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#dust an elysian tail would've been an okay beat 'em up game; adding the most lackluster 'metroidvania' elements possible just made it worse
cthulhubert · 3 months
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Catching the Record of Lodoss War OVAs on some channel's "animidnight" block was a formative experience for young me, and its design choices were scarred into my mind as the fundamental fantasy aesthetic. Which, uh, didn't exactly make me an odd one out anywhere because it hews closely to the ISO fantasy mold (and indeed helped make the mold).
"Record of Lodoss War" (I'm using quotes to indicate the literal phrase) is one of those odd-ball translation choices that ended up being iconic, just ever so slightly nonsensical, it stuck in the minds of kids like me that watched it young. A transliteration of the Japanese is Lodoss-tou Senki. -tou just means island; "senki" could credibly be translated as (and this may shock you) 'war record'. It's a specific term in Japanese that refers to the record an officer or attached scribe kept of the battles a military force took part in ("battle chronicle" is also a good translationand by metonymy is used for "military history"). As you might imagine, it's still popular in manga and novel names.
It started out as, not quite a novel, but a "RePlay", a record of the events of a table top RPG campaign, published in a magazine (Comptiq focused on computer games, but apparently content was content, and Lodoss got hugely popular). The mid-eighties predecessor to Critical Role, basically. It did really well, which makes sense, given that the dungeon master and the players were all published writers (the DM would publish what's called the first domestic Japanese high fantasy novels, Rune Soldier, in the same setting). It started out in D&D, but would also be played in Tunnels and Trolls and RuneQuest. In 1989, they ended up publishing their own set of rules, called Record of Lodoss War Companion, and later, Swordworld RPG (2.5edition came out in 2018!).
A series that was inspired and distilled a lot of the concepts that were and would remain popular in high fantasy settings in both Japan and America and then probably inspired another generation of iterations when the anime came back to America.
Some day maybe I'll watch the anime again, it finally got an English Blu-Ray remaster in 2017. I've read the manga and some of the novelizations in the mean time and, to be honest, they were pretty middle of the road, nostalgia notwithstanding.
Thank you for reading my ramble that was intended to be a short introduction to a short video game review.
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A 2D exploration platformer with RPG elements (levels, stats, different bows and weapons to equip).
Briefly: a beautiful game. No flaws, but nothing that stands out either.
This game is beautiful. If you like the pixel aesthetic at all, I think you'll also love it. Critical hit in my visual sensibilities. It looks like Symphony of the Night looks in my nostalgia painted memories. The only note: it doesn't exactly take any risks, design wise, but if it did, that wouldn't be very true to the source material would it?
The music works.
Combat is pretty fun, if a bit easy. There are seven elements, you get wind and fire options for your basic attacks, and spells and special bows for the rest. Swapping elements changes your resistances too. The different types of weapons (long sword, knife, two-handed, spear, and throwing) offer some variety, as do the attractive designs. That said, for a melee based game like this, I prefer slightly more technical and challenging combat. Hollow Knight's a good example of my sweet spot, and Blasphemous is also well in my strike zone.
Movement is basically okay. You have to feel like a badass when you leave an after image trailing behind you. The wind element comes with the ability to hover (move slowly in mid air at up to your maximum jump height above ground or water), and they do a couple fun things with that. Other than that, it's all pretty straight-forward, which is a little disappointing.
They do some fun occasional fun puzzles with the archery.
Individual room design was fun sometimes, but the overall map design was lackluster. Yet another victim of the trend where leadership says, "Adding metroidvania tag increases sales, so do it," and design can only respond, "If we take a linear game, fold the map up in a spiral, and occasionally make you back track, that makes a fun exploration experience right?" It's been done worse but it's still not great.
This sort of game tends not to have a lot of story, but what there was was pretty good. One of those cases where the writers have a "twist" in mind, but did not intend for the player to be confused about it at all, just the character. The dramatic irony still makes the pay off satisfying.
It took me about 12 hours to 100%. It's on PC for 20$, which might be worth it. The Switch and PS4 versions are full price games, which is faintly baffling for a game so short, no matter how pretty and nostalgic.
And that's why I've shared so many words with my dash over what's ultimately a decent game; because of the anchor its series dropped in my heart in childhood.
Thank you for reading.
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