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The Amber series is sort of a reimport of a JRPG style by western developers,
WHAT? Amberstar is as western as it can get. I don't even know how you can think it's similar to jrpgs?
The Amber series is sort of a reimport of a JRPG style by western developers,
Minimal character creation/recruitable NPCs/linear story/heavy focus on dialogue - people played FF7 and immediately associate that with jRPGs although the comparison to Ultima is much closer.The Amber series is sort of a reimport of a JRPG style by western developers,
WHAT? Amberstar is as western as it can get. I don't even know how you can think it's similar to jrpgs?
Minimal character creation/recruitable NPCs/linear story/heavy focus on dialogue - people played FF7 and immediately associate that with jRPGs although the comparison to Ultima is much closer.
Amberstar and -moon were fine imo. Albion, however, overdid it.
Except that Amberstar doesn't gate progression nearly as hard as your typical jRPGs that make sure you don't access areas until the story allows. You need the eagle whistle to get to an otherwise unreachable area, but you can grab it as soon as lvl 1 provided you can beat the dragon guarding it. Unless you're gonna tell me the whole concept of finding macguffins to progress is a mechanic that was absent from RPGs until the japs invented it.Amberstar ripped means-of-transportation-as-plot-device from JRPGs, such as Phantasy Star. The magic disk, the flying eagle, you name it. In a real RPG, if you need some means to cross impassable terrain, you just go and fucking buy it, not complete quests to acquire the one true (for this given case) logistical solution necessary to proceed (and rest assured, sooner than later you'll meet a different kind of impassable terrain you'd need to complete another set of quests to be able to cross). That's a classic JRPG staple.
You can buy horses and ships right from the start if you have the money.
Except that Amberstar doesn't gate progression nearly as hard as your typical jRPGs that make sure you don't access areas until the story allows.
Ambermoon is actually a much worse offender, as it keeps the first two islands very linear through quest progression until the game finally opens up. Albion then takes this to the extreme, which simply makes it a boring game
Not nearly, yes. Still, the areas story wants to keep you away from just happen to be located somewhere you can't reach using common means of transportation. Compare to e.g. Wizardry 7, where the first half of the game is basically about finding a ship to cross to the island, but nothing prevents you from just guessing the puzzle unlocking it or, indeed, stock up on stamina potions and just swim across the sea.
Wiz 7 huh. Does it not have teleporters than you unlock by completing a quest?
Poppy fields that put you to sleep until you find some shit that allows you to pass?
Areas that require a certain lvl in climbing/swimming to access?
Typical RPG mechanic. Do X to access Y.
Sounds like handholding to me.So they put in a shortcut, then made a "poppy fields" event to save a 1st level party from taking a wrong turn and getting instaraped by mid to high level opposition.
There is no difference in training climbing skill to a required level or finding the grappling hook to cross mountains. The deciding factor is are you free to do either on your own terms or only when the story allows you to. In Amberstar's case it's the former.Stuff becoming accessible depending on having specific stats is, if anything, a total opposite of stuff becoming accessible after you're handheld through railroaded quest triggers.
Yes, choices and multiple paths are good design. We all agree.The typical RPG mechanic is "Do X, W, or Z to access Y". "Do X to access Y" is a shit RPG mechanic.
Sounds like handholding to me.
There is no difference in training climbing skill to a required level or finding the grappling hook to cross mountains. The deciding factor is are you free to do either on your own terms or only when the story allows you to. In Amberstar's case it's the former.
One of the best game soundtracks of all time. It creates an atmosphere so contrary to what you'd expect from burly, shirtless warlords but so fitting.
well i liked Ishar alot due to the graphics, RoA for the big ass map, and Amber because it was among the first Amiga RPG's i had.
I should probably play RoA. Any advice/essential dos and don'ts for an absolute beginner? Nothing spoilery, but I don't want to fuck up my party/builds irreconcilably.
Also, which RoA games came out on the Amiga? Was it just Blade of Destiny or were Star Trail and Shadows Over Riva on it too?
Also, which RoA games came out on the Amiga? Was it just Blade of Destiny or were Star Trail and Shadows Over Riva on it too?
Just BoD iirc.
I should probably play RoA. Any advice/essential dos and don'ts for an absolute beginner? Nothing spoilery, but I don't want to fuck up my party/builds irreconcilably.
In the series, your worst enemy is disease and planning for exploration (food and water).
Although you can mitigate the second with some "extra-special" items you might (or not) find, the first is a constant.
A ounce of prevention is worth a pound of cure. SO:
1. plates (not sure if for everyone) + a cooking pot
2. warm clothes in cold climate (mountain), reverse otherwise
3. Having 2 someones skilled in curing is a good idea, since they can't cure themselves
4. bedrolls & blankets are a must
5. people with forestry, climbing etc, should go into leader of the party as soon as you go into the right situation.
6. Collect all potions receipts you can, so a pen and a notebook are also a must.
7. two pairs of footwear per character for long journeys (they wear out). Walking without it is just much slower and begging for disease
8. disease spreads and turns into a chronic form (which is a pain, and can lead to permanent stat decreases IIRC). If you don't have the resources and are near a city with a medic/temple, go before it turns chronic)
9. Some things i probably forgot
As for the cure part; have a character with high forestry or herblore (or whatever they called it) search for herbs on each campsite (you can set up a schedule that you won't have to change until you find a random encounter, just press a button to continue.)
Magic items are not identified in any way (most look exactly the same). So to figure out if you should bother checking for a magical aura, you need to be on the lookout for the harder, preset fights.
After they "aura checked", in BoD they are not marked as "magical" too - mildly annoying.
Spell names are not self explanatory, a kind of pig-latin, so it's a good idea to have the manual handy to figure that out until you memorize them.
Transversallis is the most useful spell to make you not go insane in towns and dungeons (teleport to already explored parts).
The first fight against a "enemy type" gives exponentially more experience than subsquent ones. So it's to your advantage to avoid fights with those enemies until you find the most over the top encounter you can, 20*2000 is better than 2*2000 after all.