First off, the final straw was a game destroying bug, I found the explaination for the thing that finally made me rip this off my harddrive on the forum of that other game selling site, Untill then I had clunky controlls that I haven't seen in a long time (20 years, give or take a month), endless running around, some dragon that appears on the map every now and then and kills your party if you aren't running out of his path of firebreath fast enough, which means you reload. One time he appeared right next to a quest-NPC, unreleated to him btw. I even killed the dragon as aprt of a quest, he keeps flying anyway. You have 4 slots in your group, but often enough you need to switch them out since a dungeon needs you to have a certain class of the 10 classes in your group, an you can only switch at your homebase. You can upgrade the buildings at your homebase, but be careful, on of the upgrades will block one of your exists, no problem, you have three other, but it's gives you a picture of what you are getting into. I really tried, but in between managing 1000 different ressources, trying to get the equipment transfered to the many characters you could play and searching for something useful in the pile, that bug I mentioned finally made me quit.
This was one of the most depressing stories I ever played, I go by the description above: Explore the vast and beautiful world of Orcanon It's not ugly, but calling it vast and beautiful is a bit of a stretch. We have our typical regions, like deserts and swamps, we get the obligatory sewer level out of the way quickly. Once in one region, there is almost no variety in the region itself, just mxing the same background over and over again A grand tale of fate and sacrifice You learn that all the characters you play will die in three month and are choosen to be the protectors of harmony, a state the world is in because all the different races are drugged by a special fruit to be less aggressive. It's more a tale of, who thought this is a good idea, and leads to most of the depressing parts of the story A rewarding turn-based combat system While I never really felt the risk to loose, I pushed the same buttons again and again to slowly see some meaningless opponent die in slow motion. The idea is to hit opponents with an element they are weak against, which you may or may not find out by trial and error, or scanning the opponent with a spell...which every opponent it would be useful against like mini bosses and real bosses are immune against Meet an unforgettable cast of characters Yeah, I would say something about that, but it seems I already have forgotten almost everything about these stereotypes. Whatever, they are all dead now, their job was to be a protector for 3 years and then die from the power they've been granted to do said job A hand-drawn adventure crafted with skill and passion Hard to judge about the passion. They use the zodiac signs and classic elements like fire, water, earth and air, added lightning and ice, and mixed it in a way that could either be called extremly creativ or lazy chaotic, take your pick. The races were some fish, bird and lizard people, some cat like creatures and humans All in all, the game is boring and predictable
This is a rather short game, I mean I finished it in two days of casual gaming. It's a series of turn based strategic encounters on small maps with your little squad of three. I call it strategy game, but it's strategy and chance mixed by the RNG factors. RNG is in two way responsible for the end result, on the one hand your attacks, heals and other actions are done by cards, and your characters can only have 7 at a time. So even after you sort out the useless purple support cards, and push most of the yellow buff cards away too, even with your trimmed deck you still can end up without anything useful on hand. The second layer of RNG is a set of dice that give you various extra features, like extra damage, extra defense, help you draw new cards ot trigger a special bonus on your card. I'm pretty sure the amount of opponents with 1-4 Health because of poor dice throws is a little to constant to be purly random. Every round you get them and even though you are able to rethrow two of your dice, those 1HP opponent are meant to stay. That's what you get when your random factors take over your strategy game. The story is, how would you describe it without to many spoilers, dark background fluff? There isn't much story, and what we get is rather depressing. It's impressive how they still managed to leave some lose end in a story that sketchy. Aside from our protagonist, most other characters are not very developed, (guess since most of them die anyway, I guess the writers just didn't see any reason to bother). I think this had more potential than the end result we got, the story would have needed more room to breathe, and a "bigger" game around it.
This game trys to be a JRPG, yet everything feels more like an asia grinder that forgot the MMO part. The characters are not very good, I think they have the elements to be interesting characters, but the presentation makes it hard to think about them as more as chesspieces. The story is rather dull as well, and we spent long distances of the game running around doing hunt quests and fetch quests, and the occasionally meaningful quest that trys to give this world a little life and depth. Even those just don't work out since, they all miss the final punch, or a suitable follow-up. Maybe those will be added in the future, maybe not, I won't find out, I played through the game and won't do it again. The world is looking kind of interesting at first, but that feeling goes away rather fast, since the variety is rather small. What this game is lacking, is a soul, you are walking around kind of aimlessly (well you can follow the little yellow dot to the next main quest location), you try to play the game, and it just won't let you. After finishing it, I was really diappointed with the ending as well, and they sequal bait? Not interested...
I played the first part old North 6 times, once for every character, it was said we can import our saves and decisions. Would be hell of a lot better because after all that time I really had a hard time to remember my decisions, because that's what we get, asked about some key moment about a year I played years ago The art is still great, but I have to say, they more or less used the same places, the same setup, the art couldn't have been the reason this took forever. The story is the real downer, so the 6 have stopped a madman to kill a pregnant woman, and just because she was pregnant with a bastard child they get punished. Wonderful, my kind of justice. The ending was so toxic, I really hope the people who created this will not wrtihe anything else. There were some smaller graficbugs, my mouse was MIA ever so often, the fights are unbalanced, either way to easy, or at one map in the game, way to hard. If you played part1, this is at least closure, if not, well, stay away.
Now this is a very basic city builder, and every round feels the same, just one new thing added on top, if you played anno 1604 on the Commodore 64...you would have found more developed gameplay. Your city is not able to develop without trade, some stuff will only be available if you buy it. You need that stuff to reach the map requirements. Since it's all about reaching the stage were you can trade for the final goods, you will have longer rounds, all you do is repeat the basic work leading to the "end game" Since there is nothing happening in the meantime, the game can get pretty boring. You pretty much look at the map, have an idea how the finished city would look like, start building your first basic ressource production and housing, and just build those monuments to gain the prestige needed to get trade ready. This part is entertaining enough for the first three rounds, after that it gets tedious There are so many things I find ridiculous and show just how little thought was put into this: Your peasents tier1 upgrades need milk and bread, tier2 needs water...yeah, that just seems wrong. You need to connect your buildings to the street, don't worry, aside from the houses that need a connections to the edge of the map, everything else is fine as long as there is any road fragment connected to the building, it doesn't need to be connected with anything else to satisfy the game, have some isolated farm, connect is with an isolated storage, and who knows how your workers ever got there. Workers have to carry any ressource from production to a storage and from there to the workshop or the sales station, and their really tiny range is the thing that's really limiting you all the time. The only way to get money is through trade, no taxes in a city like this. So you need to get your trade started at some point or you run out of money. Overall, there isn't much going on here, it just feels like burning time.