Indeed, I went in with the easy mindset, expecting foes to roll over and give up, and was disabused of this notion when the first boss handed me my ass in no uncertain terms. Gameplay wise, L’Phalcia has gone back to the old skool, eschewing the recent trend for KEMCO games to be almost playable on autopilot. Should you build a magic based character, a melee build or try to steer a middle course? There are lots of permutations to play with, and all in all the system not only works, but is fun to use. As the characters level up, more squares become unlocked, allowing you to rejig the runes each character has. Think of the inventory system from Resident Evil 4 and you’ll be in the right ball park. These shapes come into play when the characters try to equip them, as they have a grid of a set number of squares into which to place the runes. You see, in this game, the type of magic you can use is controlled by runes, and each rune has a different shape.
There are, thankfully, some subtle differences the battle scenes come with a kind of pseudo 3D effect isometric viewpoint, there are Phantom Skills to unlock and utilise, and there is actually a cool magic system to play with. And to be fair, the battle music sounds a lot like that from the last KEMCO game I reviewed, and the one before, and so on ad infinitum… When I explained it was a new game I’d just started, she said that it looked identical to the previous one, and even the music sounds the same. Just to drive home how similar these games look to each other, the wife asked me why I was still playing Illusion of L’Phalcia. The graphics are very much out of the big book of leftover KEMCO bits as well, being the standard kind of anime cliches we’ve come to expect. A misunderstood hero, a feisty female, a possible bad guy, a talking cat, and so on. Here's hoping that it's as good as it looks.So, the standard bits of a KEMCO game are all here. After raising nearly twice as much funding as they had hoped, the team promised to bring Yatagarasu Attack on Cataclysm-an expanded version with more characters, English localization, and improved graphics-to the states. This labor of love may never have seen the chance to cross the ocean if it wasn't for last year's Indiegogo campaign.
What's more, its dynamic commentary system looked to be as realistic as possible, featuring the voices of fighting game pros responding to specific combos and events on the fly. Simple inputs and a focus on normal attacks made the game approachable for fighting game amateurs, while combos and cancels gave the big dogs a reason to check it out as well. Heavily inspired by Street Fighter III: 3rd Strike's gameplay and presentation, the resulting 2D fighter was a combination of simplicity and depth. Seven years ago, a few King of Fighter devs began Yatagarasu as a personal side project. Wii U roster!) Here's hoping that it leaves just as strong a legacy as its predecessors. (Just take a look at that Super Smash Bros.
The upcoming sequel promises more levels, more items, more modes, and most importantly, more new characters than our inner fanboys can handle.
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has come a long way since its humble beginnings, with millions of copies sold and pro circuits around every corner.
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Bouncy, cartoonish gameplay, beloved Nintendo characters, and a unique ring-out system made the series stand on its own, all while being simple enough that an eight-year-old playing his favorite electric mouse could Down-B his way to victory (at least until Melee came out two years later and you Wave-Dashing monsters ruined it for the rest of us).Īll joking aside, Super Smash Bros. was many gamers' first serious foray into the genre.
It may seem a little sad to some of you fighting game purists out there, but Super Smash Bros.