Orstedd sets out to bring back his wife, which requires him to gather some party members who were able to defeat the Demon King in the past. Upon reaching the lair, something happens that will have an effect on all time periods and characters in the game leading up to this point. The characters then need to find each other to team up and figure out who or what caused the rift in time. Can the lapse in time be reversed, or will history be changed forever? Overall, each story was pretty interesting to me.
By this, I mean graphical quality sprite quality, tilesets, abilities. In terms of graphical quantity, Live A Live has plenty to offer! We have to consider the year that the game was released in, The one thing I really have to praise is the amount of variation in the tile sets. While the pre-historic chapter will mostly consist of greys for stones and browns for dirt, the near future consists of lush greens and corporate silvers. Each chapter seems to have a separate original artist too, so the art direction is also noticeably different with each new time period.
The RPG mechanics are only really brought out in just a few of the chapters in the game. You start a chapter as a new character and go through their story until you defeat the chapter boss, then you select a new chapter and repeat.
Live A Live uses a grid-based combat system mixed with turn-based combat. You move around the map in order to line up your attack range to hit mobs, while trying to position yourself out of enemy range as to force the enemy to move instead and avoid getting attacked until your next turn. This is really nice, as the battles themselves take quite a bit of time, so not needing to recover after each fight helps keep the pace moving along.
Characters level up each time they gain EXP. After that you can keep leveling, but they only seem to gain a bit of HP and stats. This chapter contains a hidden superboss, by the way, so powering up as much as you can is a very good idea.
Defeating the superboss gives you a chance to find a really powerful accessory, which can be brought over to the final chapter of the game and equipped on any character. All conversations are conducted using emojis. I actually felt a little sad when this chapter ended, as I was having so much fun with it…but in the end, Pogo learns his first word!
The Master and Lei fighting a rival martial artist. The gameplay in this period is basically Pre-historic lite when it comes to RPG mechanics. This chapter mostly consists of fighting one on one with your disciples in order to increase their stats after each battle. This chapter finally introduces text dialog all chapters from here on out will.
Secret doors for days and backtracking for days. This chapter also has a few hidden superbosses that drop nice weapons and accessories, but getting to the levels required to beat them will take a very long time. Enemies in this chapter are worth very little EXP per fight, so leveling up to to kill the bosses will take 2x-3x longer than the actual length of the chapter itself.
Oboromaru running through that nightmare of a castle. Each time Oboro kills someone, a kill count is displayed at the top of the screen. There are enemies in the castle yes, that means pretty much battles if you want to get all kills , and the game gives you items based on whether you can complete the chapter with 0 kills or with all kills. With the obscene amounts of running back and forth and forced fights, it took me probably hours to finish.
These traps will then be set and used against the incoming Crazy Bunch. Sundown searching town for some trap materials. This chapter is fairly quick. If you take your time and wait for all 8 bells to ring while searching for trap materials, this chapter will probably take you about an hour. If you go hard-mode and talk to the bartender in order to skip the 8 bells and start without any traps, you can probably finish in about 30 minutes.
You choose an opponent, hear some pregame trash talk, and then fight that character. After beating them, you return to the opponent selection screen and repeat the process until all 6 opponents are defeated.
After that, the final boss just suddenly appears and you fight him. Masaru will have to get hit by skills first before he can learn to use them himself. So the only way to progress is to fight enemies in order of ability-usefulness.
Party recruitment, leveling up, and equipment crafting aplenty. Crazy combination. Knife wielding gangster and…RC cars? The progression is fairly straight-forward. Most problems are solved by combat in this chapter, so leveling up Akira early on will speed things up quite a bit. Instead of an RPG, the game suddenly becomes a survival-horror game out of nowhere. This chapter drags on for quite a while.
This chapter also requires quite a bit of leveling to be able to actually make it past all of the mini-bosses towards the end, so the length of this chapter was probably about 3 hours for me. The soundtrack in Live A Live is quite good.
Again, with the variety in time periods, this also leads to a variety in musical-style and instrumentation. Next is a guilty pleasure of mine. Finally, we have the theme for the final boss in each chapter. Definitely one of my favorite boss themes on the SFC, and maybe even one of my all-time boss themes!
Live A Live was a game that had me looking forward to all of the new songs during each chapter change! I highly recommend Live A Live to anyone who has the ability to play it. I can truly only think of a very few minuses. The first one being the grid-based combat RPG. My final party Sundown, Akira, Pogo, and Cube grinding levels. This particular fight actually does allow you to break down the blue guys if you kill the red one first…made a liar out of myself.
I was able to look past the grid combat, but this could potentially be a deal-breaker for some players. Another minus for me was that leveling up in the final chapter was ridiculously slow. Comparisons have been made between Lovecraft's Great Old Ones and the boss encounters seen in many survival horror games. Themes of survival have also been traced to the slasher film subgenre, where the protagonist endures a confrontation with the ultimate antagonist.
Inspired by the Japanese only stealth game Manbiki Shounen Shoplifting Boy by Hiroshi Suzuki and the sci-fi horror film Alien , the gameplay of Nostromo involved a player attempting to escape a spaceship while avoiding the sight of an invisible alien, which only becomes visible when appearing in front of the player. The gameplay also involved limited resources, where the player needs to collect certain items in order to escape the ship, and if certain required items are not available in the warehouse, the player is unable to escape and eventually has no choice but be killed getting caught by the alien.
Another early example is the Atari game Haunted House. Gameplay is typical of future survival horror titles, as it emphasizes puzzle-solving and evasive action, rather than violence. Gameplay also incorporates item collection and inventory management, along with areas that are inaccessible until the appropriate item is found.
Because it has several features that have been seen in later survival horror games, some reviewers have retroactively classified this game as the first in the genre. Malcolm Evans ' 3D Monster Maze , released for the Sinclair ZX81 in ,  is a first-person game without a weapon; the player cannot fight the enemy, a Tyrannosaurus rex , so they must escape by finding the exit before the monster finds them.
The game states its distance and awareness of the player, further raising tension. It was a solar-powered game with two LCD panels on top of each other to enable impressive scene changes and early pseudo-3D effects. The latter half of the s saw the release of several other horror-themed games, including Konami 's Castlevania in , and Sega's Kenseiden and Namco 's Splatterhouse in , though despite the macabre imagery of these games, their gameplay did not diverge much from other action games at the time.
It has open environments like Dragon Quest and real-time side-view battles like Zelda II , though War of the Dead departed from other RPGs with its dark and creepy atmosphere expressed through the storytelling, graphics, and music.
The game also has a limited item inventory and crates to store items, and introduced a day-night cycle ; the player can sleep to recover health, and a record is kept of how many days the player has survived. However, the game often considered the first true survival horror, due to having the most influence on Resident Evil , was the release Sweet Home , for the Nintendo Entertainment System.
Unlike most other early games in the genre, it featured a science fiction setting inspired by the film Alien , but had gameplay that closely resembled later survival horror games in many ways. Travis Fahs considers it the first to achieve "the kind of fully formed vision of survival horror as we know it today," citing its balance of action and adventure, limited ammunition, weak weaponry, vulnerable main character, feeling of isolation, storytelling through journals, graphic violence, and use of dynamically triggered music - all of which are characteristic elements of later games in the survival horror genre.
Despite this, it is not likely a direct influence on later games in the genre and the similarities are largely an example of parallel thinking. In , Infogrames released Alone in the Dark , which has been considered a forefather of the genre.
Graphically, Alone in the Dark uses static prerendered camera views that were cinematic in nature. Although players had the ability to fight monsters as in action games , players also had the option to evade or block them.
Both the player character and the environment are rendered in polygons. The player can switch between three different perspectives: third-person , first-person , and overhead. In a departure from most survival horror games, Doctor Hauzer lacks any enemies; the main threat is instead the sentient house that the game takes place in, with the player having to survive the house's traps and solve puzzles.
The sound of the player character's echoing footsteps change depending on the surface. In , WARP 's horror adventure game D featured a first-person perspective, CGI full-motion video , gameplay that consisted entirely of puzzle-solving , and taboo content such as cannibalism. It features up to nine different possible endings. The term "survival horror" was first used by Capcom to market their release, Resident Evil.
The success of Resident Evil in was responsible for its template being used as the basis for a wave of successful survival horror games, many of which were referred to as " Resident Evil clones. These Clock Tower games proved to be hits, capitalizing on the success of Resident Evil while staying true to the graphic-adventure gameplay of the original Clock Tower rather than following the Resident Evil formula.
Much like Clock Tower and later Haunting Ground , the player characters in Corpse Party lack any means of defending themselves; the game also featured up to 20 possible endings. However, the game would not be released in Western markets until This game was reportedly so scary that the developers had to release several patches adding multiple difficulty options, and the game was slated for localization in but was cancelled.
Building on its previous success in Korea and interest, a remake has been developed in In , Capcom released the successful sequel Resident Evil 2 , which series creator Shinji Mikami intended to tap into the classic notion of horror as "the ordinary made strange," thus rather than setting the game in a creepy mansion no one would visit, he wanted to use familiar urban settings transformed by the chaos of a viral outbreak. The game sold over five million copies, proving the popularity of survival horror.
It was followed by a more action-based sequel, Parasite Eve II , in Konami 's Silent Hill , released in , drew heavily from Resident Evil while using real-time 3D environments in contrast to Resident Evil' s pre-rendered graphics. Fatal Frame from was a unique entry into the genre, as the player explores a mansion and takes photographs of ghosts in order to defeat them.
Western developers began to return to the survival horror formula. Overall, the traditional survival horror genre continued to be dominated by Japanese designers and aesthetics. In , Resident Evil 4 attempted to redefine the genre by emphasizing reflexes and precision aiming,  broadening the gameplay with elements from the wider action genre. The original genre has persisted in one form or another.
The release of F. This Wii effort was, however, considered by most reviewers as a return to form for the series due to several developmental decisions taken by Climax Studios. Examples of independent survival horror games are the Penumbra series and Amnesia: The Dark Descent by Frictional Games , Nightfall: Escape by Zeenoh, Cry of Fear by Team Psykskallar and Slender: The Eight Pages , all of which were praised for creating a horrific setting and atmosphere without the overuse of violence or gore.
The Last of Us , released in by Naughty Dog , incorporated many survival horror elements into a third-person action game. Set twenty years after a pandemic plague, the player must use scarce ammo and distraction tactics to evade or kill malformed humans infected by a brain parasite, as well as dangerous survivalists.
Five Nights at Freddy's released August 8, , is a survival game taking place in a pizzeria with possessed animatronics. Shinji Mikami , the creator of the Resident Evil franchise, released his new survival horror game The Evil Within , in Mikami stated that his goal was to bring survival horror back to its roots even though this is his last directorial work , as he was disappointed by recent survival horror games for having too much action.
The game updated the concept of a single un-killable villain chasing the protagonist throughout most of the game, requiring the player to use stealth to proceed and received high praise for its AI, art design and faithfulness to its source material.
The game is an interactive drama in which the player controls multiple characters and features a butterfly effect system in which the player's choices can change the story and may dictate who survives the night. All playable characters can survive or die, depending on the choices made. Players explore the environment from a third-person perspective and find clues that may help solve the mystery.
In , Resident Evil 7: Biohazard , focusing on a return to survival horror for the series after several previous action-oriented entries, was released by Capcom. It utilizes a first-person perspective and encourages resource management and puzzle-solving. From Wikipedia, the free encyclopedia.
For the game mode, see Survival mode. For the genre, see Survival game. Subgenre of action-adventure video games. List of battle royale games List of beat 'em ups List of fighting game companies List of fighting games List of first-person shooters List of freeware first-person shooters List of third-person shooters List of Shoot 'em up game companies List of survival games List of gun games List of maze video games List of platform games.
Spectrum Computing. Retrieved 11 June Action Horror". Retrieved 10 September Archived from the original on 21 July Hand In Steffen Hantke ed. Horror Film. Press of Mississippi. Archived from the original on Retrieved In Perron, Bernard ed. ISBN Fundamentals of Game Design. Prentice Hall. Level Design for Games. New Riders Games. University Press of Mississippi.
SMG Szczepaniak. CRASH 5. Edge
Build a Pyramid: This target is given to you by Lulu, as this is a large build it is done in 3 stages and uses 3 blueprints. It seems the residents you brought back from Khrumbul-Dun could be mind readers as they know about this build. They are also extremely organised and place a chest down with all the items needed for the pyramid.
Once the first blueprint is in place they get to work building it. Keep an eye on the chest in case you have to craft items that may be running low for the building of the pyramid. Talk to Lulu after each level of the pyramid is finished and to start the next level. If you wish you can destroy the Pyramid after the target is completed and build what ever you want in its place. Build an Oasis: Make sure you have clean water in the Bottomless Pot, equip it and you can use the area you are pointed to by the NPCs or else where in Scarlet Sands if you prefer.
Wrigley the worm will give you some Worm food to make some areas of green around the oasis close to the water. You need at least 15 rooms built to complete this target, bathroom, bedrooms or any off the rooms you have previously learnt how to build will do. Optional Build Rooms of Different Ambience: There are 6 different Ambiences in Dragon Quest Builders 2 these are shown on the right hand top corner of the info icon when looking at items in your inventory.
To complete this target either use rooms you have already built by adding items that will give ambience to the room that match the wall and floors ambience as the walls and floors blocks also count toward increasing the ambience of a room or build 6 rooms new rooms if you wish. I completed this target by going to the beach and picking a dry area on the beach near the dock and removing blocks to make a room underground add a door and once the room registers with the game the target is completed.
Optional Build a Hotel: You can use the inside of the pyramid for this target if you wish. Optional Increase overall Fanciness: To increase the overall fanciness of a room the wall and floor are taken into account so using Silver or Gold blocks for floor and walls will add some fanciness by adding golden braziers and items that have silver or gold in them from the workbench.
The first target is to reach 25 fanciness and after it completes you then have to increase fanciness to After recruiting a Merchant you will need to build an item shop. Table x1, price tag x1, shop sign x 1 and any crate x2 are the items needed to make a shop. Place the price tag on top of the table and then press A to add an item to the price tag. This is an on going target and if possible it best to set it up as soon as you can and keep it stocked.
The merchant will sell the items and your sales will soon reach Story — 7. Disclaimer: My phone suddenly died before I could transfer all of the pictures I took while playing the game, so I could only go back and take pictures from the very end of the game. Very sorry for the lack of quality pictures this time around…camera settings also look like they need to be fixed…. Front cover of the Japanese version of Valkyrie Profile. I knew about the game since it was released almost 20 years ago, but I never saw any screenshots, nor did I really take a detailed look at the mechanics.
What I got instead was a 2d side-scrolling!!! RPG filled with puzzles!!! That said, anyone who is interested in Norse Mythology might still find the story slightly amusing. The overall story in Valkyrie Profile is vastly different depending on which Ending you get. Running up a never-ending staircase to the heavens to fight the final boss for the A Ending. Disc 2. All of the important things happen after the disc change! The two end up in a small meadow filled with beautiful flowers.
Suddenly, our main character in the game, Lenneth, wakes up in Valhalla. Disc 1. Basically just running around and gather Einherjar for Big Daddy Odin. Odin tells Lenneth that he has chosen her to be a Valkyrie, a goddess of battle. Odin assigns Lenneth the task of collecting Einherjar, the spirits of dead warriors, to fight for Odin during Ragnarok the last battle before the end of the world, to put it simply.
Lenneth attempting to make a spirit connection with a recently deceased character. With her newly assigned task, Lenneth is able to telepathically sense the deaths of people around the world. This leads to Lenneth determining whether or not the person is suitable to fight for Odin during Ragnarok. The main hook for the A Ending is the progression of Lenneth eventually finding out that she might have once been human. Her story unfolds as she starts to remember more and more about the things from her past.
A couple of kickass dudes. Playing through the game a bit, it suddenly dawns on you — all of your party members are already dead. Your entire list of party members are ghosts. The game and character side stories definitely provide a dark, grey feeling atmosphere, which is still rare even nowadays, but even more-so back in Character sprites are extremely detailed. All recruitable characters look completely different, aside from a few recolors most monster sprites are unique, and everything is beautifully animated.
Characters and monsters breathe, dodge, jump, and attack so fluidly, and all at a silky-smooth 60FPS bar cut-scenes to boot! A great example of what a typical town looks like in Valkyrie Profile. Dungeons look really nice for the most part.
Since I played Hard Mode, I had access to the most amount of dungeons, so I was really able to experience all of the variety that dungeons have to offer. For example, when you open a gate, the gate itself will swing up right there infront of you, but as an FMV. No screen swapping, or close-ups, nothing, just instead of a gate sprite moving, the area around the gate and the gate itself gets turned into a mini-FMV for like 3 or 4 seconds.
As far as I can remember, no other PS1 games that I played during my childhood had this, so it was really cool seeing it for the first time. A perfect example of button mashing, but still somehow getting the hit meter up to ! Lastly, while moving around the world map, the game transforms into a sort of Mode7-type graphical style. The map itself is very low quality, with towns and dungeons being represented with floating arrows instead of actual towns and dungeons.
I would have preferred if the game stuck to the 2d side-scrolling and somehow implemented the world map that way. Navigating flat maps is very easy! Multi-layered maps are a different story though…. The first thing that pops out at you when you start the game is that all movement across maps is done in a 2d side-scrolling fashion! This makes navigating the maps really simple — to zone into different areas you either run to the left or right side up the screen, or go into entrances using the up or down buttons.
Ice Crystals are used by pressing Square, and these crystals are used to make staircases and ladders out of thin air. Pretty much every dungeon has areas that are unaccessible without performing some certain Ice Crystal pattern to make your way to it. This would be fine except for the fact that you can only have 3 crystals active at one time. Shoot a 4th crystal and your 1st crystal shatters. One area specifically has a ladder, ontop of the ladder there is a beam with a small hole just off to the left of ladder where it looks like if you jump off to the left at just the right height and angle, you might be able to slip through.
Of course, though, you have to use the ice crystals to get to the top, by making a giant ice crystal 3 crystals shot on the same spot , break the crystal while ontop of it to get a kind of double jump effect, shoot a crystal sideways on the left side of that opening to make a makeshift platform, and then go back down and crystal jump again and hope you make it.
Not to mention, the crystals turn into ice fragments when they shatter, that you have to throw on top of pressure switches. You also have to use the crystals as mirror-type reflectors for laser beams to hit switches on ceilings on the opposite side of the room, often requiring reflections to actually hit the target.
These have to be placed at actual angles a beam hitting a crystals from 45 degrees will be reflected appropriately , too, so getting that exact pixel placement down is a hell of a way to spend half an hour.
Prepare to quit the game upon entering this place. Reading up, it seems that the dungeons in Easy mode Easy, Normal, and Hard all have different accessible dungeons, with Hard having the largest selection also seem to have much easier puzzles, but even those might be too much for me…. Next up on my list of complaints is the time-limit system. Entering a town takes up 1 period, while entering a dungeon takes up 2. Most chapters will have 3 or 4 recruitment scenes available in them, which will take up 3 or 4 periods.
The current chapter and amount of periods is listed at the bottom of the main menu. I will admit that I did have usually have a few periods left over by the time I got to the end of each chapter, and used the excess periods to heal up and proceed to the next chapter. Upon receiving your items, Freya will tell you what kind of fighters Odin wants your to send to Valhalla during the next chapter. Was actually thinking of rage-quitting and jumping to the next review. Combat in Valkyrie Profile is pretty fun actually!
Buttons are assigned based on position. So here, Square would make Lenneth attack, while X would make Aryuuze bottom, huge claymore wielding guy attack. By hitting one of the buttons, the character will run over to the enemy and start hitting them. You can press any combination of buttons at the same time too, which will result in all of your characters running up and hitting the enemy.
Depending on the damage and current status of the enemy, each successful hit will add a certain number to the Hit Meter differs based on characters, if they used two-handers, bows, magic etc. Filling up the meter past a certain point will let you do things like launching enemies up into the air, breaking guards, or staggering the enemy, which makes them lose their next turn.
If this special attack does enough damage to make the meter hit again, you can chain it into another special attack from another character. You can keep doing this until all 4 of your characters have used their attacks, which then puts the special attacks on a cooldown usually a few turns. A list of some of the items you can buy with Materialize Points more items unlock after chapter transitions. This makes it so hardest part of the game is pretty much the beginning, as things kinda get smoother after you get some permanent weapons.
An example of Attack and Passive Skills for Aryuuze. Surprisingly, all in English. Characters that level up after battles receive skill points, which can be assigned to the various skills in the game. Last thing I should mention is that Valkyrie Profile seems to have a decent post-game dungeon called the Seraphic Gate. I might be wrong, but I know you can get to some pretty ridiculous HP and Damage.
Progressing through the Seraphic Gate requires the player to have all 8 Flame Jewels, which are spread out and hidden throughout the game, so make sure to grab all of those because it seems like some can be lost permanently if not found before finishing certain parts of the game.
This pretty much sums up all of the gameplay elements that need to be listed. The music in Valkyrie Profile was okay. There were a few songs that I liked quite a bit, especially the boss theme. Nothing particularly bad as far as I can remember. The voice acting is pretty clear too, which is kind of impressive considering the amount of sound effects going off during battle. This is usually the song that comes before that cool boss theme.
Very busy! Even though I talked about how hard it was for me to pull through til the end, I still think I had quite enough fun in Valkyrie Profile. The battles and leveling up is what kept me interested the most. The 2d side-scrolling aspect was also unique — I personally love the feel and art-styles of these kinds of game, especially stuff like Legend of Mana and Radiata Stories RS is a bit different, but close enough. This one is kind of hard for Westerners.
The US, at least, on the otherhand is a whole different story. That seems to be a lot cheaper too…. If you just have to have a physical copy like me! Odin is watching you. No really, Odin can see everything! Before we start, if you think you might be interested in what I thought about Star Ocean for the SFC, check out my review here! A fold-out world? Right out of the gate, you can tell that the Star Ocean Official Guide Book feels different from other guides of the era.
I originally thought that maybe I was just too used to Square guides, but then I remembered that I just recently reviewed Elnard The Encyclopedia of Adventure , which is another Enix guide book. Star Ocean was one of the 2 games so far that I actually decided to crack open an official guide to figure out what to do next the other game being Romancing SaGa 3. Fool me once, shame on you — fool me twice, shame on me — fool me 3 times, time to chuck this guide into hellfire. Nothing in the guide mentioned anything about that door, the Dash skill being a necessity, or even anything about the dungeon at all.
The town overviews are decently detailed. Shop lists with items and prices are also listed when available. For some reason, all story-related advice is purposefully vague. Never in my life 26 years! This is probably the main reason why I would even recommend this for a big Star Ocean fan. Each character has their own separate page except for the last two who share a single page , which includes in-game screenshots of their character sprite, an up-scaled picture of their face, and an almost full-page character illustration along with a detailed bio including height, weight, and birthplace.
Descriptions for the skills Weaponsmithing top left , Familiar top right , Dash bottom left and Scout bottom right. The ability section showing off some magic spells. They made sure to make the spells look cool, at least! It lists the level each skill is learned at, MP cost, and usable distance short or long range. Last but not least, we have the Bestiary. Again, purposefully being as vague as absolutely possible — the only stats shown are HP and MP.
No strength stats, no defense values, no elemental weaknesses, nothing. Again, absolutely no valuable information in this portion of the guide. If they wanted to make an instruction manual with some maps in it and slightly bigger pages, then they got pretty close to hitting the mark. Anyone looking to get the guide for what it ultimately is — a piece of Star Ocean memorabilia, will probably still find some enjoyment out of the Star Ocean Official Guide Book.
The coolest part of the guide for me personally was the amount of illustrations provided for all items and equipment in the game! Spelling error, or on purpose? Each character has a short description of their backstory, 2 short hints about their merits as a party member and their dangers as an enemy, and a full-body illustration.
After checking out all of the characters, the guide suddenly shows the item and equipment lists weird placement, huh? The entry for Melenam, showing the story elements and boss fight with Forma at the bottom. Story-driven events are also given their own little area, usually accompanied by an in-game screenshot of either the dialog or battle scene. Boss fights are covered, providing advice and recommending certain strategies to help defeat said boss.
The real-life location is definitely way more extravagant than what you see ingame, but hey! I guess it could help your immersion in-game if you try to associate your current town with some real-life location, but for me it was just kind of a slightly interesting addition and not really a necessity. I assumed the Arks would resemble something like Runescape runes, but these look way cooler!
I really liked this section, mainly for one reason — Each item in the game has its own illustration! The equipment list showing equip-able staffs I guess for Esuna and probably Valsu? Some chibi illustrations of Esuna and Lejes included! Now for me, I played through Elnard using Wilme, and since I kind of unintentionally did a solo run without any party members, I never bought any equipment.
The only piece of equipment I did get was the rare sword drop that Wilme can use at the end of the game. Even then, seeing how cool all of the equipment looks was really fun for me, so I assume someone who played a character that actually had equipment progression would enjoy this section even more than I did!
The stats of some of the mid-game monsters. Each monster is accompanied by an in-game screenshot of them during battle. Personally, I enjoyed the item list section a lot more than the bestiary section, considering you can see all of the enemy art directly within the game. Being able to see what the Arks and gear look like was a lot more fun for me. I personally had 2 or 3 times where I was stuck during my playthrough and having the mostly in-order maps and plot summaries would have definitely helped make my playthrough smoother.
From maps, to items, to enemy information, all the way to kinda-realistic depictions of the locations within the game, Elnard The Encyclopedia of Adventure should get your from start to finish with very little problems. The only issue is, Elnard the Encyclopedia of Adventure is pretty damn rare. The guide book currently costs about x the cost of the game itself. Not only is the price a bit steep, actually find a place that will have a copy AND be willing to ship overseas would be quite a miracle.
That being said, if you have the opportunity to get your hands on Elnard The Encyclopedia of Adventure, make sure you do so! Dragon Quest 2 was released soon after the original Dragon Quest due to the unbelievable success of the first game within Japan. Released just 7 months after the first game, one might think that Dragon Quest 2 would have been just a slight upgrade from the original, but Dragon Quest 2 was definitely more than a slight upgrade!
Dragon Quest 2 applies the same mechanics as Dragon Quest 1, but expands on them quite a bit, as well as adding some brand new mechanics that eventually became a staple in the series. Is Dragon Quest 2 a sequel worth playing, or was it rushed in order to cash in on the hype surrounding the original?
Dragon Quest 2 takes everything that made Dragon Quest 1 what it was and then takes it even further. Dragon Quest 2 adds party members, a much bigger world map, multi-enemy combat, and even naval travel! Everything just feels bigger in Dragon Quest 2 — a bigger world, bigger towns, bigger dungeons, bigger battles, and especially a bigger adventure. This type of gameplay is what the Dragon Quest series became known for, so while the first game set the absolute bare-minimum foundation, Dragon Quest 2 began sowing the seeds of what would come to be.
I personally think that anyone who was pleased with the original game will definitely enjoy the second installment! Let me break the game down bit by bit and show you why! The instruction manual showing our 3 heroes! The story is better this time around.
Chronologically, Dragon Quest 2 takes place around years after Dragon Quest 1. Our original Hero in Dragon Quest 1 eventually had children who would go on to rule different kingdoms around the world. A few generations pass by and evil returns to the world again. The Prince of Lorecia and the Prince of Samaltoria on their adventure! Upon arriving at the castle, it seems as if the Prince of Samaltoria had just recently left the castle.
After searching around in a nearby town, the Prince of Samaltoria is found waiting inside the Inn and decides to join up with the Prince of Lorecia. The king tells them that his daughter had been cursed and turned into a dog. The two find the princess and undo the curse to return her to normal, after which she thanks them and joins the party. Along the way, they must help out the citizens of various towns in order to obtain the items required to reach the Castle and become strong enough to defeat Hargon.
Can the descendants of the original Hero follow in the footsteps of their ancestor and restore peace to the world once again, or will they fail to stop Hargon and his plan to take over the world? I personally think the story is quite a step up from the original Dragon Quest.
Not only is the scope of the adventure much bigger this time around, but story actually progresses along the way. The original game kind of just front-loaded the entire story within the first few sentences of dialog at the beginning of the game and the never mentioned anything ever again. In Dragon Quest 2, however, the game sets up the main gist at the beginning, but keeps mentioning things pertaining to the story along the way so you never forget what your goal is.
Waiting in town for gear to craft time never passes this way…. Another cool thing that was added in Dragon Quest 2 is something that would go on to become a main-stay in the series — each town having its own problem that needs to be solved. In the first game, towns were basically just an equipment hub with an Inn to recover. While this of course is similar in Dragon Quest 2, towns now have a bit more importance to them. The graphics in Dragon Quest 2 is essentially the same as Dragon Quest 1 that is included in this bundle.
The only thing that has really changed in Dragon Quest 2 is the tileset variation. Fighting one of the newly added naval battles! Battles look better than Dragon Quest 1 thanks to a much larger battle background and more varied background environments.
When games do something like this, all of my complaints of recycled enemies goes straight out the door. Dragon Quest 2 includes a ton more spells than the original, which means that there are a lot more effects to see during battle. Damage spells look much better this time around, and that goes especially for the newly added AoE spells.
While Dragon Quest 1 looked like someone lit a match under the enemy, Dragon Quest 2 shows a whole inferno raging around the enemies! Even with this in mind, it seems like there was much more care involved in the remastering of Dragon Quest 2 when compared to the first game. Battles are still done in first person, the grinding to progress, the menus, everything is still the same, but most things have been expanded upon.
The biggest change, which directly influences most of the other big changes is the implementation of a party system. While you could only play as a lone hero in Dragon Quest 1, Dragon Quest 2 will have you playing with a party of 3. The Prince of Samaltoria learns AoE damage magic, heals, debuffs, and party buffs, while the Princess of Moonbrooke focuses on healing spells, control spells such as Sleep, which is very strong , and damage spells such as Ionazun mentioned above.
The variation in available magic increases the level of strategy involved in battles. Dragon Quest 1 was a lot more relaxed and allowed for just auto attacking stuff all throughout the game, but Dragon Quest 2 is a much different story! With a party of 3 comes 3 separate inventories to manage. Since each of the 3 characters have their own role and play-style in battle, this means they also have gear restrictions.
The main hero will have access to the heaviest armor and the strongest swords, meanwhile the Prince of Samaltoria will have a much more limited selection of weapons and armor and the Princess will have the least amount of gear available — staves and robes. With more party members comes more monsters. While Dragon Quest 1 was always 1 on 1, now with 3 members available for battle, monsters also come in groups. Well, the problem is that item costs in Dragon Quest 2 are way higher than in Dragon Quest 1, with the highest priced item in Dragon Quest 2 costing 64, gold, while I think the worst offender in Dragon Quest 1 was around…14,?
Gold aside, the EXP required to level up in Dragon Quest 2 is immensely higher than in the original game. Plus, the level cap is no longer 30, but Furthermore, all 3 characters have different EXP requirements, which means that they all level as a completely different speed, with the Princess being the slowest.
I thought the grind in Dragon Quest 1 really sucked towards the end of the game, but the grind at the end of Dragon Quest 2 is many times worse. Not only is the exp required to level up huge compared to the amount of EXP you get at the end of the game per fight, the difficulty of the monsters is brutal. The newly added boat. Naval travel is introduced around half-way through the game, and basically becomes the main method of travel for the rest of the game.
Maybe I just had bad luck I always do , but the encounter rate seemed to be almost double what it was on land. Any fan of the first Dragon Quest should be a fan of Dragon Quest 2. If you love difficult RPGs on the other hand, here you go!
No longer do we have 1 overworld song! Look at the you from 30 years ago!! Next is one of the overworld songs that eventually went on to be used in a few other Dragon Quest games too! I actually though there was way more, so that goes to show just how well they switched things up throughout the game.
I definitely had much more fun exploring and listening to the music this time around. As stated in my review for the first game , this version of the game never made it to the west on the SNES. The only version we got was for the Gameboy Color, which was almost exactly the same.
Dragon Quest 2 is the first game that really shows what the entire series will go on to be. It introduces a lot of elements that will eventually become mainstays in the series, and anyone who has played a more recent Dragon Quest entry will probably go able to go back and trace most gameplay elements to this game. That, and the vast world with high encounter rates makes finding some of the more obscure towns an absolute nightmare without consulting a map.
If at all possible, try to get your hands on the original SFC version and give the game a shot. While that might not sound like such a grand adventure nowadays, this type of game was unseen at the time of its release in Dragon Quest is a very basic game when you look at the big picture.
You walk around the world fighting monsters 1 on 1, leveling up to get stronger to explore further in the world. You go around the world in search for 3 artifact items that are needed in order to be able to reach the castle of the evil Dragon Lord, who is responsible for all of the monsters roaming around the world.
Looking at it today, one might mistake it for a few hours of work by some indie dev, but this game was a massive adventure for anyone playing it back when it was released. This section is going to be short by default due to the fact that pretty much, Dragon Quest has only a few story elements to it. You begin as the descendant of the great hero Loto Erdrick in the English versions of the game who had previously saved the world from evil.
The King of Ladutorm Castle pleads to the player to bring back his kidnapped daughter, Princess Lola, and to defeat the evil Dragon Lord in the nearby, but currently unreachable castle. An illustration of our hero fighting the Dragon in order to save princess Lola. This is actually the cover art for the original Famicom version of Dragon Quest 1!
That is honestly pretty much the entire story. One interesting thing is, even though the King requests that you bring back Princess Lola, it seems as if you can actually complete the game without saving her! Anyone looking at this story nowadays would probably get pissed off and demand a refund if they bought the game, but looking at this story within the time-frame that the game was released, this was actually a pretty exciting adventure for most players! The graphics in the SFC remake have been vastly improved from the original.
The game seems to be running on the Dragon Quest V engine, or at least something very similar. That being said, the graphics are still quite simple for a December release. Nothing groundbreaking here, but definitely a step up from the original FC version. One of the more detailed towns in the game. This town features a shadow and cloud effect which looks pretty cool!
Environments are bright and colorful. The overworld consists of 8 different tile types — grass, forests, hills, mountains, deserts, swamps poison damage on contact , barriers damage on contact , and water.
The game lets you see just enough to navigate. Dungeons are pitch black upon entering. This means that for the most part your screen will stay black, but I guess it does sort of add to the atmosphere of old RPGs. A new addition in the SFC version of the game is environmental backgrounds while fighting.
The original Dragon Quest had a plain black background during battles, but the SFC remake has different backgrounds depending on what tile type you were standing on before the battle. Battles that take place on a forest tile will show a woodland background, while battles that take place on a desert tile will have a desert background.
These look nice enough, and they bring a bit more immersion to the game. The iconic Slime, this time with a nice forest background! Enemy sprites also look nice. Magic effects are very basic in Dragon Quest 1. Your typical fire spell just lights a very small flame under enemies. Quite a decently-sized world map for a Famicom game! Now, while one could argue that every single RPG plays like this at its core, Dragon Quest especially focuses on this type of content flow.
Your only purpose is to level up, get the best gear you can get, move to the next town and rinse and repeat until you make it to the last town. All character progression is pre-determined, but seems to be based on your character name. I was able to beat the game at level 21, out of a level cap of Most people seem to be able to beat the game anywhere from level 18 to You become awfully familiar with Killer Lycans and Star Wyverns by the end of the game…. The final stretch of the game forces you to simply grind until you level up high enough to beat the Dragon Lord.
You eventually want to end up here. That Castle you see in the corner is where you begin your adventure. If only our hero could swim…. The music in Dragon Quest 1 is a big step up from the original FC version. While lacking a wide variety of tracks, the quality of the instrumentation in the game saves the OST, in my opinion.
The OST is definitely not the strongest part of the game. While each track on its own is decent, the fact that they just get repeated over and over again starts to make you get a bit sick of them after a while. Specifically listening to all 8 songs at once on the OST is a good idea, but sitting through the OST in-game is a different story….
The added battle backgrounds also add more immersion and feel to the game, which makes fighting all that more enjoyable, for me. The closest we got in the West was a similar version for Gameboy Color, but even that is slightly different again.
So, the easiest way to experience the remake would probably be to get the GBC version, but if you want the absolute best version of the game possible, try to snag a copy of the SFC remake instead! Parasite Eve is a game that probably every single Squaresoft fan heard about when it was released back towards the end of the 90s. Touted by gaming magazines as the RPG-equivalent of Resident Evil, I believe Parasite Eve was a bit mis-genred, which might have had a bad influence on its popularity when it was released.
Parasite Eve is not much of a Survival Horror game, or even really a Horror game for that matter. Parasite Eve holds a cult-like status amongst PS1 RPG players, but does it really deserve all of the praise that it receives? Story — 8. The back cover of the Japanese version of Parasite Eve.
You can run around freely inside of each battle area, which allows you to strategically position yourself to dodge incoming enemy attacks as well as get within range to prevent your own attacks from missing. Is there any reason to go back and play it today? You begin the game as a New York police officer named Aya Brea.
Aya was asked out on a date to go see an Opera show at Carnegie Hall. Upon arriving at the concert hall, Aya and her date enter the building and being watching the Opera. In the middle of the performance, the lead Actress begins singing her solo. Eve tells Aya that her Mitochondria must be different from everyone else in the theater because she was able to resist catching on fire. The story in Parasite Eve is pretty intriguing. I found the story pacing to be just right! The overall length of the game is fairly short, anywhere between 7 hours to about 15 hours for your first playthrough.
The game itself is split into 6 different days, so you basically get 1 chapter of story per hour or so of gameplay. Each chapter is focused on pretty much one concept of the story, so things move along quite nicely and organized. Aya lost her mother to an accident when Aya she was still just a child. Aya seems to have had a sister named Maya. Melissa becomes the host of Eve.
Over two centuries ago, the Empire of the Dragon severed all bonds with central Tyria and Elona. Cantha has its own history of turmoil and triumph, reflected in ancient landmarks, enduring artistry, and modern life. Cantha is an old land, and one that has been occupied by humans from their first days. In fact, the northern coastline of Cantha is the earliest known location of human settlements. While Cantha has its own rich and well-developed history, it has also been gripped with periods of isolation.
Cantha has mostly been ruled by a single empire, called the Empire of the Dragon or alternatively, the Dragon Empire  or the Empire of Cantha . A direct descendant of the empire's founder Kaineng Tah still rules the continent today. Cantha expelled all nonhumans and closed its borders some time during the reign of Emperor Usoku.
However, the Empire of the Dragon continued to trade with the Krytan port city of Lion's Arch until the Rising of Orr and the emergence of Dead Ships blocked sea trade routes between the continents. The time before the founding of the Empire of the Dragon is referred to as the pre-imperial era, which is further divided into loosely defined early, middle and late pre-imperial eras. This is because the Canthan calendar lacks the precise means of recording dates before 0 CC , which corresponds with BE in Tyria's Mouvelian calendar.
Dragons of all shapes, sizes, and origin have called Cantha home for thousands of years, since long before the human tribes of old joined to form the empire that took dragons as its symbol. In terms of the " elder races " that is, races that were around at the time of the last dragonrise , there is evidence of a Forgotten presence in Cantha,  as well as relics of a mysterious race speculated to be an offshoot of the Deldrimor dwarves ,  dating back to before humanity's arrival in the world of Tyria.
The buildings of the Altrumm Ruins in the Echovald Forest also serve as evidence of a pre-human civilisation in Cantha, but their architects are unknown. In BE , the Canthan tribes united under a single leader, the warlord Kaing, and established the Empire of the Dragon with Kaing taking the mantle of emperor with the name Kaineng Tah. The first emperor died under mysterious circumstances in BE while riding his favorite horse on a hunting expedition.
Although official history describes Kaineng Tah's death as purely accidental due to him falling off the spooked horse, fragmentary records have mentioned unexplained wounds on his usually trusty and well-trained horse's rump and on the emperor himself with a few records even suggesting some involvement from his fellow huntsmen.
It is unknown whether Kaineng Tah left a will behind to declare his eventual successor although contemporary writings by the emperor himself indicated that the document might have existed at some point.
However, no will was ever officially discovered, leading to later scholarly speculation that the will might have been destroyed. The throne passed on to the older of Kaineng Tah's two sons, Yian Zho. The new emperor's two elder sisters were neither consulted nor welcome in the succeeding government. The sisters' fates remain unknown, but they vanished from the record weeks after Yian Zho had taken the mantle of emperor. During Yian's reign, the Luxon and Kurzick tribes united into two nations and seceded from the Empire, only to be forced back with military might and diplomacy as vassal states as Yian Zho's army was unable to fully annex the two tribes' territories.
This time was also the birth of the hostility between the Luxons and Kurzicks that would remain for over a thousand years. After Yian Zho's reign, Cantha remained fairly isolated in the south, only opening trade with the northern continents centuries later in AE , when resources became low for their growing population.
The Age of the Falcon, which spanned from BE the year that humans first appeared on the northern continent of Tyria to the Exodus of the Gods , was an age of isolationism. By this time, the Empire of the Dragon was already sprawling,  and had little impact on the development of the Kingdom of Tyria which would, after the Exodus, fragment into the kingdoms of Ascalon , Kryta , and Orr.
This era also marks the granting of the gift of magic to the mortal races of Tyria, including humans in Cantha whose ritualists already had something which they called "magic", but was actually power granted to them by ancestor spirits. The gift and subsequent partial revocation of magic caused the widespread practice of the heroic professions , including in Cantha. Chanang , the eldest prince of the imperial line, defied the wishes of his father and chose to follow the hero's path. Upon succession as the eleventh emperor, he refused the title of "lord emperor" and became the first "ascendant emperor".
Since then, all emperors have been required by family tradition to practice at least two of the heroic professions. Cantha provided valuable knowledge and technology to the less advanced kingdoms, and in return received badly-needed resources. This allowed the recovery of Shing Jea Island , which had been damaged by overlogging , to begin, eventually transforming it into pastoral agricultural land.
The Age of the Tortoise began with the death of the tyrannical Singtah , the 23rd emperor, and the burning of the first Raisu Palace. It continued with his son Emperor Senvho 's reconstruction of the palace, a task which obsessed him and consumed him for the remainder of his eighty-year reign.
The Jade Wind was a formative event in Canthan history. It occurred when the bodyguard Shiro Tagachi assassinated his master, the 26th emperor of Cantha , Angsiyan. Shiro was a formidable warrior in his own right, but he also performed a number of dark rituals in preparation for his actions. Shiro did not live long after committing the murder. Three of the emperor's guard, the Luxon spear master Archemorus , the Kurzick Saint Viktor , and the assassin Vizu , attacked him.
In a climactic battle, Archemorus and Viktor were able to wrestle Shiro's swords from him and, turning them against their wielder, nearly slice him in two. In Shiro's final moments, he called upon dark powers and sucked out the fallen emperor's very soul. Tagachi's death cry released the foulest of magic, a horrific wail that rose like a gale over the land. This Jade Wind spread from the temple, turning the sea into solid jade and petrifying everything it touched trees, animals, and people within Echovald Forest.
The newly crowned emperor, the late Angsiyan's son Hanjai , took the throne while the empire was on the verge of collapse due to the aftermath of the Jade Wind. Tales tell how Hanjai prayed to the ancients for guidance, to seek a way to reunite his people and restore glory to the troubled lands. His prayers were answered in the form of a mighty celestial dragon that swooped from the heavens and assured him that Cantha would rise once more.
The inspired Hanjai poured every ounce of his blood, sweat, and tears into achieving that goal by bringing Canthans together via offering refugees a place to stay in within Kaineng City , making the land as safe as he could in the aftermath of the Jade Wind, and restoring leadership. The next summer, Hanjai instituted the Dragon Festival. It was meant to commemorate those who had lost their lives in the Jade Wind, unite all denizens of the empire, and celebrate the establishment of a community on Shing Jea Island.
The emperor and his subjects would bow their heads in respect as they prayed for the blessings of the Celestial Dragon while invoking its name. At some point, this celestial dragon spirit—potentially the Cardinal Celestial Tahmu or the Celestial Dragon —became regarded as the figurehead of the empire.
At first, it was a simple matter of territory and the fighting was kept to a few skirmishes. War nearly broke out when the Sensali clan of tengu massacred an entire village and, according to reports at the time, consumed the bodies of those killed. While Emperor Hanjai's ambassador was able to avoid open war with the Angchu clan of tengu, the Sensali clan declared the Angchu traitors and continued their acts of aggression. Cantha's trade agreements with Ascalon, Elona and Orr stood until AE , when they were dissolved by Emperor Hanjai, beginning one of the the most isolated period in the empire's history.
In AE , the Luxons and Kurzicks ceased regular diplomatic contact, communicating with each other only through liaisons of the Celestial Ministry when absolutely necessary. For many years to come, they would remain more focused on their divisions than on the problems that damaged their lands from within. Kintah , the 27th emperor, was known as a man of the people. He informally reopened trade between Cantha and the Tyrian and Elonian kingdoms in AE when Loremaster Ermenred of Ascalon was able to negotiate a visit to the continent and Shing Jea Island to tour with Cantha's new emperor.
Continued settlement of Shing Jea under Kintah's successor Kisu since his ascension to the throne in AE led to the Canthan farmers passing on diseases to the tengu and their hatchlings. Being forced to kill their young and their brethren, the tengu sought revenge and escalated their acts of aggression.
In AE , Wona , the emperor's minister of war who had fought against the tengu for many years, contacted the tengu chieftains Swift Honorclaw and Gull Hookbeak of the Angchu and the Sensali clans and requested their presence for a summit to negotiate peace between humans and tengu.
Emperor Kisu asked his half-brother, Master Togo , to accompany a delegation to the war minister's estate as an observer of the proceedings and to legitimize the talks. However, the summit was a trap by Wona who intended to kill Togo and pin the blame on the tengu, creating the pretext for a genocide. Togo was able to rally the remaining human delegates behind him to stop Wona's plans while promising the tengu to bring back the war minister's head as proof that the emperor was not behind the plot.
The tengu leaders sent Talon Silverwing with Togo to find the minister and kill Togo if he proved to be deceitful. Togo turned out to be a man of his word, however, and killed Wona after fighting through the minister's defenders. While the Sensali left the summit in distrust and retreated to their raiding ways, the more civilized Angchu seized the opportunity for a real truce. Togo brought the tengu's complaints to Emperor Kisu and hammered home a peace treaty after years of hostility, becoming a respected figure among the Angchu.
One year after the Tengu Wars had officially ended, the humans and the tengu began holding an annual festival at Shing Jea Monastery to celebrate the anniversary of the peace accords. This festival became known as the Day of the Tengu and was attended by Emperor Kisu himself who held a speech to the festive crowd. Two hundred years after the Jade Wind, events occurred that revealed Shiro Tagachi's evil was not fully destroyed.
The journey began with the appearance of a horrible plague, which turned the victims of the disease into violent creatures, called the Afflicted. After researching the disease, the group found evidence of Shiro Tagachi, a man long dead. However, beings from the afterlife, called envoys , told them that Shiro was turned into a sprit.
The envoys' task, as penance for crimes committed in life, was to guide the souls of the dead. Instead, Shiro was corrupting the spirits, merging them with magical constructs called the Shiro'ken and building an army. The group attempted to destroy Shiro, but were unsuccessful.
They needed allies. Emperor Kisu was easy to convince, the Oracle of the Mists , Suun , also contributed valuable knowledge. After several negotiations, they convinced the Canthan vassal states of Luxon and Kurzick to join them. The dragon Kuunavang taught them valuable skills and agreed to fight alongside them.
Finally, the group ascertained Shiro's final goal. He was trying to return to life, and he only needed one more thing: to spill the blood of a member of the imperial bloodline. Togo, Mhenlo, and the heroes wasted no time in returning to the palace, but they only arrived at the last second. Battling their way through the Shiro'ken, the group reached the Imperial Sanctum to find Shiro standing over Emperor Kisu, about to give the final strike.
There not a single half decent alien in the Mothership Zeta expansion. You also find they like to do cruel experiments on abductees and even shock them with their batons just for fun at times. Always Over the Shoulder : When in third person.
Amazon Brigade : Off-camera, but according to notes found there, the National Guard unit stationed at the Germantown PD was an all-female unit. Ambiguously Gay : Flak and Shrapnel share a bed and run a store together in Rivet City, and one of the slavers at Paradise Falls describes Flak as an "old queen". If you enslave Flak , Shrapnel will start wandering the wastes to look for him due to a scripting error that requires them to stay close to each other, though some like the bug because it adds Character Development and a Tearjerker into the game.
Carol and Greta from Underworld. After your first meeting with Carol, Greta will tell you not to get involved with her regardless of the Lone Wanderer's gender. Also they both run a business together just like Flak and Shrapnel.
Alternatively the relationship could be seen as mother and daughter due to a comment made by Carol that Greta was jealous of the attention Gob was getting when he was around. Both Carol and Gob mention in conversation that Carol adopted him and there is nothing romantic involved.
Ambiguously Human : Dr. If you kill him, you'll find an Android Component on his person. It's left ambiguous whether that item is actually his or someone else's that he collected, but if it's the former, it makes him a Hunter of His Own Kind. Amusing Injuries : It is possible to get blown across town with damaged limbs and a concussion if you stand in the right place when a nuclear-powered car goes up.
They also began accepting worthy wastelanders into their ranks to replace their losses, which is against the primary Brotherhood tenets. Brotherhood leadership on the West Coast allowed this, but subsequently refused them supplies, back-up, or other tech.
Soon, contact with the West Coast leadership was lost entirely. After this, a group of Brotherhood members left to form the Outcasts, which stay true to the original BoS beliefs and mission. It's not a matter of good versus evil, just different priorities, though most of the Outcasts tend to be significantly less friendly if you talk to them. Anyone Can Die : Subverted at the beginning of the game inside Vault , as attempting to kill most of the residents will simply result in them being knocked unconscious.
This ends once the vault alarms start going off, as after this point there are very few people that are marked as "essential", unlike in the Bethesda sister-game The Elder Scrolls IV: Oblivion. Averted with children, who cannot be harmed period, save for Maggie and Harden Simms who can be killed along with everyone else save Moira Brown if the Megaton bomb blows.
This, of course, happens off-screen. Apocalyptic Log : Widely scattered audio-recordings and written logs provide a lot of information about various horrible deaths. Apocalypse How : Class 1 and class 2, depending on the area. Events in the story lead to the possibility of a class 5. Apologetic Attacker : Robobrains are unfailingly polite, even while threatening or trying to kill you.
Arbitrary Maximum Range : One exists which is fairly short even by video game standards. It is most notable if playing as a sniper-type character, where shots you could easily make in other games fail to reach the target due to the range. I will give unto him that is athirst of the fountain of the water of life freely. Armor of Invincibility : In a throw-back to the original Fallout , the Tb power armor has the highest DR of all armor in the game, but is found at the end of a sidequest that drags you across all corners of the Wasteland.
Operation Anchorage adds the Winterized Tb armor, which is truly invincible due to a glitch that gives the player the simulation-exclusive version of the armor instead of the intended one, meaning it has almost a million HP and will never degrade.
Broken Steel and The Pitt add their own power armor variants that are more useful in their own ways over the Tb due to innate stat boosts at the cost of lower DR. They're combat armor variants, so there's no sneak penalty like with power armor, and they can be repaired more easily Talon Company's mercenaries provide plenty of spare combat armor for repairs. Their DR is 38 and 39, respectively, only a few points lower than most power armor variants, and they each have useful stat bonuses.
The catch for Lag-Bolt's armor is that you need to almost complete Broken Steel to get it, but the Ranger armor can be found as soon as you're up to fighting Super Mutants. Artifact Mook : The game has Super Mutants all the way over on the East Coast, which suggests they're far more numerous than the origin story told in Fallout would indicate.
The plotline eventually justifies their presence: turns out Mariposa Miliary Base was not the only place where FEV was tested on humans. In fact, it's typical for them to never reach their destination at all, leaving players with a broken quest. Companions and escorted NPCs love to jump in front of you during combat, and will not hesitate to utilize explosives regardless of how close they are to you, leading to Friendly Fire deaths.
Fortunately this works in your favor as well; enemies will kill one another in the exact same way. Ascended Meme : The "Adventures of Herbert 'Daring' Dashwood" radio play has Argyle defeat a bunch of super mutants though a popular player tactic: reverse-pickpocketing live explosives into their inventories referred to as the "Shady Sands Shuffle". It's widely considered an Awesome, but Impractical perk.
Awesome, but Impractical : Big weapons in general are difficult to put to practical use. To note: The Fat Man launcher fires miniature nuclear warheads. Problems: There's a limited number of mini-nukes seventy-two in the entire vanilla game, with a handful more added by the expansions , and the toughest bosses in the game take two to three hits at most to kill with a regular Fat Man.
Further, firing this weapon will very likely blow up the wielder along with the target. Overkill much? Fire it once for the "cool value," then sell it or stick it in a locker and never use it again. The Minigun is useless in VATS, goes through ammo like a sieve, is too bulky to carry as a backup, does rather weak damage for what it is, and cannot score critical hits.
It also has a long windup sequence to get the barrel spinning, during which your target is free to attack you. It is only really useful at close range, and is outclassed by the Flamer which has equally high damage potential and fires instantly when you pull the trigger. The Missile Launcher has a clip size of one and takes too long to reload between shots to use as a primary weapon, and doesn't do enough damage per shot against high hitpoint targets to warrant carrying as a backup.
It is also useless in VATS at long range as it will often miss. However, spare Gatling Lasers to use for repairs are rare, it deteriorates extremely quickly, rarely ever scores critical hits, and it can go through ammo quickly if you aren't careful. Also, the only place where it's obtainable is a sanctuary filled to the brim with Deathclaws.
Generally useless junk like bent tin cans and coffee mugs become lethal weapons with it. It's quite a bit of fun to watch a super mutant killed by a teddy bear. But in terms of utility, it's not all that strong as the ammo still has weight and weighs you down, and thus it can't even be as useful as a simple assault or hunting rifle with weightless ammo.
Fun to play with just for the novelty, but little more. Many small guns and energy weapons also have this problem: The Scoped. This means you need to find several so you can repair them into a single pristine gun which starts deteriorating rapidly with every shot. But it breaks down very quickly and can only be repaired by certain NPCs for cash and has such a limited ammo supply that it's almost not worth using.
Its best value is for headshots at Elite Mooks in VATS where more conventional weaponry won't take them down fast enough. With the Mothership Zeta expansion, it becomes more practical and downplays the trope, as you can keep it repaired with items found aboard the ship and can acquire significantly more ammo. Melee weapons as well: In general, melee are almost always suboptimal for anything other than sneak attacks. Because most enemies will be shooting at you from a distance, and the ones that don't like Deathclaws have even stronger melee attacks of their own and should be dealt with at range anyway.
While Min-Maxing your stats and perks to do insane damage with the Shishkebab while investing in the best-quality armor, defensive perks, and combat drugs to help you survive until you reach your target is a viable and fun option, it's never going to work as well as plain old Boring, but Practical small guns. Jack the Ripper takes the cake. It's a basically a handheld chainsaw with strong base damage that hits read: gives Critical Hits a chance to proc over 30 times a second and has a great crit rate , chewing through high-level enemies like nobody's business.
It also degrades in quality incredibly quickly and can only be repaired by cannibalizing the already-rare standard Ripper for parts or spending lots of caps at merchants. Expect to switch back to the equally-awesome but far more practical Shishkebab after it craps out in the middle of a long quest one too many times. The in-universe explanation? The perk is apparently a mutation that expels all of the radiation inside the Lone Wander's body.
At 20 hit points or less, the Lone Wanderer blows up like a mini-nuke every 10 seconds until their hit points go above So aside from only working at extremely low health and having the range of a hawked loogie, the damage is determined not by your Radiation level but by your Damage Resistance, it can and most likely will cripple your limbs as well as damaging your armor, if it doesn't do that it will kill you at any difficulty higher than easy , and there are few enemies that attack at close range running the gamut of Feral Ghouls and Raiders to Super Mutant Behemoths, Albino Radscoprions,Feral Ghoul Reavers, and Deathclaws all of whom can kill you faster than you can heal.
The final nail in the coffin is that it's a end-game perk and its only competition raises all your S. In-universe, Liberty Prime. It was intended to be used against the Chinese in Alaska, but had so much heavy weaponry that they couldn't make its power supply sufficient. A very minor character in the Outcasts, Rococo Rockfowl. His dad named him from words in the Encyclopedia Atomica. It is similar to a chain saw with a circular blade made up of four axe heads.
Point Lookout adds the simple Axe, a standard wood-cutting axe used as a weapon by the local Tribals. It is specifically coded to deal 35 extra damage to the player character, while also ignoring damage resistance. Badass and Child Duo : Billy Creel of Megaton adopted young Maggie after her parents were killed by raiders, and raises her very well in the town. He is also one of the town's toughest inhabitants, and will use his. Badass Bystander : It is quite surprising how many NPCs will run in and start attacking you if you provoke them, even picking up weapons lying around to gun you down.
If you're on an Escort Mission , your escort may pick up the rifle of an enemy you just shot and help you take out the rest. If there's an NPC you want to survive, you can also reverse-pickpocket better armor and weapons onto them and they will use them, even if it's power armor and a plasma rifle. Badass Longcoat : Invoked. Lucas Simms, the Regulators, and Colonel Autumn wear longcoats, and in each case the character is viewed in-universe as a badass. Bag of Spilling : Operation Anchorage , The Pitt , and Mothership Zeta begin with the player temporarily losing everything in their inventory.
This is because the first takes place in a computer simulation while in the other two your things are confiscated by raiders The Pitt or aliens Mothership Zeta. Ball Cannon : One of the types of traps is a pitching machine which fires baseballs at you if you set off a tripwire. Beam Spam : The Gatling Laser, naturally. It is a favorite of high-level Brotherhood and Enclave soldiers, as well as Fawkes. The Beastmaster : The Animal Friend perk makes you this. At its first level, animals simply won't attack you.
At the second level, animals will come to your aid in combat. Even the local Yao Guai will help you against those pesky mutants and raiders. He's even willing to risk pissing off Moriarty. Releasing Fawkes from confinement pays huge dividends. One-Man Army as a companion-type benefits.
Behind the Black : Despite the fast travel effectively being a "skip journey" option rather than a true teleport, half the time you'll appear at your destination immediately surrounded by a group of mercenaries out for your blood. Being Good Sucks : Typically averted throughout the game. The "good" path in the vast majority of quests results in better material rewards, more experience, and minimal downsides.
In particular, the companions who can only be acquired by having "Good" karma Fawkes and Star Paladin Cross are significantly stronger than their "Evil" karma counterparts. The only downside is that they're available much later one can acquire Jericho and Clover with enough "Evil" karma shortly after leaving Vault , while Fawkes and Cross require completing a good portion of the main quest but you can easily make do with the karma-agnostic Dogmeat and Charon until you reach that point.
Big Brother Is Watching : Vault-Tec attempted to give this trope a positive spin with their cheery advertising campaign heard in-game at the Museum of Technology. Our I-On-U camera allows the Overseer to watch your every move. You'll never be alone again! Argyle: Hey, buddy, got a light? Guard: What? Tropes D-G. Darker and Edgier : By far when compared to the rest of the previous entries in the Fallout franchise.
Not that the series was lighthearted before, but compared to the first two games, this one tones down the humor and ups the violence and atmosphere. C which was one of the most heavily hit cities in the US during the war, civilization is an impossibility , and every day is a struggle for survival even if you're lucky enough to have a place in a rare stable settlement.
Deadpan Snarker : The dialogue choices give the player many opportunities to be this. Standing outside a military bunker Brotherhood Outcast: We don't want your corpse stinking up our little patch of heaven. Player: You're right, a rotting body would really clash with the drapes.
Moira: Huh, did you know the human body can survive without a stomach or a spleen? Oh, hey, what's up? Tropes H-K. Hairpin Lockpick : Bobby pins, with a screwdriver to turn the tumbler. And if you use console commands to get his weapon, the Mysterious Magnum, it will play for you as well. Happily Adopted : In Megaton, Maggie is perfectly happy being under the care of Billy Creel who took her in after her family was killed by raiders.
Hard-Coded Hostility : Talon Company, the Raiders, and the Super Mutants are simply hostile at all times regardless of your personal morality or actions. With a few scripted exceptions, the Enclave are the same way. You're told told that their forces in the field will continue fighting for months before the news reaches them, but this doesn't make sense: the Enclave are the most technologically-equipped faction, their field bases all have communication arrays, and their troops appear to have radios.
This line exists purely to explain why the player will still have random encounters with them. Harmless Luminescence : The destruction of Megaton by nuke should damage eyes if looked at, but no. Hated by All : Despite his soothing, charismatic voice and a virtual monopoly on airtime in Post-nuclear holocaust America, President Eden is widely considered a joke by the people of the Wasteland. In fact, many people assume he's either an old pre-war broadcast playing on a loop, or a crazy guy broadcasting from a bunker somewhere.
However, when the Enclave makes their appearance on the scene after a 35 year absence, he quickly reaches Not-So-Harmless Villain status, what with the wanton genocide of Wastelanders left-and-right. And the latter suggestion wasn't far off when, in a later quest that involves retrieving an important item for the Brotherhood of Steel, you end up getting captured and hauled into that very bunker - specifically, a well-armed and well-fortified secret base.
Several people do still tune into Enclave Radio, if only for the music. Have You Tried Rebooting? To proceed, you have to ask one of the children why it doesn't work that child turned it off , and ask him to head to the terminal to turn it back on. Heal It with Water : The main plot concerns the activation of a water purification system which serves as a metaphor for healing the post-nuclear wasteland. It becomes an important factor in the Broken Steel DLC set after the events of the main plot, where the system has been activated.
In the game, purified water hard to come by is a healing item, and one of the few that don't cause the PC to accumulate rads although any water does some healing, at the cost of radiation poisoning. Heroic Sacrifice : One of two options in the original ending of the game is to sacrifice yourself to lethal radiation in order to activate Project Purity.
You can also have Sentinel Lyons sacrifice herself, leading to an ending where the narrator Ron Perlman suggests that you wimped out on your destiny. With Broken Steel , you can now have one of your radiation immune companions Fawkes or Charon do it for you, though you still get the "wimpy" ending narration. Broken Steel also changes the original ending, allowing you to survive activating it yourself, albeit suffering a 2 week coma afterward.
Herr Doktor : A Morally Ambiguous one named Braun , no less, who is responsible for many of the twisted experiments in the Vaults. You're fighting a tribe of brain-dead crazies and homicidal, inbred, backwoods yokels who are linked to the Pre-War cult of Ug-Qualtoth. Their mutations stem more from inbreeding than actual radiation, though it probably helped.
Historical Injoke : Crossing over with The Cloud Cuckoo Lander Was Right , the robot in the National Archives who thinks he is Button Gwinnett may just know a lot more than he appears to, as if you convince him you are Thomas Jefferson, he tells you to give his regards to Sally Hemmings. Sally Hemmings was a slave with whom Thomas Jefferson had an affair, and possibly children.
This fact was hushed up and denied by both historians and relatives of Jefferson for years. Although the study does not rule out Jefferson's younger brother as the father, the Thomas Jefferson Foundation acknowledges the descendants of the Jefferson-Hemmings line and has included them in official events. Hitbox Dissonance : It isn't difficult to line up shots from behind cover, but landing them is another matter. You will often see your bullets ricochet off the air six inches away from an obstacle.
Environmental features have much larger hitboxes than would be expected, leading to "clear shots" being stopped by the air around obstacles. Hit Points : Displayed in the Pip-Boy, but not outside it. Holding Out for a Hero : Quite a few sidequests involve NPCs who appear to be patiently waiting for some to show up and solve their problems. In the less obvious cases, they're implied to have been at a stalemate for a long time, and getting an external agent to intervene is the only way to feasibly break it e.
Hollywood Density : Usually averted, but in one case it flip-flops. In The Pitt expansion you are sent on a quest to collect steel ingots. If you collect them all in one go, then they stack and only weigh as much as the first ingot, but if you collect some, turn them in and then go back, then they still stack but their weight quickly adds up. Hollywood Night : The night in Fallout is always about as bright as a clear, moonlit night.
Either that, or everything in the D. Homemade Inventions : All the custom weapons. Note that unless you take a certain perk post- Broken Steel you yourself can't come up with them, you have to find the schematics first. Hope Sprouts Eternal : One interpretation, and quest completion option, of the Oasis. Subverted with Fawkes, who retained his intelligence and as such, although he speaks in the same style as the other super-mutants, is a lot more articulate.
Learning about said articulation is one of the dialogue options players have when they encounter him. Human Resources : The Little Lamplight caverns produce a kind of edible fungus which scrubs rads and cures health, and is thus enthusiastically gobbled up by the kiddies. Sounds too good to be true? It's best fertilized by human flesh. Humongous Mecha : Liberty Prime, a 40 foot tall pre-war robot with tesla cannon eye beams and "backpack" full of nukes.
It is also a bit of a Deconstruction, in that it high energy inefficient and was never deployed before the Great War as a result. Reconstructed at the end, after the Brotherhood fixes its energy issues. It deals a Curb-Stomp Battle to the Enclave, the most technologically advanced force in the wasteland. Senior Scribe Rothchild, while disappointed at what happened, immediately starts the project to repair and upgrade the big lug.
Ten years later , Prime is back. And if you have very evil karma, slavers in Paradise Falls will also occasionally run up and give you supplies. Go to either extreme, and you'll have either ultra-evil mercenaries if you are good or vigilante "lawmen" if you are evil attack you as random encounters. Also, one perk gives you a substantial bonus to your Speech skill, provided that you maintain a Neutral karma level. To put this in perspective, you can earn enough Karma points to be "Good" or "Evil" before you leave the tutorial level.
Idiot Ball : Surely the Overseer of Vault realizes the lack of genetic stock in the Vault means that every person he has murdered on a whim brings the Vault one step closer to eventually dying out due to inbreeding? This is actually one of the arguments you can use to convince him to step down as Overseer. His reaction suggests that he was aware of the problem but chose to downplay its significance because it conflicted with his ideology.
By the time you have the option to use the FEV Virus to wipe out all mutated life in the Wasteland, you can't have missed the fact that this will also mean that you can never trust water from an unknown source again You were technically born in the Wasteland. Although you will find people on forums complaining about their mysterious deaths, apparently having failed to follow the plot at all. The Dunwich Building as well to those versed in Lovecraftian lore.
The Naughty Nightwear, which on a female character is a mildly risque leopard-print nightie, gives a bonus to Speech. I Lied : The Tenpenny Towers quest can be resolved by talking the residents into letting Roy's ghouls into the tower, and getting both sides to agree to a non-violent solution. Once you let them in, the ghouls kill all the humans anyway after a period of time. The Town of Andale is full of cannibals. One of the available perks can make you a humanitarian, too.
Impaled with Extreme Prejudice : The Railway Rifle, a steam-powered custom weapon, can literally nail people to walls. Improbable Power Discrepancy : The Tribals and Swampfolk in Point Lookout equipped with 19th century rifles and woodcutting axes are significantly tougher and more dangerous than the Powered Armor wearing Elite Mooks of the Enclave or even the energy-shield-equipped alien soldiers in Mothership Zeta.
They take a beating and give as good as they get and more as their weapons deal additional damage to the Lone Wanderer , only to them. Clover, a brainwashed and beaten slave girl in a pink dress and an explosive collar that was trained to be a Sex Slave Having her Melee and Small Guns skills tagged, she can learn how to be a pretty decent shot and is handy with a lead pipe.
When first recruited read: sold , she carries a Sawed-Off Shotgun and a Chinese officer sword, not too shabby at low levels. The Lone Wanderer , a nineteen-year-old more or less fresh out of a Vault, will be murdering literally hundreds of heavily-armed soldiers and mutants in short order.
Compare what happens if you leave Butch DeLoria a fellow Vault dweller of roughly the same age to fend for himself in the wasteland. Improvised Armor : Most of the Raiders. You can't make your own at a Workbench — you can make a nuclear hand grenade, but not a Bucket Helmet. The Armored Vault suit, a regular jumpsuit that's been modified with leather armor to offer more protection.
Improvised Lockpick : Locks are opened using a screwdriver as a torque wrench and bobby pins as the picks. Improvised Weapon : You can come across schematics for some fairly powerful weapons built from some semi-common wasteland components; such as a gun that fires railroad spikes ouch , a dart gun firing toxic radscorpion ammo which cripples the legs of anything it hits , a mine made out of a lunchbox filled with bottlecaps which causes more damage than standard antipersonnel mines, a flaming sword, and a soda-and-cleaning-supply nuclear hand grenade.
Possibly the best example is the Rock-It Launcher, as on top of being crafted from scrap in its own right, it's also able to use any piece of random Vendor Trash as ammunition. Many of the melee weapons weren't meant for cracking skulls, at least initially. Examples include lead pipes, sledgehammers, pool cues, etc. In practice, the questions are quite bizarre, often end up with entrants in jobs that seem quite contrary to the specialties they've selected, and the final "question" is a flat-out statement of devotion to the Vault's Overseer.
In gameplay terms, it is used to determine the player character's starting and tagged Skills, but even then the answers to the questions don't always match up to the most logical skills. Finally, it can be skipped outright by talking to the teacher and the handpicking your skills.
Indestructible Edible : All the Pre-War junk food is still nourishing, if slightly radioactive. Possibly justified by the fact that irradiating food does make it last longer, though the preservatives should have turned toxic long ago. Infinity -1 Sword : Until the player can get their hands on the best guns, they can make do with these: The basic combat shotgun, hunting rifle, Chinese assault rifle, and 10mm SMG, can carry you through most of the game with little fuss.
Their unique variants are another step up though still not "Infinity Plus One" weapons. The Terrible Shotgun has one of the highest DPS scores of all small guns, but it struggles at long-range due to its very high spread. It also suffers from low item HP, but combat shotguns to keep it repaired aren't a problem to find.
Ol' Painless, the unique hunting rifle. Higher damage, better rate of fire, a spread of 0 giving it perfect accuracy at Small Guns skill, and it can be repaired by the standard hunting rifles found just about everywhere. Certainly worth the long, dangerous trek to the Republic of Dave early in the game to get it.
The Xuanlong assault rifle, the unique Chiense assault rifle, is easily found, you'll probably complete the unmarked side quest to spawn it during the early-game Galaxy News Radio quest, and it's easily repaired with plentiful basic Chinese assault rifles. It deals more damage than its standard counterpart and has a larger magazine size.
A's Plasma Rifle. Found at the end of a comparatively short questline if you know how to complete it, can be acquired as soon as you can reach Rivet City read: as soon as you head to downtown DC , and deals plenty good damage. It hurts that plasma rifles to repair it are very rare until the Enclave arrives, but its innately high HP and repairing merchants can help with that. Lincoln's Repeater. Good damage, low spread, great against unarmored targets, and found easily in the Museum of History which you can find early in the game.
Uses rare ammo, but that's what merchants are for. The humble double-barreled shotgun from Point Lookout. It has to be reloaded between every squeeze of the trigger, but anything within ten feet of it will be blown to bits. For melee characters, a fully-upgraded and perked-out Shishkebab is only out-damaged by one other melee weapon and even that mostly only on paper , and the initial, still-very-powerful-for-the-early-game model can be assembled using easy-to-find materials and a schematic from a traveling caravan or early sidequest.
You can build it at Level 1 and still be using it regularly by Level It's one of the best energy wepaons in the game for close-range engagements, though at long range that ridiculous spread is going to suck. The unique gatling lasers, Vengeance and the precision gatling laser.
Vengeance offers higher damage a shot, the precision variant offers higher critical hit chance. Both slice enemies up real good. The Alien Blaster. It has very rare and limited ammo, though, only a few hundred in the base game, with the add-ons adding a few hundred more, so you'll have to be picky about using it. The unique variant, the Firelance, is only found through a random encounter, but with the Pyromaniac perk is essentially the Alien Blaster with higher damage and an effect to set enemies on fire for even more damage over time.
Its low HP and clipsize 8 shots at a time hurt, but it hurts enemies a lot more. Most any of the alien weapons in Mothership Zeta , owing to high damage, low AP cost, no spread, and plentiful ammo after completing the add-on. The unique variants of the weapons, the Atomic Pulverizer and the Destabilizer, are naturally just better versions of the already great basic weapons.
The Gauss Rifle, found at the end of the Operation: Anchorage add-on. Only gets off one shot before you need to reload, but that's usually all you need - it has great damage, a scope, no spread, and on a critical hit knocks enemies down. The Tesla Cannon, handed to you at the end of Broken Steel.
One of the most powerful weapons in the game, able to kill just about anything in two shots, with no spread so at skill which you certainly have by this point it has perfect accuracy. Informed Ability : Super Mutants and Raiders appear to make camps and form plans - the former allegedly capture people to drag back to Vault 87 and turn into more Super Mutants with FEV or chop them up and eat them , and the latter have a big camp in Evergreen Mills and a group of them in Springvale School were using slave labour to try and tunnel into Vault
Optional Build a Hotel: You can use the inside of the pyramid for this target if you wish. Optional Increase overall Fanciness: To increase the overall fanciness of a room the wall and floor are taken into account so using Silver or Gold blocks for floor and walls will add some fanciness by adding golden braziers and items that have silver or gold in them from the workbench.
The first target is to reach 25 fanciness and after it completes you then have to increase fanciness to After recruiting a Merchant you will need to build an item shop. Table x1, price tag x1, shop sign x 1 and any crate x2 are the items needed to make a shop. Place the price tag on top of the table and then press A to add an item to the price tag.
This is an on going target and if possible it best to set it up as soon as you can and keep it stocked. The merchant will sell the items and your sales will soon reach Place clothes into the wardrobe and the NPCs will change their clothes.
Optional Change your Residents Clothes: Once you have built the changing room and added lots of clothes to the wardrobe the NPCs will start changing their clothes, you need 10 of them to do this to complete this target. Optional Build an Animal house : Do you find your chicken lay eggs everywhere on the IOA, building an animal house for them will stop them leaving eggs all over the place as well as complete this target. Either use blocks or fencing and build a room add 1x gate, 1 x Animal bed, 1 x Food Bowl and a Haystack.
Optional Breed Some Pets: For this target you will need either 2 dogs or 2 cats. Blossom Bay is where you will find a dog and Sunny Sands is where you can recruit a cat. Once you have your pair of animals build them an Animal house with 2 beds and 2 bowls and assign the animal house to the animals by placing 2 name signs inside.
Place beef or fish in the food bowls and play lots of attention to your pet. Sleep and by morning you should be the proud owner of a kitten or puppy. Rinse and repeat and once they have breed 3 times the target will complete. This site uses Akismet to reduce spam. Learn how your comment data is processed. Keep the site ad-free and consider supporting us on Patreon.
This story takes place in Ancient China and follows a Kung Fu Master who is in search of students to teach his martial arts to. While going around and looking for new pupils, the Master runs into 3 different troubled youth, who he later deems worthy of learning his art. The Master then brings his 3 students up to his mountain-top dojo and begins to train them in the ways of his fighting-style. One morning, the Master wakes up to the news that a couple of thugs have been terrorizing the local marketplace.
The Master then goes down and takes care of business. Upon returning to his dojo, the Master finds two of his disciples murdered, along with one survivor. The Master and the surviving student then set out of avenge the deaths of his other two students. This chapter takes place during the time of Samurai and Ninja.
Along the way, Oboromaru finds a companion who has a similar goal and plans to defeat the lord of the castle. The two set out to defeat the lord, but are their goals really similar, or is there another hidden motive? Mad Dog challenges Sundown to a duel on the spot, which results in Mad Dog getting shot, but surviving.
Sundown does what any proper Cowboy would do upon reaching town — he heads to the Saloon. Inside the Saloon, everything happens like normal. The people inside the Saloon realize that Sundown actually is the wanted outlaw on the poster, which leads to the local Sheriff coming in and talking to Sundown.
The Sheriff admits to being too wimpy to do anything about them himself, so he offers to look the other way about Sundown being in town as long as Sundown agrees to do something about The Crazy Bunch. Suddenly, Mad Dog reappears and challenges Sundown to another duel.
Will Mad Dog agree to team-up with Sundown to help defend the town, or will the town end up being over-ran either way? Masaru goes through some fights until he is challenged by another fighter. This fighter has the same dream, but actually kills his opponents each time he defeats them.
Can Masaru survive his final fight? Akira was raised in a nearby orphanage, which eventually gets attacked by The Crusaders. During the attack, The Crusaders kidnap one of the children from the orphanage. Along the way, the pair unravel a sinister plot by the local government which will have catastrophic results on the local population.
Can Akira and Matsu foil this evil plan? Everything is going smoothly until the ship begins to start acting strange and malfunctioning. Due to these malfunctions, a few of the crew members begin to die off one by one. Eventually, the remaining crew members start to believe that one of their own crew members is causing these deaths on purpose.
Trust begins to degrade and conditions on the ship start becoming worse and worse… Can the crew survive long enough to return to civilization, all while finding out who or what is responsible for everything that has happened? Upon completing all 7 chapters, a final chapter is unlocked. Orstedd sets out to bring back his wife, which requires him to gather some party members who were able to defeat the Demon King in the past.
Upon reaching the lair, something happens that will have an effect on all time periods and characters in the game leading up to this point. The characters then need to find each other to team up and figure out who or what caused the rift in time. Can the lapse in time be reversed, or will history be changed forever? Overall, each story was pretty interesting to me. By this, I mean graphical quality sprite quality, tilesets, abilities. In terms of graphical quantity, Live A Live has plenty to offer!
We have to consider the year that the game was released in, The one thing I really have to praise is the amount of variation in the tile sets. While the pre-historic chapter will mostly consist of greys for stones and browns for dirt, the near future consists of lush greens and corporate silvers.
Each chapter seems to have a separate original artist too, so the art direction is also noticeably different with each new time period. The RPG mechanics are only really brought out in just a few of the chapters in the game. You start a chapter as a new character and go through their story until you defeat the chapter boss, then you select a new chapter and repeat. Live A Live uses a grid-based combat system mixed with turn-based combat. You move around the map in order to line up your attack range to hit mobs, while trying to position yourself out of enemy range as to force the enemy to move instead and avoid getting attacked until your next turn.
This is really nice, as the battles themselves take quite a bit of time, so not needing to recover after each fight helps keep the pace moving along. Characters level up each time they gain EXP. After that you can keep leveling, but they only seem to gain a bit of HP and stats. This chapter contains a hidden superboss, by the way, so powering up as much as you can is a very good idea.
Defeating the superboss gives you a chance to find a really powerful accessory, which can be brought over to the final chapter of the game and equipped on any character. All conversations are conducted using emojis. I actually felt a little sad when this chapter ended, as I was having so much fun with it…but in the end, Pogo learns his first word!
The Master and Lei fighting a rival martial artist. The gameplay in this period is basically Pre-historic lite when it comes to RPG mechanics. This chapter mostly consists of fighting one on one with your disciples in order to increase their stats after each battle. This chapter finally introduces text dialog all chapters from here on out will. Secret doors for days and backtracking for days. This chapter also has a few hidden superbosses that drop nice weapons and accessories, but getting to the levels required to beat them will take a very long time.
Enemies in this chapter are worth very little EXP per fight, so leveling up to to kill the bosses will take 2x-3x longer than the actual length of the chapter itself. Oboromaru running through that nightmare of a castle. Each time Oboro kills someone, a kill count is displayed at the top of the screen.
There are enemies in the castle yes, that means pretty much battles if you want to get all kills , and the game gives you items based on whether you can complete the chapter with 0 kills or with all kills. With the obscene amounts of running back and forth and forced fights, it took me probably hours to finish. These traps will then be set and used against the incoming Crazy Bunch.
Sundown searching town for some trap materials.