Destiny Fantasia
KEMCO Holiday Sale #6. Played in 2017. Published by WorldWideSoftware.
You're a humble lad living in a humble village with your grandmother. There's a mysterious shrine in the caves behind the village, but nobody cares much about that. Then, after you go to the big city to find work, your home village is destroyed by a warmongering empire, and emissaries of a strange cult spirit you away and reveal what the shrine already knew: You're the heir to an ancient power that might save the world.
This is by WorldWideSoftware, the same developer that brought us Adventure Bar Story and plenty of other KEMCO games. As noted earlier, their plots are decent and systems moderately interesting; but their translations are some of the worst.
The character advancement is randomize/piecemeal: Rather than gaining levels, you gain stats after battle, SaGa style. It's clearly influenced by the 16-bit SaGa games, because the text boxes when your stats increase are exactly the same. Skills, on he other hand, are attached to weapons and you need to acquire enough AP (from battles) while they're equipped to learn the skills permanently. Unlike SaGa, however, you gain stats and skills quickly enough for their to be a reasonable difficulty curve, and there don't seem to be any anti-grinding features in place.
There's a bunch of IAP story content, but you only get 1 IAP point for every 20 battles, so unlocking it without paying isn't really feasible. (It irritates me to pay for the game, and then also have additional paid content within it, but I realize that's a meaningless complaint at this point in time.) As I only had 24 IAP when I finished the game and new story content is 100 apiece, I obviously didn't play it. The game was perfectly fine without it.
The translation is clearly the weakest part of this—the dialogue is clunky in places, the names are kinda dumb (I can't help but wonder if “Crag” was supposed to be Craig—though he's “Clag” in the credits!), and there are a few lines (like Spirit's counterattack) that are still in Japanese.
The dungeons have actual mazes, long branches, and puzzles. There are several mine-cart puzzle areas and an ice cave; plus several areas where you need consumables to see or avoid damage. Granted, it appears that many of the dungeons are technically optional (“Hey, look, ruins!” “We could test our strength here.”) but the difficulty curve pretty much assumes you're going to do them just because they're there.
Hidden through the game are “Crest Orbs”, an equivalent to Small Medals or other collectibles. I had to resort to the internet to figure out where to trade them in: You need to take the submarine into the lake near Noname Village. You can also go around the back of that hut to find the name-changer and the guy who trades even-more-hidden Crest Emblems for the ultimate weapons.
Overall: A perfectly respectable 10-hour jrpg. The story is fun once you get past the terrible translation and the difficulty level is generally just right. Upper-tier KEMCO game.
KEMCO Holiday Sale #6. Played in 2017. Published by WorldWideSoftware.
You're a humble lad living in a humble village with your grandmother. There's a mysterious shrine in the caves behind the village, but nobody cares much about that. Then, after you go to the big city to find work, your home village is destroyed by a warmongering empire, and emissaries of a strange cult spirit you away and reveal what the shrine already knew: You're the heir to an ancient power that might save the world.
This is by WorldWideSoftware, the same developer that brought us Adventure Bar Story and plenty of other KEMCO games. As noted earlier, their plots are decent and systems moderately interesting; but their translations are some of the worst.
The character advancement is randomize/piecemeal: Rather than gaining levels, you gain stats after battle, SaGa style. It's clearly influenced by the 16-bit SaGa games, because the text boxes when your stats increase are exactly the same. Skills, on he other hand, are attached to weapons and you need to acquire enough AP (from battles) while they're equipped to learn the skills permanently. Unlike SaGa, however, you gain stats and skills quickly enough for their to be a reasonable difficulty curve, and there don't seem to be any anti-grinding features in place.
There's a bunch of IAP story content, but you only get 1 IAP point for every 20 battles, so unlocking it without paying isn't really feasible. (It irritates me to pay for the game, and then also have additional paid content within it, but I realize that's a meaningless complaint at this point in time.) As I only had 24 IAP when I finished the game and new story content is 100 apiece, I obviously didn't play it. The game was perfectly fine without it.
The translation is clearly the weakest part of this—the dialogue is clunky in places, the names are kinda dumb (I can't help but wonder if “Crag” was supposed to be Craig—though he's “Clag” in the credits!), and there are a few lines (like Spirit's counterattack) that are still in Japanese.
The dungeons have actual mazes, long branches, and puzzles. There are several mine-cart puzzle areas and an ice cave; plus several areas where you need consumables to see or avoid damage. Granted, it appears that many of the dungeons are technically optional (“Hey, look, ruins!” “We could test our strength here.”) but the difficulty curve pretty much assumes you're going to do them just because they're there.
Hidden through the game are “Crest Orbs”, an equivalent to Small Medals or other collectibles. I had to resort to the internet to figure out where to trade them in: You need to take the submarine into the lake near Noname Village. You can also go around the back of that hut to find the name-changer and the guy who trades even-more-hidden Crest Emblems for the ultimate weapons.
Overall: A perfectly respectable 10-hour jrpg. The story is fun once you get past the terrible translation and the difficulty level is generally just right. Upper-tier KEMCO game.