and Miles Ezvat is forced to expand the decline of religion to the legitimacy of his beliefs. What is actually important is not all, or to defend the innocent suspect? Is he an obligation to continue to be a prosecutor, or does he follow the footprints of his deceased founder as a lawyer? The prosecutor's gambling is one of the best in the series, without paying attention to the fact that the plot is sometimes confused (this is an ace's game, they want extraordinary coincidence) I have the opportunity to convey.

By launching the Reverse Court Investigation Materials, Capcom has been the latest package of the Reverse Trial, which has been popular for a long time. And as the last "Hurray", the "Reversal Court Investigation Collection" won a great victory. He gained not only the sophisticated remastered version of the conscientious "reversal trial", but also the "completely new", which has the ability to provide the best situation in the series. This collection ignores some administrative issues and is probably the best version of the game data we have ever played. And I'm glad that the 1 4-year collection publishing that covers the "Reversal Trial" trilogy, the "Apollo Justy" trilogy, and the "Great Reversal Trial" trilogy, all the series is completely in the foreground miso. (Excluding the crossover with the puzzle in the hat).

Let's move on to the future lineup, Capcom!

Graphic: 80

Sound: 85

Game Play: 90

Management: 75

Plot: 90

85 Alter score

(Not medium)

NEAL CHANDRAN's Revie w-September 5, 202 4-10:00 am

"Date a Live" is a multimedia light facility series such as animation and game. Earlier this year, the fifth season of anime was aired. The impact of the famous television series of the original Tachibana Illustration (Illustrator of Idea Factory Game Game) occurs in the Immnivalous land of the future, where powerful aliens (they accept the form of anime girls). The rise is a larg e-scale earthquake that destroys the country and its residents.

  • In The Prosecutor's Gambit, another new method of investigating the "chess of the heart" has appeared. In this mode, edgeworth talks with the suspect and examines its expressions and gestures to reveal the truth that the suspect wants to hide. In this mode, I like using portraits of expressive characters, which are characteristic of "Reversal Trial". By looking at the character's animation, you can judge whether he is unpleasant, angry, lying, and you can choose a more productive path in subsequent conversations.
  • There are many love scenes where three love opponents appear.
  • The soundtrack of Chain of Fate is very nice and matches the scene where the music plays. In addition, the content centered on the vocals of "Sea La" is also good. There are many sound effects, and they are usually used to create important emotions, but some may be unusual or inappropriate. You can hear the sound of the kiss and the pant voice when doing difficult physiological work, so be prepared. Since voice actors do not appear in this game, there is a possibility that the classic visual novel fans who are used to voice actors may disappoint, but there are only a few dialogue.
  • At least, the difficulty of access is obviously a habit to dissolve the only water, and has not been very large and welcomed to the game. Like, fighting is pretty easy for most of the games. Sometimes players have all the opportunities to seek the ability to recover, but most dungeons and chief cocks do not mean special danger to the end of the game. The game time was 7 o'clock, and I counted my journey for a long time and forced it to keep Veritas himself.
  • Yes, Igarashi is a genius, and the wonderfulness of his han d-handed "Rakugo Dracula" has continued to this day. Is this encounter ideal? no. Each game has its own drawbacks, and the joint demonstration has detailed problems. Last but not least, the DS 3-part work of the Rakugo Castle Draculadominas Collection is a clean and solid, which has a great experience to demonstrate its originality, even in markets that are flooding metroidvania. It's a game. To put it simply, 16 years later, the Rakugi Castle Dracula has been a giant of this genre.
Cards: Slay Dragon's style reminiscent of gameboards / stories in series such as "Voice of Card" and "Game Crimson Schloud". It is simplified but attracts attention and stimulates the idea of ​​Dungeons & Amp; amp; dragons, which is clearly focused on this game. I also love the beautiful art characters of visual novels that color the games and the breathtaking brightness. The user interface is clear and clean, but even during the Bustle Step Bay Steps, it doesn't overload. Text fonts sometimes look too small, but match the fantasy world of the game.And finally the music. Keylocker accelerated this project, as if to be led by an audience that was waiting for such a difficult game. The gothic rock-like composition at the Bobo concert, brilliantly performed by Psamathes, makes this game worth the considerable initial cost. Keylocker invites a variety of music, from iron plate to appropriately electric. Bombastic orchestral music combines the rise of these characters like Prince, and operatic vocals are heard in some battles and events. I am impressed by the high quality and abundance of the songs. Also, the effective sound design was impressive. The roar of water flowing nearby, for example, creates a relief effect that is just too perfect for headphones. Fan-favorite characters like Toha have a prominent place.

Because Ren Dystopia is an Idea Factory game, there is fan service, though it is quite subdued (at least by my standards). Some girls are in overtly combat armor, and in one short comic stage, a woman appears in underwear, but that's it. Moving on to another type of fan service, how well does Ren Dystopia represent the source material? In visual novel form, the romantic ups and downs of Date 1 come across perfectly raw, but the boring combat scenes lack the speed of the explosive fights of the anime.

On the soundtrack, Ren Dystopia Synte-Music matches the sound of the comic anime. The music in the comical scenes sounds fun and quirky, while the music in the dramatic scenes sounds caricatured evil. The presence of music is noticeable, but does not distract from the fully voiced (except for Shido) scenario. The voice actors are all in Japanese, and it's nice that some menus are accompanied by small voice roles instead of sound effects.

Similar CGs are visual shells.

The visual design of Ren Dystopia consists of smoothly animated character portraits set against static and somewhat sensational backgrounds. The expressive and bright character drawings are reminiscent of her work on other Idea Factory games, such as Fairy Fencer F: Advent Dark Force. The CG cuddles at key points are the best example of Tsunako's visual style. The unobtrusive user interface and no-frills menu system allow for the art to shine at all times, and the game plays smoothly from both keyboard/mouse and gamepad.

Date A Live: Sazanami Dystopia is an exciting visual short story that fans of the series will love. If you're a Date A Live fan, wouldn't you love to survive an adventure with your favorite characters and meet new ones who may become your love interests? Without prior knowledge of the Date A Live novels and anime, especially the visual novel Rio Reincarnation (with all the extras that came with it), this game will feel empty, so Ren Dystopia can only be recommended to fans.

Graphics: 80

Sound: 80

Gameplay: 80

Management: 80

Plot: 80

80 Overall Score

(Not Medium)

Reviewed by Sean Cabot - 3 September 2024 - 12:00 pm

It's hard to believe, but Ranma Takahashi was once one of the most popular series in the emerging Western anime fandom of the 1990s.

Understanding Ranma's popularity is important, because without it, it's nearly impossible to understand why fans moved the series to the RPG genre. Ranma 1/2 Aka Nekodan Tekkaba, usually translated as Ranma 1/2: Aka Nekodan Treasure, is very simple. For the most part, it's enough to spit on the attacks and what you've recently acquired with your special moves. There are no siddocks in the game, the plot is so bland that it's hard to even call it a plot, and all the intriguing details are mostly just aping elements from the original.

This is not a scary game. RPG for super Nintendo full of actions, it looks pretty fun, has no serious complaints, and can be cleared in less than 10 hours. Neither drawbacks are so wonderful that the game is painful, and it's easy to get into it. It's exactly the same as going to a restaurant and discovering that there is only bread. Even though this bread is impressive, it is no different for ful l-fledged dishes. In my case, the moderator was sad about the true dinner, which is the original material.

  • This mini game basically makes you feel like you're in the 2005 yard.
  • At the beginning of the game, even if the lowest dragon is not a victory, even if it is a newborn bab y-like weakness, the advanced system can also peel the tusks to the most powerful opponent by the advanced system. It turns into a true power. The Slay Dragon uses a simple but surprisingly reliable craft system that can make useful recovery items and powerful equipment from the materials collected during the game. At first, funds and supplies are limited, so you often rely on craft craftsmen. During the game, it is easier to capture the essence of combat and gameplay, but the more you try and error, the more the depth and complexity will increase.
  • The Beyond Galaxyland battle is similar to other tur n-based 2D dot picture RPGs. Players alternately activate skills including their skills from the menu and receive skills from monsters that can be captured during battle. Every time you hit the enemy, the number of skill points counters increases, and if you make a mistake, it decreases. If nothing is done during the turn, the meter will be automatically replenished. Therefore, accuracy plays an important role in using skills. Highly accurate characters can help replenish the meter even if the damage is low.
  • Just because Veritas is interesting, no one is surprised, but that is not necessary. This world is made for seven people, and if you want to get an old school game that is quite exciting, you can get it. But I want it to be more interesting and attractive. The reason for motivation and spoilers from Garakae is naturally tired, and if you lack clearness, you will not be able to believe in your world. Nevertheless, Veritas attracts people, and those who pursue nostalgia can come across a dense and creative adventure.
  • The fairy tale told in this game revolves around the title Golden Idol and its myriad of mysterious properties. What it is, where it came from, and most importantly, what actions people will take to harness its power are gradually revealed throughout the plot. Each level marks a key point where the power dynamics change, mostly due to horrific murder(s) or betrayal. The story is mostly linear, but at key points the game rewinds back in time to show events you missed. This is especially true for the DLC-prequel, which completely changes your perception of the base game, especially the Incendiary Incident. There is an inner euphoria when early events that seemed random from the start turn out to be very important.
Plot: 95And finally the music. Keylocker accelerated this project, as if to be led by an audience that was waiting for such a difficult game. The gothic rock-like composition at the Bobo concert, brilliantly performed by Psamathes, makes this game worth the considerable initial cost. Keylocker invites a variety of music, from iron plate to appropriately electric. Bombastic orchestral music combines the rise of these characters like Prince, and operatic vocals are heard in some battles and events. I am impressed by the high quality and abundance of the songs. Also, the effective sound design was impressive. The roar of water flowing nearby, for example, creates a relief effect that is just too perfect for headphones. In any case, Ranma ½ seems like a must-play game.

Combat is simple, as is typical of the genre. The step-by-step attack with the support of "attack", the introduction of special means with the support of "special", and the introduction of objects with the support of "objects". The only noticeable drawback is that KI, the source of special attacks, is classified not as a number, but as a strange value stripe. The defensive power of the stripe is not very noticeable, but in principle, attacks under the hand and AOE special attacks are absolutely hit. The increase in the numerical value is fully updated with HP and KI, and as a result, it is surprising that the battle is almost painless. In addition, the Autoboy function for speeding up is also very active. The complexity has the ability to increase when the boss meets the boss, but this is not a non-bond that some objects do not decide. And just in case, when the fairly frequent meetings start to bother you for you, Ranma invites a guaranteed flight to a "special" meal (with precision for the manga).

Outside of the battles, the feeling of the game remains quite boring. There are no secondary objectives in this IRG, and the small original components are barely worth mentioning. It would not be easy to get lost without a guide, and in fact on a technical level, it is considered a plus, but in the cases provided, it speaks as opposed to a flaw. To access certain areas of the party, it may be necessary to apply its own cursed form, but this happens quite occasionally, and this idea does not apply to everyone. Including that the cursed form does not affect the battle every time. Ranma has the ability to go to battle in the form of a boy or girl without any effort or consequences, but Rod and Mousse, being consistent with pigs and ducks, lose some way access to these forms. Shampoo, however, has the ability to transform into a cat and carry no penalties. Take for yourself the version of the game, where the management of transformations is more related to combat and research, and as a result, it is very unfortunate to see in the fact that the most visible plot factor Ranma ½ plays this minimal role.

Taking advantage of the risk of the girl to escape from Kutsuka is the same thing as the curse.

Despite the fact that the game gives itself not only a normal RPG but also good fan-skill, as a long-time admirer of Takahashi's work, I was completely justified. Ranma ½ as a series, each time fitting another faiting genre, including those few examples of thematic Ranmu fights were the lowest quality version of their own contemporaries. Recent anime-repair anime distinguish me a little hope that someone has the ability to employ the arc system for a proper passage, but I will not hold my breath.

Anyway, Ranma ½: ​​Treasure of the Red Cat Corps is a generally common role-playing game. It does not cause anger or joy. However, towards the end, I really felt that my appreciation for Ranma ½: ​​Treasure of the Red Cat Corps was more to do with actually playing the fan translation than the game itself. As already mentioned, Ranma ½ was in unimaginable demand among anime fans in the 90s, but to say so would probably be to undermine its meaning. It was a hit that rivaled Sailor Moon and Dragon Ball Z, but the differences with the TV series meant that it didn't find enough of a holdover in the collective consciousness of anime lovers in the new century. It's been beloved as a classic for almost all of its life, but this devotion has been largely overshadowed by the adoration given more to newer offerings.

The episode events of the TV series' unforgettable cast don't help the game, but at least they're in shape.

However, this dedication to the early 2000s is that I am the most delicious treasure of the Red Cat Gang. There will be no opportunity to provide a special thing to her, and this is not a dramatic movie of "Ranma", but the translators of the "Ranma-" team will become English spectators. I am all the same as the excitement of such a thing that I made with time and effort to convey. You can't decide on a translation plan with such a desire, such as wanting to see a forgotten masterpiece, or wants to see a very unknown cult hit. Occasionally, the urge to work on the work, the desire to see all the branches and leaves, or the basic respect for strange love. I never felt that this game would take my time or translators, including when a killer like me had no chance to see the shortcomings with my finger. Unless you're a big fan of Rama, it's not worth interested, but some niches are bad.

Graphic: 70

Sound: 40

Game Play: 50

Management: 50

Plot: 40

55 Alter score

(Not medium)

Review PATRICK GAN N-August 2024-17:00

After seeing the mythical first season of the Fallout series, I returned to this franchise and decided to delve into its roots. Data is a game of Wasteland Remastard. The relevance of Wastland and fallout is wonderful. As you may not know, Brian Fargo was the founder of Interplay, the creator of the CRPG The Bard's Tale series, and the director of the 1988 UNIQUE WASTELAND. This traditional PC game was a game pla y-like technique similar to the Bardwo Story, but the stage was about 100 years after the nuclear explosion. This setting was, of course, 10 years after the Interpray, which was still published, Brian Fargo was an executive producer.

Fallou t-Despite the victory of a damaged game, InterPlay faced the task of ruin and went to the public auction with an attempt to protect himself. Later, Fallou t-OUT seemed to run the franchise in Bethesda, who was running in another direction forever. However, Wasteland, the predecessor, which Fargo and other creators had had access rights since the popular year of Together Game.

Fargo founded a new studio, InZile Entertainment, and with the backing of a Kickstarter campaign, produced a sequel to Wasteland in 2014, a year before Bethesda released Fallout 4. There are a few reasons why I present this timeline and context. Look, going back to the series' roots and playing Wasteland is something I've done before. Before Fallout 4 came out in 2015, I went on a personal quest to play Fallout and Fallout-adjacent titles in their entirety. In addition to the absolutely popular series, I played Fallout Tactics, the scary action game Brotherhood of Steel on PS2, Fallout Shelter on mobile, the leaked quasi-game Van Buren (Fallout 3 was supposed to be frozen), and more. I also discovered Wasteland and dove right in. I liked Wasteland 2, but the unique Wasteland deserves serious study. Fortunately, the 1988 game was re-released in 2013 to celebrate its 25th anniversary in a unique form tuned for modern PCs and OS. In it, I found a difficult and frustrating PC game that forced me to play through quite a few playthroughs to complete the game.

But then, watching a TV show made me want to play it again. Maybe I'm a glutton, or...? Right.

I was lucky. When I returned to this game, I noticed that inXile released Wasteland Remastered in 2020 with Krome Studios. Krome gave this traditional game a gloss, just like they did with The Bard's Tale Trilogy in 2018. I wanted to see for myself what changed, what stayed the same, and whether I preferred the remaster over the wacky remaster.

Wasteland follows the tried-and-true RPG tradition of using rats as easy enemies at the start of the game.

A choice I have fully confirmed, and which generally coincides with the label of remaster, is that the main gameplay and script are kept constant. As I know, Wasteland Remastered practically does not link new missions that connect the characters and events of Wasteland and the recent sequel. However, this is probably a curiosity, but I immediately love this reliable reconstruction of a comprehensible, excellent, difficult rolling game. For those who are not familiar with role-playing games like Wizardry or Bard's Tale, in these games, with the introduction of difficult role-playing games written with pen and paper, great attention is paid to the range of statistics. In Wasteland Remastered, you are assigned four characters by default (Hell Razor, Angela Deth, Snake Vargas, Thrasher), but you can change the data of all four to any character you like. Auxiliary 3 slot characters are still available for recruits towards the whole game - but as a rule in your favor, endgame recruits usually exceed the level of recruits at the beginning of the game - this allows for a batch of 7 people! This is a pretty big number, but actually, I think this is also part of the fun of the game.

  • In The Prosecutor's Gambit, another new method of investigating the "chess of the heart" has appeared. In this mode, edgeworth talks with the suspect and examines its expressions and gestures to reveal the truth that the suspect wants to hide. In this mode, I like using portraits of expressive characters, which are characteristic of "Reversal Trial". By looking at the character's animation, you can judge whether he is unpleasant, angry, lying, and you can choose a more productive path in subsequent conversations.
  • Management: 82
  • There is no chance to become a shadow god without a zombie. probably.
  • Reviewed by Mark Roddison - 13 September 2024 - 12:00
  • It must be an anniversary.
Audra Bowling's Revie w-September 202 4-12:00 AfternoonAnd finally the music. Keylocker accelerated this project, as if to be led by an audience that was waiting for such a difficult game. The gothic rock-like composition at the Bobo concert, brilliantly performed by Psamathes, makes this game worth the considerable initial cost. Keylocker invites a variety of music, from iron plate to appropriately electric. Bombastic orchestral music combines the rise of these characters like Prince, and operatic vocals are heard in some battles and events. I am impressed by the high quality and abundance of the songs. Also, the effective sound design was impressive. The roar of water flowing nearby, for example, creates a relief effect that is just too perfect for headphones. The plot of Wasteland Remastered is not so large, but its scale is very important. It is included that it is created by the abandoned ranger, patrols several places, and requests that they can help them solve some difficulties. I am doing it. But 1-no n-bassle is often a more serious, another drawing, you have already helped NPCs, the letters will help you take all the hardships in the city, and you are out of your own first allocation. You don't have time to reversing the method, dungeon, abandoned combat base hacking the number and the intelligence of the first or second AI, and they (no, but really fallout. Did you not do it? This is not shown, for example, in the same strong or monste r-like form, as in the first season of the Fallout Television Show. But she is all the same, and if she allows hitting, she will be surprised.

Next, let's talk about the sound. As I have already mentioned about audio, my eyes show that these records are very effective. But the most important thing is that the game has soundtracks. Yes, the unique 1988 edition had no music score. There are some sound effects and on e-shot jingra, but there is no 1st composer from what time. In the 2013 "Classic" update, the only soundtrack was seen from the stigma of the composer Fallout Morgan, which was seen for Titr a-video. Wasteland Remastered has an absolute soundtrack by Edwin Montgomery. It's quite atmosphere and not rich in melody: In fact, it's probably the best for such a game. I am familiar with my OST reviews for the excitement received from the soundtrack.

Despite the relatively limited lines, the main characters in each location are different as one of the advantages of Wastland.

The visual remaster of Wasteland leaves a lot to be desired. Almost all the portraits of NPCs and opponents are taken directly from the 2013 update, with very few additional refinements. More daringly, it can be said that "some of the 1988 pixel art Pixel-Arts were used in MS Paint to make it smooth". I have already mentioned the art of the cutscenes, which I certainly liked. The most extensive update is the maps themselves. The ruined pixel tilemaps have been removed and replaced with 3D rangers for each environment. Arguably, this was the most important work of Chrome Studios' remaster, which they put a lot of effort into. So, is this really the end? Actually... I think this is acceptable. But you can take for yourself a version of this game where the tile-based studies remain in the space and the graphics are much more impressive. Right off the bat, everything is static and the movement on the map appears quite uneven.

I will also state that, looking at it, in fact, the restored skill of Wasteland is missed in terms of the user interface and interface. Sure, it's crazy to learn to navigate a years-long diet with layers of digital input and a handful of passionate buttons for specific functions. But it's only a simple update to the tools that could make the game more comfortable for beginners. For example, I don't think it would be hard to transfer the tool system from Wasteland 2 to this game. Unfortunately, it couldn't be arranged.

After all, no matter how much shiny paint you put on it, this is a game from a different time. It's old, outdated, and incompetent. There are cool challenges in this IRGE, situations regarding game design and great plot that Brian Fargo and his Inxile team provide us again and again. Does the fight remain the same? Wasteland Remastered doesn't use this brand phrase in an obvious way, but there's something undoubtedly timeless about this IRGE. It's only worth it for Fallout hardcore fans or whiners like me, but the journey is oh well. Good luck, Rangers!

Graphics: 75

Sound: 85

Gameplay: 75

Management: 70

Plot: 85

78 Alter Score

(Not Medium)

Review by Jerry Williams - 31 August 2024 - 11:28am

Including rude, scarlet, vulgar, inappropriate, scarlet, awkward "Thank God, you're here!". Not for the straitlaced and loyal. If you're robbed and right, but let your hair down when the curtains are closed, and enjoy the occasional vulgar and immature humor, you have a friend. That's Gary! - This is a top-rule adventure game that forces you to grin throughout the three-hour playthrough.

A small young man who is supposed to meet the mayor at work, who is waiting patiently at the reception desk. The large young man is quite busy. In fact, for example, when he goes to greet the townspeople while he is finishing his own work, he is greeted with some unusual requests, fawning, and violence. Of course, you participate in the violence, because, apart from the way he walks, the only thing you can create is punching and jumping.

But the knock is no worse than the call. The jump usually works only through merit from the target, as a result of the flour or chimney pile not rising for itself. A huge part of the game should be elementary to receive information from people on the street and in their own homes and shops, but to give something or do something afterwards, the frightening fist should also not inhibit special reasoning.

Antizipation.

In this "IRGE" we say "Thank God you're here!". There is a clear rhythm as our baby moves to the three big central areas, the absolute home and the interaction-objects. When the third zone is over or about to collapse, you will return to the first zone and notice that, most quickly, almost everything has changed. Fresh people will be seen, the people you definitely helped have every opportunity to stay in other areas, you will encounter all kinds of difficulties, the environment will change.

Recall the adjectives we used at the beginning. Can we really help these people? If so, are we doing so at external costs? And in general, what is the difference. For example, working and controlling. One of the best features is the "I'm glad you're here!" sound, which basically means everything happens without any tension. The game is absolute abu dhabra and is unusually flawless animated and voiced, so the usual adventure-inducing effects come off easily and barely cause any sickness. As a rule, I avoid lightweight games, but if a game is extremely cheerful and artistically appealing, I love it, so everything is a factor.

Speaking of atypical, this game is not about gameplay or plot. We are talking about handcrafted schemes, timing and acting of lines. "Think goodness you are!" is like English slang (I think) with an unusual definition that I have never heard before, but I can imagine it from the context. Each replica was perfectly represented and there was an exceptional element when something moving happened. Above all, when something important and positive happened, wait for the unusual visual effects and animations that accompany the scene.

I have never heard of Fishon, but everything seems to be in place.

We are not talking about animations like Ren and Stompy. Assume that some characters are like gelatin and have every chance to twist their own expressions in the most diverse ways. This reinforces the process of walking around enjoying any replica and how extraordinary this place is considered. This again, as a result of being an outsider and distinguished by their own ordinariness, this IRGE It reinforces some serious characters in the game. We have to think that the developers made this game from start to finish. More to the point, it's even more absurd than it should be in a good comedy.

If you're open-minded and don't mind a few bad jokes, the great jokes here outweigh the scream factor. Frankly, not all of the jokes landed on me, but most of the time, any popular comedian would say that none of them actually work.

I was very surprised by some of the losing jokes, although I held up well in the data, but as I watched with my fingers crossed, a common picture began to emerge.

Baby responds to any change.

The pace of "Thank God you're here!" - the main point is that you're forced to do the game by running around and slapping people in the face, and the 10 quests basically mean that there's something to fill the fire almost every time. Towards the end, I had some factors of downtime when I didn't have a chance to figure out, actually, what to create next, squeezing pipes and falling into chimneys, which made me somewhat sad. It ignores the fact that the sticking only actually happens for a split second, and these short factors have every chance of going up long on this IRGE. Overall, this is just a minor quibble.

This game is not for cowards. At this point, you probably understand if this game is suitable for you. This is not for you if you all rely on your humor and do not like the same Potty Youmore for you. If this game is attractive to you, there is no hesitation to buy. Only the quality of the game supports the fun of this game.

Graphic: 95

  • There are several grammar and typographical errors in the script, which is probably because the script itself is quite large. They did not hinder the whole game. For ad d-ons, you can see the scenes you have already seen on the "Memories" tabs in the "Extra" section of the game. From the EXTRAS menu, you can see Bad Ends and naked CG illustrations. After clearing the main story, you can find one or two side situations in EXTRAS. These situations useful to form the main characters and more attractive side characters, contributing to the wonderful worldview and attractive story elements. < SPAN> In terms of visuals, the chain of Celestia fate has both high and low elements. Characters and background graphics are beautiful, are particular about details, and original visual animation effects are used to express influential scenes and magical spells. The CG illustration that can be unlocked is also beautiful. However, this game uses a lo w-budget silhouette character for some supporting roles and monsters, and even if these characters are quite noticeable, you can obtain true artistic expressions. The introduction of this silhouette is even more prominent in the chapter with a story, and it is completely unknown about the conflict between the supporting role and the main character. However, the text boxes and fonts are large enough and can be distinguished, so the visual ease of use of the user interface can be highly valued.
  • There are many love scenes where three love opponents appear.
  • In Order of ECCLESIA, gameplay has also been greatly reworked. Shanoa will acquire all of her own abilities with the support of various "griffs", a magical spell that can use weapons, spells, and other general metroidvania skills. You can use three glyphs at a time, so you can hit enemies repeatedly with a scythe and hammer. It is a very interesting task to assemble the strategy while considering the weaknesses of the enemy and use a certain number of opportunities at the same time. Order of ECCLESIA is the most difficult of the three, but it's fun to fight, and I don't mind that point.
  • I also like the unknown sound "Slay Dragon Sound Landscape". The sound effect is abundant and matches the scene. Although the number of songs is limited, it is perfectly composed and perfect for scenes and battles. My main claim about soundtracks is that some battle songs are particularly good and memorable, but sometimes too short to fall into a long battle. For such a short length, they often stop and concentrate and disturb the games.
  • 85 Alter score
(Not medium)And finally the music. Keylocker accelerated this project, as if to be led by an audience that was waiting for such a difficult game. The gothic rock-like composition at the Bobo concert, brilliantly performed by Psamathes, makes this game worth the considerable initial cost. Keylocker invites a variety of music, from iron plate to appropriately electric. Bombastic orchestral music combines the rise of these characters like Prince, and operatic vocals are heard in some battles and events. I am impressed by the high quality and abundance of the songs. Also, the effective sound design was impressive. The roar of water flowing nearby, for example, creates a relief effect that is just too perfect for headphones. Nichenle of this story is inconspicuous to me, but it is a detective noir. The movie "Nobody Wants To Dai" is sometimes shouting the essence of criminal Noir. Everything from the visual effects of killing the killing to the long and boring topics and vocabulary, all of which have the expected atmosphere. I was attracted to this alone, but occasionally, this game seemed to be caricature.

James Carla is a unfortunate detective who wakes up with a brand new body. Police Chief gave a vacation and was not officially allowed to return to the station, but the police chief entrusted him a serious problem, as he has been known for a long time. Because he has no opportunity to work, he is protected by a police officer named Sarah, connecting him with a headphone, investigating the first person in the first person.

The world of No One Want Die is obviously ant i-utopia. The shock set is somewhere in the 23rd century, New York is on the sky, and only unfortunate people on the ground in slums. Is our era a situation that has been forgotten in the past and appears in textbooks? Science and fiction technology, corrupted governments, and immortality control this world. Hundreds of years ago, human beings have achieved immortality thanks to the "Ichit" substance, which can transplant the person's understanding to a new corpse by embedding in the brain. Is it necessary to replace lon g-term corpses? The appearance of a subscription service.

I can concentrate only on beautiful mouthbeard data.

From the age of 21, you need to pay the subscriber payment (tax) to bury your body. If you neglect to pay, the police will arrest your corpse and give the rich young men and women a chance to enjoy your young skin and internal organs. Is it pretty ant i-utopia?

The scenario of the movie "Nobody Wants to Die" depicts how James will take care of James as the note on the late wife emerges on a daily basis, and to launch a business with passion. I think. Unstable political conditions and worldwide anxiety are detailed in the background manuscript through printed and radio announcements. James and Sarah's affair is still the source of a constant drama, but is generally desirable. Not bad.

The relationship between Sarah and James begins with a fairly unstable state and develops-at least in my game. During the game, a very familiar po p-up window is displayed in the upper left of the screen, and the alternative dialogue I chose has unconditional meaning and guarantees that you change your scenario. I guess this is happening, apart from talking to me about the game itself.

In the bar? On an airship? What is Icarus? Yes, bad things do not happen.

James uses a small interactive icon on an interesting object to communicate with the surrounding environment. As a result, James and Sarah can receive a less cheerful explanation, spurred the taste and construction of the world. The dialog options may include locked dialog options and unlocked dialog options, but it's hard to see how unlocked. Most of the game sections that James solve the mystery using their own tools depend on the process of deriving conclusions rather than technology or reasoning. They play with the sensor or press the timer, but they do not have a major impact on the results. In short, it's a running simulator with a bell and whistle.

Loop simulators may be a bit of a word in this area, but not for me. The wel l-designed loop simulator cannot draw worse or bad situations than many other games, but here to explain the outline of the game development. However, the introduction of X-ray devices, rewinding time, and the introduction of ultraviolet lights are quite interesting. They don't do anything special except how to jump in, and it's actually pretty good! I didn't feel like playing the game, but I was quite satisfied because I felt like I was immersed in this scary world.

Speaking of immersion, if you watch videos and screenshots of Nobody Wants to Die, you will see that it is a visually stunning game. While fast-forwarding through the execution scenes of the boys, I was confused by the detailed depictions of torture, but such is the life of a detective in the future. Ignoring the lack of spirituality of this dystopia, I walked through the city, simply admiring the charming streets, and was mesmerized by the sleek exteriors of old cars resting on weightless pillows.

It makes me happy to think that, for example, after 200 years, we still haven't learned to value nature.

If you are familiar with the detective noir genre, you already know what Nobody Wants to Die is about. A sustained melancholy horn blast emphasizes the depressing and lethargic reality in which James lives. James literally sounds like something out of a dystopian detective novel. I can't decide if it's scripted or staged, but it's probably a composite of this and that. Overall, artist Philip Sacramento does a great job, but Sarah Keaton Talmadge is a standout. Talmadge delivers her lyrics beautifully, never stumbling, and they make sense no matter how many times you listen to them. I haven't heard many voice actors who can match her talent yet. Ashly Burch really does a great job bringing their characters to life. Similarly, I believe we'll hear more about the 2020 performers if they're just starting out in their careers.

The controls were a little underwhelming, unresponsive at times, and it was hard to focus on the task at hand, but they didn't get in the way of the game and they also highlighted how AAA-grade Nobody Wants to Die looks and sounds. This is a game from a studio that's about to break out. There's no doubt I liked Nobody Wants to Die, but it does have its flaws.

Without being aware that the gameplay involves using Baki to solve brutal cases, I didn't place much importance on logic. Games like this one, like ACE Lawyer, push players to connect evidence and arguments, but I felt like they were actually pushing clues when they instructed. James and Sarah kept sticking their noses into nonsense and forcing me to reach personal conclusions that were completely out of reach for me, but I found it entertaining and went along with it. Again, it's within the realms of acceptability. But if there's an unconscious meaning to this kind of scribbled manipulation of time, there must be something else. James is essentially explaining or knowing my own train of thought to Sarah. His logic isn't immediately clear, but if it continues, I'm happy to take his line.

  • My only concern is that the Chinese food containers are considered a failure. This completely destroys the immersion in the game.
  • At the beginning of the game, even if the lowest dragon is not a victory, even if it is a newborn bab y-like weakness, the advanced system can also peel the tusks to the most powerful opponent by the advanced system. It turns into a true power. The Slay Dragon uses a simple but surprisingly reliable craft system that can make useful recovery items and powerful equipment from the materials collected during the game. At first, funds and supplies are limited, so you often rely on craft craftsmen. During the game, it is easier to capture the essence of combat and gameplay, but the more you try and error, the more the depth and complexity will increase.
  • The Beyond Galaxyland battle is similar to other tur n-based 2D dot picture RPGs. Players alternately activate skills including their skills from the menu and receive skills from monsters that can be captured during battle. Every time you hit the enemy, the number of skill points counters increases, and if you make a mistake, it decreases. If nothing is done during the turn, the meter will be automatically replenished. Therefore, accuracy plays an important role in using skills. Highly accurate characters can help replenish the meter even if the damage is low.
  • In video games, detective noir feels authentic at times, but I can't remember a game where it could have been made more sincerely. If this is your weapon, I boldly recommend this game, but the journey is rough, disjointed and unsatisfying. Despite my complaints, I fell in love, if only temporarily, with James and Sarah. I want them to develop everything better than anyone else.
  • The fairy tale told in this game revolves around the title Golden Idol and its myriad of mysterious properties. What it is, where it came from, and most importantly, what actions people will take to harness its power are gradually revealed throughout the plot. Each level marks a key point where the power dynamics change, mostly due to horrific murder(s) or betrayal. The story is mostly linear, but at key points the game rewinds back in time to show events you missed. This is especially true for the DLC-prequel, which completely changes your perception of the base game, especially the Incendiary Incident. There is an inner euphoria when early events that seemed random from the start turn out to be very important.
Sound: 95And finally the music. Keylocker accelerated this project, as if to be led by an audience that was waiting for such a difficult game. The gothic rock-like composition at the Bobo concert, brilliantly performed by Psamathes, makes this game worth the considerable initial cost. Keylocker invites a variety of music, from iron plate to appropriately electric. Bombastic orchestral music combines the rise of these characters like Prince, and operatic vocals are heard in some battles and events. I am impressed by the high quality and abundance of the songs. Also, the effective sound design was impressive. The roar of water flowing nearby, for example, creates a relief effect that is just too perfect for headphones. Control: 75

Plot: 85

80 Alter Points

(not an average score)

Reviewed by Joshua Lindquist - 30 August 2024 - 8:00am

It can be hard to explain why you like a game, or what actually prepares you for a virtuous interest. You can enjoy a game, but if you describe its features in a sentence, you'll find it to be the simplest and most boring game ever made. A young man with mysterious powers who wants to save the world? Yes, this has already happened. Turn-based battles where scrolling text boxes tell you how much damage you're doing? I played that decades ago. Block puzzles? If you see at least one of these in this game, you'll have to lower the review rating.

Even though Golden Sun is full of these old-fashioned features, there's something about it that makes you want to keep playing.

Perhaps the graphics are great for a Game Boy Advance game. Golden Sun is full of incredible pixel art. Maybe it's the music. The combat is memorable enough to be included in Super Smash Bros. (even if you discount the fact that Isaac, the main character, is still unplayable).

But more than anything, I loved Golden Sun because of nostalgia. I played this game back in 2001. When it came out on the Nintendo Switch earlier this year, I decided to give it a second go. In fact, I was expecting to like it. It was fun for hours to replay a game I enjoyed as a kid, but as I continued to play, the cracks started to show. Golden Sun is still fun, but it hasn't aged very well. The more time passes, the more it has the ability to appeal to a limited circle of role-playing game fans.

The combat animation is great for a Game Boy Advance game.

Golden Sun finds Isaac and Gareth in a situation where the hero chases the attackers, but they are mostly one step behind. At the very beginning of the adventure, we meet Ivan and Mia, completing the classic party of four. The hero is in a world where there are people with magical powers, called representatives. Of course, the party is made up of four representatives, each with different special skills, allowing them to use a variety of spells.

A classic battle system supports this classic RPG story. The battle is ste p-based, with a wide variety of attacks, magic and defense. There are animations in battle, but all damage and status effects are displayed in the text background to scroll. Enemies appear randomly all over the world and dungeons, which are quite large, but they are typical of similar rol e-playing games.

Investigate a fairly wide world, enter a large city, buy new ammunition, fall into a dungeon, fight monsters and decide on puzzles. Puzzle is a space where Golden Sun begins to retreat from his classic attributes. You cannot communicate directly with the world. Instead, operate the object using a magical spell called Sainzy. The quite famous image of the puzzle is to say that the steps of the stone pillar are incorrectly arranged. You sort the stone pillars to the road with the support of the "movement" spell. It can also extend vines to plants, float stones, and recite NPC thoughts.

In the golden sun, puzzles with block movement are seen everywhere.

The golden sun presents a lot of attractive thoughts that have the various possibilities of psycho, but one of them, excluding the basic spells that you use every day to conclude. See all the puzzles of this IRGE, not disclosed to the absolute degree. The penetration rate of the block puzzle to be solved simply is not easy to overestimate, only by moving a certain number of beginner pillars. Many of the puzzles can apply other possibilities and have important (sad) reasons (if you do not explain). Most of psynerGies are optional.

  • This mini game basically makes you feel like you're in the 2005 yard.
  • At the beginning of the game, even if the lowest dragon is not a victory, even if it is a newborn bab y-like weakness, the advanced system can also peel the tusks to the most powerful opponent by the advanced system. It turns into a true power. The Slay Dragon uses a simple but surprisingly reliable craft system that can make useful recovery items and powerful equipment from the materials collected during the game. At first, funds and supplies are limited, so you often rely on craft craftsmen. During the game, it is easier to capture the essence of combat and gameplay, but the more you try and error, the more the depth and complexity will increase.
  • The Golden Idol Case is a testament to other developers' talents, as this detective adventure takes the best elements of the developers that inspired it and transforms them into a package that surpasses the original in many ways. Play the original on PC, not on Game Pass.
  • There is not much opportunity to see Genova with a sector 7 reactor.
  • The fairy tale told in this game revolves around the title Golden Idol and its myriad of mysterious properties. What it is, where it came from, and most importantly, what actions people will take to harness its power are gradually revealed throughout the plot. Each level marks a key point where the power dynamics change, mostly due to horrific murder(s) or betrayal. The story is mostly linear, but at key points the game rewinds back in time to show events you missed. This is especially true for the DLC-prequel, which completely changes your perception of the base game, especially the Incendiary Incident. There is an inner euphoria when early events that seemed random from the start turn out to be very important.
Cards: Slay Dragon's style reminiscent of gameboards / stories in series such as "Voice of Card" and "Game Crimson Schloud". It is simplified but attracts attention and stimulates the idea of ​​Dungeons & Amp; amp; dragons, which is clearly focused on this game. I also love the beautiful art characters of visual novels that color the games and the breathtaking brightness. The user interface is clear and clean, but even during the Bustle Step Bay Steps, it doesn't overload. Text fonts sometimes look too small, but match the fantasy world of the game.And finally the music. Keylocker accelerated this project, as if to be led by an audience that was waiting for such a difficult game. The gothic rock-like composition at the Bobo concert, brilliantly performed by Psamathes, makes this game worth the considerable initial cost. Keylocker invites a variety of music, from iron plate to appropriately electric. Bombastic orchestral music combines the rise of these characters like Prince, and operatic vocals are heard in some battles and events. I am impressed by the high quality and abundance of the songs. Also, the effective sound design was impressive. The roar of water flowing nearby, for example, creates a relief effect that is just too perfect for headphones. By the end of Golden Sun, I felt that I was ready to finish all the games and finish my adventure. Unfortunately, the story is not over yet. The golden sun is notorious for the end with Cliff Hanger. When the game was released, the sequel had already been released. The sequel "Golden sun: Lost era" is not a sequel. Only half of Golden Sun is missing. I like existing stories, but incomplete. It's terrible to play the first work without the second work. Jin is a mysterious creature lurking all over the world, and gathering can give team new skills. There are four kinds of spirits: ground, fire, wind, and water, and you can acquire new skills on your team. This game is one of my favorite systems, but I don't think it's meaningful. I want to gather all the spirits, but there is no real merit to try strange combinations. To get a better fire spell, it is easiest to give all fire gin to a fir e-specific hunter. To learn a specific skill to solve the puzzle in the world, it is necessary to replace them, but there is no penalty even if you replace it, solve the puzzle, and replace it. The idea is good, but the execution doesn't seem to be particularly persuasive.

And finding a ghost itself is not easy. Golden Sun wants to think of ghosts as a bonus to find at their own pace. But in fact, ghost is an indispensable member for your team. Fortunately, ghosts cannot be missed forever, but missing one dungeon that should have a ghost has a significant impact on the difficulty and clearing of the game. In addition to making the game difficult, you have to go back to the old dungeon and town to find what you missed. This time, I knew all of these before starting the game, so I checked everything according to the guide from the beginning to the end. When you get a ghost, the game becomes even more interesting.

Many ghosts are hidden behind a simple puzzle, but other ghosts are very easy to miss.

By the end of Golden Sun, I felt that I was ready to finish all the games and finish my adventure. Unfortunately, the story is not over yet. The golden sun is notorious for the end with Cliff Hanger. When the game was released, the sequel had already been released. The sequel "Golden sun: Lost era" is not a sequel. Only half of Golden Sun is missing. I like existing stories, but incomplete. It's terrible to play the first work without the second work.

I recommend you to ignore my criticism and play Golden Sun. If you like classic role-playing games, there is something good in it. It is not a difficult game and is great as a side game to play between more major releases. If you need to try something mild for your upcoming serious plans, try Golden Sun for a certain amount of time. The nostalgia will get you hooked.

Graphics: 85

Sound: 80

Gameplay: 75

Management: 80

Plot: 70

78 Alter Score

(Not Medium)

Review Izzy Parsons - 27 August 2024 - 8:00

The recent Game Boy and Super Nintendo are the days when Mana was an elite series. The unique game Mana, called Final Fantasy Adventure in North America (Mystic Quest in Europe), gained phenomenal popularity on the Game Boy. Secret of Mana was a mainstay of the action RPG genre, while Secret of Mana 3 (now famous as Tritels of Mana in English) was practically a phantom game outside of its home country. Many good Mana titles were released after that, but there was no room for argument, and Mana was in fact collapsed in the eyes of the gaming population. After that, after many years of mobile games, fans finally saw signs of the series' revival with the release of Tritels of Mana Remake in 2020, but in fact the announcement of Visions of Mana in this era was probably a surprise at the end of 2023.

I was immediately surprised by the breadth of scope shown in the first trailer, and further trailers and interviews with the series producers further strengthened my expectations. Now that I've played the game from start to finish and spent 30 hours on it, I'm ready to declare Visions of Mana the prototype for my own series.

The world of Fa'dil lives by a fragile standard of equilibrium. Every four years, eight ALMS must travel to the Mana Tree and offer their souls to the Goddess Mana. In order for the chosen ALMS to reach their goal, they are bound by a Soul Guardian. When the final cycle ends, Val, the fresh Soul Guardian, prepares to go to the list of destinations. To Val and his daughter Hinna's surprise and joy, she is chosen to become Alma-Flame.

Will there be a homeland of similar victims?

Yes, it's not a mistake. The couple are praised and ask that Hinna is actually mandatory to sacrifice his life. Alm Cudo is a sacred obligation. This message is unique to the "Mana" series and immediately requires extraordinary life. I didn't grow up in a society where the death of the closest person has the opportunity to please me, but I think everyone is the same. Of course, the characters are still human, and the weight of history is inevitable. Visions of Mana is a game that studies these opinions in terms of dedication, unhappiness, and life, and is accepted by four men (women, for example, to grow, for example). I focus on the conclusion. Nevertheless, I don't touch the spoilers, but if you say it, you may be able to settle down, and you can choose a more heavy or familiar way.

Fortunately, the characters and their universe are not pleasant because they do not notice the resentment of the main line. With his first emotion, Val has the ability to rise to the tasteless dryness, but his innocent charm and internal incident reminds Kingdom Hearts, and Sora will be required every time in my life. 。 Val and Hinna supported a friend's friend, and they quickly became friends with anyone who participated in your party. Carina is a dragon single woman. She is staggering, but is not afraid of taking care of her. The choice of giving her a afternoon is a trigger to create the most pleasant replicant in this IRGE. Morley is a passionate boy cat with a catastrophic past, and it is expected that interaction with Carina will be humorous. Palamen is the capital of the capital with the chipmaris tail. Her too delicate behavior is mixed with the great curiosity of the world in front of me. Juray has a high nose and claims to be a bard, but she is not well understood because she has a childish voice and personality. The batch type is much stronger in the game and never gets tired of their traponia while studying the world. < SPAN> Yes, it's not a mistake. The couple are praised and ask that Hinna is actually mandatory to sacrifice his life. Alm Cudo is a sacred obligation. This message is unique to the "Mana" series and immediately requires extraordinary life. I didn't grow up in a society where the death of the closest person has the opportunity to please me, but I think everyone is the same. Of course, the characters are still human, and the weight of history is inevitable. Visions of Mana is a game that studies these opinions in terms of dedication, unhappiness, and life, and is accepted by four men (women, for example, to grow, for example). I focus on the conclusion. Nevertheless, I don't touch the spoilers, but if you say it, you may be able to settle down, and you can choose a more heavy or familiar way.

  • In The Prosecutor's Gambit, another new method of investigating the "chess of the heart" has appeared. In this mode, edgeworth talks with the suspect and examines its expressions and gestures to reveal the truth that the suspect wants to hide. In this mode, I like using portraits of expressive characters, which are characteristic of "Reversal Trial". By looking at the character's animation, you can judge whether he is unpleasant, angry, lying, and you can choose a more productive path in subsequent conversations.
  • Review by Tim Rattrey - September 19, 2024 - 3:39pm
  • There is no chance to become a shadow god without a zombie. probably.
  • Metroid is difficult. Partly due to the fact that Hollow Knight became an almost unbearable bar for me after that, but honestly, almost all of them look somehow the same. Move through the corridors, study a bit, fight a boss, gain legal abilities, study an area that wasn't there before to study, fight even more giant enemies, wash, rinse, repeat. I simply disappear from about 80 percent of them again, when there are a ton of varieties that repeat previous concepts with great triumphs, including 2024.
  • Visually, I really like the portraits of pixel art and Veritas characters. Each floor of this dungeon has a special kind, and each enemy can be easily identified by his friends. The only visual effect I didn't like is the object. Tablets, keys, necklaces, clothes and food are mixed because the space for color palette and details is limited. I am grateful to the creators, but the one who does not touch this trivial problem will fall off. Music enhances the impression, but often disappears in the background. At the end of the game, you can enjoy beautiful lyrical works, but music is not noticeable overall.

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Elim Rim - Journalist, creative writer

Last modified 29.05.2025

Extensive coverage of Import and Domestic RPGs for all platforms. Welcome to the first entry of RPGFan's Review Journal series for Final Fantasy XIV: A Realm Reborn. Titled “Tales of The Emerald Shield” after our editors'. RPGFan is a gaming website focused on roleplaying games and related genres such as graphic adventures, visual novels, and roguelikes. We cover franchises.

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