This Ive updated to ios 6 on my 4s and now I have crashes when trying to search my purchased games and some lagginess on the store so im not putting my poor ram handicapped ipod 4 trough that.
Altus didn't make Demon's Souls, you know, and it wasn't even published by them in Japan, the rest of Asia, Europe or any country in the world apart from two. It was made by From Software and published by Namco Bandai in most of the world. You can tell it isn't made by Atlus because it doesn't look like a PS1 game and isn't a grimdark version of Pokemon. Just had to point that out 'cause it was kinda bugging me for some reason.
It's sad, Altus made some really good titles in the SNES days too. Talk about a company that lost their sense of vision.
Today's daily reward is 5 soulstones! It will refresh in 7 and a half hours so get it before it's too late!
Ok, I am bit late with my initial impressions for this game, but I was busy with family stuff, being sick and also wanted to take a deeper look into the game. First, thanks for the promo code, Lakoo! I really like the game and I am enjoying it alot. It's not as fast-paced as other RPGs of that kind, but that good and quite refreshing. I like the art style, especially the level of detail of your surroundings. Rhe graphics are above standard. The music is nice and the combat system works just fine. I love to experiment with the different monsters I caught. I think the point where this game really shines is that the characters really grew on me. The are memorable, especially because Spoiler of the love story that unfolds between the two main protagonists. That is something you don't see everyday in games like this. Even more because your choices have influence on this. So, I am having a good time with this game and can recommend it without hestitation.
I have a hard time liking this game, or seeing what about it people enjoy. The graphics, while colorful, stutter by with a slow frame rate, which makes the minimal animation all the more apparent. You see, if the number of frames of animation is small, one can get away with the semblance of fluidity by shortening the amount of time that they cycle. Sure, this means the game would move fast, but that would actually be a benefit considering the wonky pacing the game already employs. Otherwise, the animation will jerk and stutter, and it does so here to a fault. But what about the art design? Let me answer that by asking another question: how do your eyes feel after staring at a rainbow for an hour? The effort to separate multiple colors from their neighbors induces strain over time. How does one combat this problem? Either by implementing color theory, which this game has a little but not enough, or by washing out the colors so that there is less overall color to strain over. This game does the latter more often than not, which helps handle the wildly colorful environments, but I can't help but feel that it was a cop-out to better environment and color design. And then we get to the story. I counted at least two deus ex machinas within the first few minutes of play, with the promise of a third. Deus ex machinas only work when the info they reveal challenges the established norms, and the solutions they offer have a price. This game uses them as methods to move the main plot forward, which is a bad thing because it is a lazy way to structure a story. It makes the main character feel like little else than a messenger mule, and destroys any sense of investment in the game as a result. I do appreciate that more effort was given to the personality of the characters, but the character development feels inconsequential to the main story quests, which again kills engagement in the story. The gameplay is a little over-complicated and somewhat unexplained in terms of its more advanced mechanics, which clashes with the one-button-mashing affair of the core mechanics. For example, I had no idea one could equip any monster in any spell slot until I saw the stats for one of my monsters. I also saw no use for the charge attack, since getting hit interrupts the charge, which makes it too hard to use for too little benefit. Plus, the effort needed to max out your monsters encourages a mindless grind, which detracts from the main story quest line. At least I wasn't inundated with repetitive side-quests, but that is hardly a blessing. I also have issue with the soulstone system, since it limits completionists to a little bit of time each day to take advantage of the daily bonus, and encourages IAPs otherwise by the scarcity of the resource, which is far more insidious than popups or a button, due to how subtle it is. I have no idea about the audio; I make it a point to play with my iPhone muted so I don't disturb anyone. The end result is an uninspired, flat game with barely any personality of its own. Efforts to improve the characters are lost in deus ex machina territory, contained in a world that is bright yet paradoxically bland, despite the myriad colors employed. The sprite animations look cheap and are visibly so because of the slow frame rate. And, last but not least, barely any of this engages the player and little reason beyond "Just do it already!" is given for the player to care. 2/5 stars IMHO. Just to compare, I re-downloaded Crimsonheart, and it has none of the above problems. Crimsonheart has better animation, more bold color design that uses color theory in interesting ways, and a story that gives the main characters weight beyond the demands of the plot. The gameplay may be standard KRPG fare, but it is well-implemented, and does not swamp the player in complexities as they learn how to play. Crimsonheart, as a result, is not only vastly superior, but has something that many KRPGs lack: engagement, and plot-related reasons to care about the characters. I know I appear to be in the minority here, and this is all my opinion based on my short time with the game. Feel free to discuss it at your own pace. I wish the best for Lakoo, and hope that they consider what I pointed out. They may agree or disagree, but hopefully something can be learned from discussing these points. Sincerely, Mr. Album
Yeah... Picked this up but didnt like it much. So far, im enjoying the just-released EpicHearts more than this one, even if it doesnt match up to Crimsonheart or Master of Dungeon. I dont see what the others see in this one unfortunately.
Im sure it all boils down to opinion so im not going to answer that. Im going to think that you havent played Crimsonheart though.
No it don't mean what I said in bad way just would like to know so I can decide to buy it or not. Does it bring anything new to the ARPG?
In terms of gameplay? Not really. In terms of graphics? A bit. In terms of plot/story? A bit. I see Crimsonheart as the most polished KRPG on the App Store, in most every category I could think of. It isn't innovative, but it is very well-done. So the thing it brings to the table is much higher overall quality than its contemporaries IMHO.