Some games really hit home with their storytelling, and reflect the state of the world you and I live in. I think it's safe to say that IFI's new action JRPG does exactly that. Arc of Alchemist takes the player on a fantasy adventure based on a grim future. Through war, and wastefulness humanity has turned the world that the heroes, and heroines of the story reside in into a desert wasteland. A once thriving world with plentiful water, and oceans now rendered drought stricken. Leaving the remaining inhabitants hopeless yet hopeful for salvation in the guise of a sought after legendary great power. Through conversations between the expedition force's leader Quinn, and her team of brave soldiers who set out on a mission for said great power we find that each member has their own backgrounds, and own inner struggles in mind as they face the uncertainty of their future together. A last bastion of hope set forth to find out just how hopeful the future will, or will not be.
Deviating from the traditional IFI JRPG play styles, and appearance 'Arc of Alchemist' does things differently in manner that compliments the story being told. Reflecting hope in lighthearted interactions, and a colorful chibi anime presentation while delivering the dire nature of each characters' fight for the future in the environments, and fights that they take on.
Gameplay ...
Action within the game's world takes place in a couple of different locations made more easily accessible through portals. In one area of the game you will be exploring desert ruins for materials, and the enigmatic great power. In the other you'll be dealing with party, and camp management at a base of operations that acts as the one stop shop for all things that need tending. In the field of exploration you'll be playing as Quinn, or another party member of choice from a roster of several unique characters as two other team members tag along in set combat formations to assist in any battles that should arise. Each character in your party wields dual weapons, armor, and two accessories. Along with the gear each character also has passive skills that can be learned, and equipped to four slots at home base adding to their combat abilities. Such skills as extra defense, damage output, stealth, and even thievery can be learned, and upgraded at the base for a price. When it comes to the leading character they can use a device called a LunarGear to interact with environmental gimmicks that open up access to different areas of the map as well as help in unlocking secrets that are hidden. The LunarGear runs on limited use elemental orbs that can be equipped to left and right DPad slots as well as assigned to a third UP DPad slot for a combined use that has an alternate effect. Aside from that you will manually be controlling the base attacks the leading character dishes out. This includes a ranged, and/or melee attack dependent upon the type of weapon equipped. Character gear setup, and skill assignments can be managed in the 'Allies' menu back at the base which is accessed via a portal.
Within the base you'll also be able to adjust character formation, and character functions. Positioning them in different ways to better compliment the area's battles as well as deciding the AI's approach to said battle. You can set them to 'Free Will', 'Hold Position', or 'Attack Same'. This will give you better control over your party's actions while in battle. Also located at the base menu is a menu for procuring goods, doing trades, and selling materials for the currency needed to do other functions at the base. In the 'Procure' menu you'll be able to trade base weapons bought from the store for enhanced secondary weapons. You'll also be able to buy weapons, skins, accessories, and armor for a set price. It is here you can also sell the materials you find along the way in chests, from downed enemies, and from highlighted item beacons. Selling materials, which come in different rarities, will allow you to also train your characters for boosted stats, and learned skills. While you will level up naturally through combat the 'Training' menu allows you to speed up that effort. It also allows you to teach the characters new skills, and new levels of a same skill. Ultimately making them more suited for battle when out in the field.
The main base won't be your only method of micro-managing your party. At the base you'll also be building camps, and leveling them up when you progress to new regions of the map. Within the 'Build' menu you will be able to setup camps, and level them up for an increased price. By doing so you will enable new features per level including the ability to regenerate party health as well as resupply items and orb stock. The higher the level of the camp the faster certain features work. Back at the base you'll be able to depart to different camps you've setup on an individual basis as well as discovered portals via a list in the 'Depart' menu making travel from location to location quicker. Travel while out on the field of play is done through navigation via a mini-map as well as through a larger touchpad map that shows locations of items, and features of interest. As you traverse the various locations you will encounter respawning enemies of various types each with a health bar indicator, and level disclosure. Combat against them isn't restricted to an arena, and is action oriented. In some instances, when running into an "EVENT!" marker, you will encounter boss fights or conversational cutscenes that flesh out the story being told. The latter also happens in more comical fashion as you return to the base on occasion. building upon character relationships, and back stories. When it comes to bosses you'll be using everything from your weapons to your LunarGear, and tension gauge attacks.
A detail I forgot to mention is that the leading character Quinn does have a more powerful special attack tied to UP on the DPad that will release 'Vanguard Orbs". Her two party members also have unique special attack that can be used when their tension gauges are filled up and flashing red by pressing LEFT or RIGHT on the DPad according to which side they are on in the given formation. Also worthy of noting is the new focus, and dodging mechanics tied to the L1 and R1 shoulder buttons. By pressing L1 you can focus on an enemy as you fight them making the battle more controllable. By pressing R1 you can do an evasive dodge as well which will change the way you dodge depending on whether or not you are focused. Something that comes in handy during the more formidable battles.
As far as extras go There is an 'Enemy Manual' that houses 3D models of the enemies you defeat. You can rotate them, view their location, and their RPG stats. Supposing you beat the game, and want to play again with all current character and base settings intact you can do so with a 'New Game +' made available at the main menu. The catch is camps won't be available, and your map progress will be reset.
The Verdict ...
IFI once again sheds light on real world situations. Like a lot of us the characters of 'Arc of Alchemist' are facing uncertain futures as the world around them falls apart. As we struggle to find hope so too does Quinn, and her expedition party. It is their search for salvation, and their conversational struggle revolving around hopeless despair that has a human element that will draw in your undivided attention as you find familiarity in their plight. While this is a fantasy world, and story built in fantasy it is something I think a lot of us can relate to. Not only does it offer that relativity in spades, but it also offers a simple yet fun gameplay formula that makes the experience even more attractive. It's the kind of game you'll pick up, and not want to put down for story sake. You'll want to see the fate of the characters you've grown to love, and though it may be heartbreaking at times you'll keep on keeping on like a person filled with hope. A hope they share in-game.
As far as a recommendation goes I can't recommend this game enough. It is a really good JRPG with fun gameplay, and a noteworthy story. It's something different from the traditional IFI game presentation, and hopefully will inspire them to create more games of different styles as they have done here. Can't wait to see what story unfolds with the next IFI JRPG!!!
Deviating from the traditional IFI JRPG play styles, and appearance 'Arc of Alchemist' does things differently in manner that compliments the story being told. Reflecting hope in lighthearted interactions, and a colorful chibi anime presentation while delivering the dire nature of each characters' fight for the future in the environments, and fights that they take on.
Gameplay ...
Action within the game's world takes place in a couple of different locations made more easily accessible through portals. In one area of the game you will be exploring desert ruins for materials, and the enigmatic great power. In the other you'll be dealing with party, and camp management at a base of operations that acts as the one stop shop for all things that need tending. In the field of exploration you'll be playing as Quinn, or another party member of choice from a roster of several unique characters as two other team members tag along in set combat formations to assist in any battles that should arise. Each character in your party wields dual weapons, armor, and two accessories. Along with the gear each character also has passive skills that can be learned, and equipped to four slots at home base adding to their combat abilities. Such skills as extra defense, damage output, stealth, and even thievery can be learned, and upgraded at the base for a price. When it comes to the leading character they can use a device called a LunarGear to interact with environmental gimmicks that open up access to different areas of the map as well as help in unlocking secrets that are hidden. The LunarGear runs on limited use elemental orbs that can be equipped to left and right DPad slots as well as assigned to a third UP DPad slot for a combined use that has an alternate effect. Aside from that you will manually be controlling the base attacks the leading character dishes out. This includes a ranged, and/or melee attack dependent upon the type of weapon equipped. Character gear setup, and skill assignments can be managed in the 'Allies' menu back at the base which is accessed via a portal.
Within the base you'll also be able to adjust character formation, and character functions. Positioning them in different ways to better compliment the area's battles as well as deciding the AI's approach to said battle. You can set them to 'Free Will', 'Hold Position', or 'Attack Same'. This will give you better control over your party's actions while in battle. Also located at the base menu is a menu for procuring goods, doing trades, and selling materials for the currency needed to do other functions at the base. In the 'Procure' menu you'll be able to trade base weapons bought from the store for enhanced secondary weapons. You'll also be able to buy weapons, skins, accessories, and armor for a set price. It is here you can also sell the materials you find along the way in chests, from downed enemies, and from highlighted item beacons. Selling materials, which come in different rarities, will allow you to also train your characters for boosted stats, and learned skills. While you will level up naturally through combat the 'Training' menu allows you to speed up that effort. It also allows you to teach the characters new skills, and new levels of a same skill. Ultimately making them more suited for battle when out in the field.
The main base won't be your only method of micro-managing your party. At the base you'll also be building camps, and leveling them up when you progress to new regions of the map. Within the 'Build' menu you will be able to setup camps, and level them up for an increased price. By doing so you will enable new features per level including the ability to regenerate party health as well as resupply items and orb stock. The higher the level of the camp the faster certain features work. Back at the base you'll be able to depart to different camps you've setup on an individual basis as well as discovered portals via a list in the 'Depart' menu making travel from location to location quicker. Travel while out on the field of play is done through navigation via a mini-map as well as through a larger touchpad map that shows locations of items, and features of interest. As you traverse the various locations you will encounter respawning enemies of various types each with a health bar indicator, and level disclosure. Combat against them isn't restricted to an arena, and is action oriented. In some instances, when running into an "EVENT!" marker, you will encounter boss fights or conversational cutscenes that flesh out the story being told. The latter also happens in more comical fashion as you return to the base on occasion. building upon character relationships, and back stories. When it comes to bosses you'll be using everything from your weapons to your LunarGear, and tension gauge attacks.
A detail I forgot to mention is that the leading character Quinn does have a more powerful special attack tied to UP on the DPad that will release 'Vanguard Orbs". Her two party members also have unique special attack that can be used when their tension gauges are filled up and flashing red by pressing LEFT or RIGHT on the DPad according to which side they are on in the given formation. Also worthy of noting is the new focus, and dodging mechanics tied to the L1 and R1 shoulder buttons. By pressing L1 you can focus on an enemy as you fight them making the battle more controllable. By pressing R1 you can do an evasive dodge as well which will change the way you dodge depending on whether or not you are focused. Something that comes in handy during the more formidable battles.
As far as extras go There is an 'Enemy Manual' that houses 3D models of the enemies you defeat. You can rotate them, view their location, and their RPG stats. Supposing you beat the game, and want to play again with all current character and base settings intact you can do so with a 'New Game +' made available at the main menu. The catch is camps won't be available, and your map progress will be reset.
The Verdict ...
IFI once again sheds light on real world situations. Like a lot of us the characters of 'Arc of Alchemist' are facing uncertain futures as the world around them falls apart. As we struggle to find hope so too does Quinn, and her expedition party. It is their search for salvation, and their conversational struggle revolving around hopeless despair that has a human element that will draw in your undivided attention as you find familiarity in their plight. While this is a fantasy world, and story built in fantasy it is something I think a lot of us can relate to. Not only does it offer that relativity in spades, but it also offers a simple yet fun gameplay formula that makes the experience even more attractive. It's the kind of game you'll pick up, and not want to put down for story sake. You'll want to see the fate of the characters you've grown to love, and though it may be heartbreaking at times you'll keep on keeping on like a person filled with hope. A hope they share in-game.
As far as a recommendation goes I can't recommend this game enough. It is a really good JRPG with fun gameplay, and a noteworthy story. It's something different from the traditional IFI game presentation, and hopefully will inspire them to create more games of different styles as they have done here. Can't wait to see what story unfolds with the next IFI JRPG!!!
No comments:
Post a Comment
Looking forward to what you have to say. Keep it clean, and keep it real. I will reply as soon as I can. Thanks for stopping by!!!