- Joined
- Jan 28, 2011
- Messages
- 99,579
Tags: Horizon's Gate; Rad Codex
We're all sitting at home because of the coronavirus these days and yet it seems like the only RPGs on the immediate horizon are alpha builds of various Russian games. Why not take a look at the recent past instead? Codex indie enthusiast CryptRat has written a comprehensive review of Rad Codex's ambitious seafaring SRPG Horizon's Gate, which might just be the best release of the year so far. While he's not the biggest fan of some of the game's open world sandbox elements, they're nothing that would ruin his enjoyment of its rock solid character building and tactical combat. I quote:
Combat in Horizon’s Gate is turn-based and takes place on a grid directly on the map. Characters can cast protection and enhancement spells before combat and can also initiate combat by attacking with a long range attack skill. Unlike the previous games in the series, battles begin with a formation phase where you can arrange your characters in a small area and choose the direction they’re facing.
The combat system is based on time-ticks, with a queue that takes note of the turn order and remaining recovery time for each character. During a character’s turn he can move and use an action, in any order. Not moving or performing an action will decrease the recovery time until his next turn. Recovery times are not otherwise determined by a character’s last action, and different creatures have different recovery times. There are certain skills that also require a preparation phase. They can be interrupted during this time, though simply inflicting damage won't be enough - you'll need to stun or disable the character or use an ability which cancels skills. Pushing the character will only do the trick if the skill’s effect depends on him being in his original position. Some skills also cost magic points to use.
Characters have the following stats: movement, physical and magical damage, dodge and damage reduction, proficiency scores in the various weapon types, which are added to hit chance and damage, and affinity with elements, which determines both the power of elemental attacks and the character’s resistance to those attacks. Backstabbing allows you to ignore the dodge stat. All damage values in the game are fixed.
You can inflict many of the classic RPG afflictions on your enemies - burning, poison, frost, silence, poison and disabling. An oiled character will take more damage and will automatically be burnt by any fire attack, while a wet character won't take much damage from fire but will take a lot from ice and lightning attacks. Electric attacks will spread in water puddles (likely created by a previous ice attack) dealing damage to all characters standing in them. Weapons can be charged with elemental power, and many elemental skills with various areas of effect are available, both to your party and to enemies. I found that you don't really need to care about enemies’ elemental resistance, but it's a good idea to pay attention to their resistance to afflictions.
The layout of the battlefield can play a decisive role in combat, especially when you can push enemies off cliffs using wind attacks. Shooting explosive plants from a distance can also be useful.
Encounter design is one of the game’s high points. Some of the creatures you'll encounter were already present in Alvora Tactics, while others are brand new. When you're not fighting against swarms of poisonous flies, worms which duplicate when damaged by weapons, explosive beetles, or monsters whose shells can only be damaged with hammers, then you're probably fighting against a party of characters who can use the same equipment and skills as your own. They’re quite effective at using skills, and you’ll get their equipment if you defeat them.
Enemies are able to use many different skills, are smart enough to get out of the impact zone of any currently charging skills, and will punish you for positioning your character in a way that allows them to target many characters at once. The enemy AI is unpredictable which can make for some fun battles.
You’ll get to fight against a few lone boss enemies with extremely high health and defenses. These fights may take a while depending on your damage output. Magic point restoration skills and healing consumables will prove useful.
As previously mentioned, some towns have a dojo that offers a challenging battle against a party of characters. They’re typically all trained in a single weapon type but have different classes. These battles are fun, and your reward for beating them is a powerful weapon and also the ability to increase the proficiency of your entire crew with that weapon type for a price.
Read the full article: RPG Codex Review: Horizon's Gate
We're all sitting at home because of the coronavirus these days and yet it seems like the only RPGs on the immediate horizon are alpha builds of various Russian games. Why not take a look at the recent past instead? Codex indie enthusiast CryptRat has written a comprehensive review of Rad Codex's ambitious seafaring SRPG Horizon's Gate, which might just be the best release of the year so far. While he's not the biggest fan of some of the game's open world sandbox elements, they're nothing that would ruin his enjoyment of its rock solid character building and tactical combat. I quote:
Combat in Horizon’s Gate is turn-based and takes place on a grid directly on the map. Characters can cast protection and enhancement spells before combat and can also initiate combat by attacking with a long range attack skill. Unlike the previous games in the series, battles begin with a formation phase where you can arrange your characters in a small area and choose the direction they’re facing.
The combat system is based on time-ticks, with a queue that takes note of the turn order and remaining recovery time for each character. During a character’s turn he can move and use an action, in any order. Not moving or performing an action will decrease the recovery time until his next turn. Recovery times are not otherwise determined by a character’s last action, and different creatures have different recovery times. There are certain skills that also require a preparation phase. They can be interrupted during this time, though simply inflicting damage won't be enough - you'll need to stun or disable the character or use an ability which cancels skills. Pushing the character will only do the trick if the skill’s effect depends on him being in his original position. Some skills also cost magic points to use.
Characters have the following stats: movement, physical and magical damage, dodge and damage reduction, proficiency scores in the various weapon types, which are added to hit chance and damage, and affinity with elements, which determines both the power of elemental attacks and the character’s resistance to those attacks. Backstabbing allows you to ignore the dodge stat. All damage values in the game are fixed.
You can inflict many of the classic RPG afflictions on your enemies - burning, poison, frost, silence, poison and disabling. An oiled character will take more damage and will automatically be burnt by any fire attack, while a wet character won't take much damage from fire but will take a lot from ice and lightning attacks. Electric attacks will spread in water puddles (likely created by a previous ice attack) dealing damage to all characters standing in them. Weapons can be charged with elemental power, and many elemental skills with various areas of effect are available, both to your party and to enemies. I found that you don't really need to care about enemies’ elemental resistance, but it's a good idea to pay attention to their resistance to afflictions.
The layout of the battlefield can play a decisive role in combat, especially when you can push enemies off cliffs using wind attacks. Shooting explosive plants from a distance can also be useful.
Encounter design is one of the game’s high points. Some of the creatures you'll encounter were already present in Alvora Tactics, while others are brand new. When you're not fighting against swarms of poisonous flies, worms which duplicate when damaged by weapons, explosive beetles, or monsters whose shells can only be damaged with hammers, then you're probably fighting against a party of characters who can use the same equipment and skills as your own. They’re quite effective at using skills, and you’ll get their equipment if you defeat them.
Enemies are able to use many different skills, are smart enough to get out of the impact zone of any currently charging skills, and will punish you for positioning your character in a way that allows them to target many characters at once. The enemy AI is unpredictable which can make for some fun battles.
You’ll get to fight against a few lone boss enemies with extremely high health and defenses. These fights may take a while depending on your damage output. Magic point restoration skills and healing consumables will prove useful.
As previously mentioned, some towns have a dojo that offers a challenging battle against a party of characters. They’re typically all trained in a single weapon type but have different classes. These battles are fun, and your reward for beating them is a powerful weapon and also the ability to increase the proficiency of your entire crew with that weapon type for a price.
Read the full article: RPG Codex Review: Horizon's Gate