I suspect most RPG veterans will find this to be true. And each dungeon does have an easy mode if you just want to get on with it - it’s actually called “Normal,” but I found it to be so unchallenging as to make combat feel pointless, and treated the “Heroic” difficulty as the default. Most of the time, there are enough optional bosses and side areas with XP to be earned that you’re not simply killing random monsters for hours on end, anyway. The necessity of grinding for levels in between story beats isn’t obnoxious, but it is one of the only somewhat outdated-feeling elements carried over from classic JRPGs. RPG veterans should skip Normal difficulty and go straight to Heroic.Encounters reset when you rest at an inn, which I often found necessary since the middle act tends to throw you into dungeons you’re not yet the appropriate level for if you just take the shortest path from A to B. ![]() And defeated encounters disappear from the environment, so you won’t be stuck in an endless stream of combats when you’re trying to solve a puzzle. You can’t really bypass combat entirely, but it’s rare to be surprised by a foe you’re not expecting. Enemy groups in dungeons are represented by a character model that moves around and can be avoided if desired. Random battles are thankfully absent, with enemy encounters taking place at clearly-marked nodes on the overworld map. You have to know when to be conservative and build up overcharge before cutting loose, and when to pull out the stops and burn through your mana to get the job done. It adds an interesting tactical layer to action choices and resource management, cleverly integrating a concept from action RPGs like Diablo into a turn-based system. It can be used in place of mana, and certain abilities reward you for spending a lot of overcharge at once. Combat revolves around the concept of overcharge, a resource that is generated by weaker attacks and sits on top of your mana bar. For these, sit back and enjoy.Overcharge adds an interesting tactical layer to action choices.Mechanically, the influence from late ‘90s Final Fantasy and its ilk is clear, though with enough surprises and new ideas to let it sidestep a lot of retro JRPG problems. Truly key story moments will be depicted in gorgeous, traditional 2D animation from Powerhouse Animation Studios, the studio that created the animated Darksiders cutscenes. Discovering these will both provide deeper insight into the mysterious Lost Vale, and also reward lore points, which are used to upgrade the heroes' different abilities. Non-linear story driven by the discovery of lore on items, landmarks and secret elements in the world. ![]() Use each hero's unique dungeon skills to survive. ![]() Expect the unexpectedĪction oriented, randomly-generated dungeons loaded with traps, puzzles and secrets. Old-school combat inspired by the console RPG greats, with a unique two-tiered mana system and turn-based initiative, featuring random buffs and debuffs on initiative slots. Explore an overworld presented in classic form (and in real time), peppered with hidden dungeons, rare bosses and randomly appearing friends and foes, as well as a useful arsenal of Dungeon Abilites for every character.
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