Tuesday, May 21, 2019

Lapis x Labyrinth (PS4)

Whether you choose to play it on PS4, or Nintendo Switch the experience that is NISA's "Lapis x Labyrinth" holds the same context, and content regardless of platform. Unlike a lot of their more deeply involved, and campaign heavy JRPGs of the past though this platforming cute 'em up takes the allure of looting, combines it with NISA's character stacking antics, and throws in a short story to boot. At the heart of it all is the briefly disclosed legend of a highly sought after tree of unimaginable treasure. That, and timeless accounts of adventurers seeking to find it, but forever failing. As a named leader of a party of mismatched character class types seeking the same object of wealth untold you set out on perhaps the last chance at looting this fabled fortune that time could soon forget. With the help of a village filled with quest givers, and other individuals of interest you will embark on this journey as you face off against many a foe in a floor by floor vertical descent to claim the ultimate prize or prizes.

With a guild at your beckoning consisting of up to four customized class inclusive characters out of eight available types (Bishop, Shielder, Maid, Necromancer, Berserker, Gunner, Witch & Hunter) you will take to the adventure at hand ready or not. Ultimately customizing, and stacking up to four characters in 4,000 possible combinations. Each stack with their own unique set of singled out, and combined skills that can be used on the go with a simple control scheme meant to keep the action fast paced, and frenetic. The end goal being to loot all the floors of the labyrinth leading to the enigmatic tree of gold that so many have sought, but have yet to obtain. That, and finding the tree at the end.

With the characters to choose from, and the goal in sight you'll find that the end game loot is not the only prize you'll be fighting for. Along the way you'll collect treasure chests that award you the gear, weapons, and items needed to get you further into the labyrinth, and to the tree your party of adventurers so desperately seeks. By leveling up your guild along the way as you face ferocious foes, and equipping them with the best equipment you'll be ready to face the mounting monstrous dangers that lurk even deeper within the confines of the labyrinth. The catch being that your guild of miniature misfits has a collective guild equipment limit ultimately limiting what gear, artifacts, and other items you can carry with you. Making your pairing of classes, and equipment all the more crucial to the survival at hand.

In your journey onward, and downward you'll find that the classes themselves each have unique attacks assigned to the TRIANGLE + DPad directions as well as an X button skill, an Assist Order, and an Extra Order to use in the heat of battle. That, and a synchronized party attack that can be used when requirements are met. At the base level you'll find melee attacks coming from the SQUARE button in quick combo fashion. Said attacks fill up an EX gauge which in turn allows for the more beneficial, and damaging functions such as that of the X button skill, Assist Order, Extra Order, and Synchronized party attack (R1). Special attacks like those you find in fighting games with added directional inputs utilize the EX meter as well along with the TRIANGLE button, and applied DPad directions. The TRIANGLE specials are character specific much like a fighting game as well. Ultimately each attack option is assigned to a unique shoulder or face button respectively which is disclosed in a tutorial that is initially shown in pop-up windows, and made available later through the village grand master should you need to return to the tutorial to better understand the mechanics.

In regards to class archetypes some character classes in the game happen to be more aggressively inclined in either the zoning or up close ways while others act as means of party defense, a mixture of the two, or healing. Depending upon how your stack of four characters is arranged it will determine which character is currently dealing damage, which is acting as an assist, and which serves as a means to jump to higher areas. The latter tying in with the jump mechanic which actually temporarily loses a character per jump until you land.

While the functionality of your guild of characters remains static throughout your adventure at base level your initial creation of said characters does offer some options to make them your own. Along with the customizable name comes the ability to choose from a limited number of color palette swaps, and hair types. You can even cycle through and pick a voice from the selection of male and female Japanese voice-overs. The game's audio is strictly in Japanese outside of the English menu listings, and even has a control setup similar to the original Japanese release in that CIRCLE is how you jump.

Once your guild is created you can begin taking them out on quests. This requires that you stop by the village sanctioned Guild Rep, and pick one of the currently available quests. It also requires that you pay close attention to the quest difficulty level that's listed in the quest's description in order to not get into a situation you're going to fail. As your guild completes quests they'll earn the accompanying reward as well as level up their guild level (character levels), and acquire loot through the game's unique looting system.

The looting system in "Lapis x Labyrinth" is where the bulk of fun is. It's fast, and flashy hack 'n slash action based on the previously mentioned stacking system. You will basically move from the starting point to the other portals within the floor's layout while dealing with enemies, and looting pretty much everything that can be looted. One thing you need to keep in mind while going for the gold is that there's a few meters, or gauges governing your party's actions. You have a Treasure Point gauge, a FEVER gauge, and the EX gauge I mentioned before. The Treasure Points gauge acts as a sort of combo meter that ticks up in count as you loot chests, blocks, and enemies as you play. The FEVER mode, on the other hand, comes into play as you find and break purple diamonds releasing energy that fills up the meter. Once FEVER Mode is activated through a flashy fireworks filled, and labeled onscreen display enemies you attack will spew forth special gems as will the blocks you can, and cannot break. Getting enough Treasure points will bank you a buff bonus for the current floor while your FEVER mode usage will be tallied, and added in with other in-game stats after a full floor playthrough for an alphabetical rating followed by a disclosure of the rarity of treasures that you amassed.

While that sounds fairly straightforward your goal is to get through each set of floors as quickly, and efficiently as possible with at least one party member left. If you take too long a wraith will appear (Bubble Bobble style) which will cause a fail if it touches your main character/party stack. You'll want to move quickly where the directing floor arrow points you, and quickly find the proper portal exit to get you to the next floor, the end boss fight, and finally the end portal. Two things you should be aware of on this endeavor are as follows. First, and foremost each character has health, and can die. To circumvent a character's death you can either use character healing abilities from another party member, or take the brief opportunity to revive the detached, and blinking party member when you notice them. Being aware of your party's health status is crucial to surviving, and knowing when to switch party members using "L1" even more so. Lastly when you defeat a boss you'll score some final treasure boxes which can be looted before going to the final portal, and back to the village where you'll repeat the process of party management, and looting all over again. Do note that each quest has multiple floors that must be cleared before reaching the boss, and concluding the quest. The floor count is also tallied in the end grade.

When it comes down to the loot you will be collecting there are different rarities of weapons, artifacts, and gear as well as single use food items that can be used between floors for added effect. The loot will come in the form of immediately acknowledged drops with their own item pop-up notifications onscreen as well as from the chests you collect, and can choose from in a sort of randomized slot machine setup after you complete a quest. The latter type of loot doesn't gift you all chests content, but lets you instead choose among displayed rarity, and weapon/item type descriptions or visual indicators by pressing the associated button floating just above the chest. Some of the artifacts, and gear have enhanced effects which take on a similar presence as former NISA game loot with different colored names, and attached bonus stats. Applying the looted gear is restricted to a party assigned gear limit number than cannot be passed. Meaning that you'll have to watch each item's attached number value, and equip accordingly. The rarer the item the higher that items number value will be. The gear total accounts for all of the party's gear collectively, so not every gear/item slot can be filled if you choose to equip the more rare things.

In addition to the main objectives you'll also find housing for the game's extras within the in-game village. This includes a dual compendium containing a list, and images of all the weapons, and monsters you've encountered along the way. It's a little something extra to keep you in the grind. While the game does have some replay value I can't help, but feel it is one of NISA's smaller games. It is very to the point, and not all that complicated. Visually, and audibly it's appealing, but I would not suggest anyone with a personal or family history of seizures or epilepsy playing it due to it's flashy visuals. If you can handle it though it's an interesting game by one of the best niche game developers in the marketplace. The good thing is that it isn't full retail. Meaning it's somewhere between the price of an indie, and a Triple A release. For what it's worth that's not a bad deal considering everything included in the experience. That being said I somehow feel this would be better enjoyed on an on-the-go console like the Nintendo Switch. It's not bad on the PS4, mind you, but I think it would be cool enjoying it in Switch's handheld mode.

The Verdict ...

Though the game feels smaller, and less fleshed out than NISA's bigger, and more well established JRPGs I find a sort of pleasant charm in "Lapis x Labyrinth". I think NISA took a chance with this one, as it will not be everyone's cup of tea, but for me it passes the test of quality. I think it's a nice pick up, and put down action adventure worthy of the asking price. It looks impressive, plays smoothly, and comes with that signature NISA flair gamers like me love. It gets the Gaming Inferno's fiery seal of approval!

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