Kinda surprised noone started a thread on this...well, here is it.
I must say that I got the game without knowing how it played or what was all about, except for its art style. I was quite charmed by the graphics, the sounds, and how all characters spoke in rhymes...and then, first combat: turn-based, and suddently numbers, percentages, equips, and elemental weakness break the illusion.
Can't say that I would have preferred something without interruptions when fighting enemies, or without any fights at all, but at least the combat system takes a couple of hints from Grandia and add some CoL-specific mechanics to the mix.
All fighters are set on an action bar, and they can input their command once they reach the beginning of the "act" section, and will perform the selected action once they reach the end of said section; if anyone is hit between this interval, its action is interrupt and it's pushed back on the action bar.
Enemy actions can be slowed down by positioning the wisp accompanying Aurora, the main character, and have it shine light on them; outside combat, the same wisp is used to open chests, collect coloured spheres to heal characters, and solve the occasional puzzle.
Early in the game Aurora gets the ability to fly, and it's nice to see that the game doesn't limit this ability to few areas, but builds the world on the idea that the player will take full advantage of this ability. In fact, aside touching ground when opening chests, I haven' walked once since Aurora got her wings.
The game is a joy to see and hear, even if the sounds are minimal at best. It is however very easy, you get a lot of potions, as well as a second character with healing skills early one, but I've never found use for healing items or spells: after combat, it's easy to find a tree branches holding several coloured spheres, and even during battles you have the chance to collect those, albeit a limited number of times.
I must say that I got the game without knowing how it played or what was all about, except for its art style. I was quite charmed by the graphics, the sounds, and how all characters spoke in rhymes...and then, first combat: turn-based, and suddently numbers, percentages, equips, and elemental weakness break the illusion.
Can't say that I would have preferred something without interruptions when fighting enemies, or without any fights at all, but at least the combat system takes a couple of hints from Grandia and add some CoL-specific mechanics to the mix.
All fighters are set on an action bar, and they can input their command once they reach the beginning of the "act" section, and will perform the selected action once they reach the end of said section; if anyone is hit between this interval, its action is interrupt and it's pushed back on the action bar.
Enemy actions can be slowed down by positioning the wisp accompanying Aurora, the main character, and have it shine light on them; outside combat, the same wisp is used to open chests, collect coloured spheres to heal characters, and solve the occasional puzzle.
Early in the game Aurora gets the ability to fly, and it's nice to see that the game doesn't limit this ability to few areas, but builds the world on the idea that the player will take full advantage of this ability. In fact, aside touching ground when opening chests, I haven' walked once since Aurora got her wings.
The game is a joy to see and hear, even if the sounds are minimal at best. It is however very easy, you get a lot of potions, as well as a second character with healing skills early one, but I've never found use for healing items or spells: after combat, it's easy to find a tree branches holding several coloured spheres, and even during battles you have the chance to collect those, albeit a limited number of times.
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