Crooked Bee
(no longer) a wide-wandering bee
Tags: Carpe Fulgur; Fortune Summoners: Secret of the Elemental Stone; Lizsoft
Yeah, I know we don't normally cover JRPGs and the Codex is going down the toilet. But if you want other kinds of reviews, why don't you write one? Consider this an official call for more WRPG review submissions.
So anyway, some time ago I played through and then replayed a game called Fortune Summoners: Secret of the Elemental Stone, a 2D party-based side-scrolling action RPG originally released by the Japanese developer Lizsoft and localized earlier this year by Carpe Fulgur, the company who also published Recettear and Chantelise. Initially I didn't plan on writing a review or anything. But yesterday I thought 'why not?', and here's the result. Have a snippet:
Read the full article: JRPG Codex Review: Fortune Summoners: Secret of the Elemental Stone
Next up on JRPG Codeksu~ okay I'm just kidding ^_^
Yeah, I know we don't normally cover JRPGs and the Codex is going down the toilet. But if you want other kinds of reviews, why don't you write one? Consider this an official call for more WRPG review submissions.
So anyway, some time ago I played through and then replayed a game called Fortune Summoners: Secret of the Elemental Stone, a 2D party-based side-scrolling action RPG originally released by the Japanese developer Lizsoft and localized earlier this year by Carpe Fulgur, the company who also published Recettear and Chantelise. Initially I didn't plan on writing a review or anything. But yesterday I thought 'why not?', and here's the result. Have a snippet:
Every character eventually learns a lot of spells and abilities, and using them correctly without sticking to just one or two is crucial. The abilities are mostly well-balanced in that you can, and should, alternate between them to handle all kinds of situations efficiently. Ignoring the variety of spells and abilities at your disposal can make some scenarios much harder than they should be. This is particularly the case on Hard, although even on Normal different situations usually call for different tactics. It doesn't help that, as mentioned, the enemies can be surprisingly clever, dodging your attacks and taking advantage of the pauses you make in your movement. They can also inflict different kinds of status ailments on you - making you poisoned, frozen, asleep, paralyzed, and confused - and it is every bit as bad as it sounds, especially given that you remain frozen, asleep or paralyzed for a rather long period of time and poison, on top of being strong, does not wear off as long as you stay inside the dungeon.
Not just the AI, but the enemy variety is quite pleasant as well. Enemies block, flank, stunlock, poison and confuse you, fly, jump, do leap and ranged attacks, cast powerful spells, heal themselves, float out of your attack or spell range, and move faster than you do. When defeated, they drop coins and occasionally treasure chests. In the very beginning of the game, you will fight bats who dive in on you at what seems like the most unpredictable moment and evade your attempts to reach them, slimes that deal quite a bit of damage with their tentacles if you get too close, snakes that poison you, and mothbees who put you to sleep and sting you from a distance if you stay in one place for too long. Later you will encounter lightning fast sabercats, ranged archers, mushrooms that release toxic clouds, kobolds more than capable of sword fighting and even blocking your attacks, acorn-throwing cocorats who can also jump-kick your butt, merkids with their long-range tridents and powerful magicians with devastating spells to accompany them, and other regular monsters not to count bosses, each with a unique pattern that is flexible, not rigid, and tries to adapt to your actions. And don't even get me started on the freaking harpies. As a rule, every enemy that appears brings something new - a new kind of frustration - to the table, and that is no small feat on the designer's part. That also makes discovering the best way to handle an enemy type extremely rewarding.
On both Normal and Hard, enemies are fairly tough and don't just go down in one or two hits, draining your MP and always eager to significantly reduce your not too high HP. Some of the enemy moves have a chance of knocking your character down, rendering her helpless for a fair bit of time. Things get especially dangerous when there are multiple enemies of different types on the screen that complement each other with their abilities. In such cases, you have to carefully pick the attack spot and choose which foes to focus on first and how to evade the rest while timing your moves to take advantage of the enemy's moments of immobility and interrupt their spellcasting. That is also when the combat gets the most tactical, requiring you to put thought into the situation and keep the whole picture in mind instead of just rushing headlong to your inevitable demise. The enemies are also quick to repopulate the previously explored areas - the good thing being, they do not seem to scale to your level, so that low-level areas will remain low-level no matter when you revisit them. Encounters are hand-designed, not random, and many of them are avoidable if you simply run past them fast enough; a welcome thing when you just need to get to the next destination quickly.
Not just the AI, but the enemy variety is quite pleasant as well. Enemies block, flank, stunlock, poison and confuse you, fly, jump, do leap and ranged attacks, cast powerful spells, heal themselves, float out of your attack or spell range, and move faster than you do. When defeated, they drop coins and occasionally treasure chests. In the very beginning of the game, you will fight bats who dive in on you at what seems like the most unpredictable moment and evade your attempts to reach them, slimes that deal quite a bit of damage with their tentacles if you get too close, snakes that poison you, and mothbees who put you to sleep and sting you from a distance if you stay in one place for too long. Later you will encounter lightning fast sabercats, ranged archers, mushrooms that release toxic clouds, kobolds more than capable of sword fighting and even blocking your attacks, acorn-throwing cocorats who can also jump-kick your butt, merkids with their long-range tridents and powerful magicians with devastating spells to accompany them, and other regular monsters not to count bosses, each with a unique pattern that is flexible, not rigid, and tries to adapt to your actions. And don't even get me started on the freaking harpies. As a rule, every enemy that appears brings something new - a new kind of frustration - to the table, and that is no small feat on the designer's part. That also makes discovering the best way to handle an enemy type extremely rewarding.
On both Normal and Hard, enemies are fairly tough and don't just go down in one or two hits, draining your MP and always eager to significantly reduce your not too high HP. Some of the enemy moves have a chance of knocking your character down, rendering her helpless for a fair bit of time. Things get especially dangerous when there are multiple enemies of different types on the screen that complement each other with their abilities. In such cases, you have to carefully pick the attack spot and choose which foes to focus on first and how to evade the rest while timing your moves to take advantage of the enemy's moments of immobility and interrupt their spellcasting. That is also when the combat gets the most tactical, requiring you to put thought into the situation and keep the whole picture in mind instead of just rushing headlong to your inevitable demise. The enemies are also quick to repopulate the previously explored areas - the good thing being, they do not seem to scale to your level, so that low-level areas will remain low-level no matter when you revisit them. Encounters are hand-designed, not random, and many of them are avoidable if you simply run past them fast enough; a welcome thing when you just need to get to the next destination quickly.
Read the full article: JRPG Codex Review: Fortune Summoners: Secret of the Elemental Stone
Next up on JRPG Codeksu~ okay I'm just kidding ^_^