The Cladun team is going HD with Legasista, an action-RPG for the PlayStation 3. That's right, players are now free to design high definition sword-wielding genitalia for their dungeon-crawling pleasure.
The Cladun team is going HD with Legasista, an action-RPG for the PlayStation 3. That's right, players are now free to design high definition sword-wielding genitalia for their dungeon-crawling pleasure.
Last edited by Ocelot; 11-29-2011 at 08:24 AM.
Twitter: BeckyCFreelance
This...may be the first NIS game I've actually been excited for in a long time.
That looks more like an iOS game than a PS3 one.
As soon as I heard "equipment stamina" I got immediately turned off. If I get a sword I damn well want to keep the sword. >![]()
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The cover art is great. It's a crime to waste it on such a cheap, tacky-looking game.
I usually like 2D graphics but those just look weird.
Also #Cidolfas, equipment endurance is one of the most horrible inventions.
It depends, can you repair it, or is it unreversable? I don't mind repair costs in games, even when they seem kind of silly.
Unreversable is the worst, I really hated it in SaGaFrontier 2 and some other RPGs where you only had a "can be used to attack 40 times and then it's gone" kind of system.
But even repairable has horrible flaws. The repair costs are nothing I mind and in fact in MMORPGs it helps to protect against inflation. The problem is that it can cause you to be deep into some dungeon and your can't repair your good weapon and can't defeat the boss without it and stuff like that. This is just frustrating.
I usually think the best system is full recovery after every battle (including equipment health), because then the challenge focuses on the single battles rather than playing hours and then realizing you are stuck and have to start over.
I believe that the system here is that your equipment auto-repairs at the end of a dungeon, so I guess you're supposed to be careful and conserve it while you're in a dungeon. I agree that such systems usually aren't any fun.
Twitter: BeckyCFreelance
One of my favorite rogue likes, ToME, has done away with this to a large extent, and it definitely improves the game. They've even replaced consumables with equippables that have reasonably short cooldowns, say, 10-15 turns, so instead of grinding up 40 potions of cure critical wounds, you have your infusion of greater healing.
As long as it's not a thingts break forever and theres nothing you can do about it system, i dont mind that much. Gives you incentive to use the random stuff you find in the dungeon.
I really like that kind of thing, myself. Well, I don't like it when it doesn't really add much to the game (like in, say, WKC), but in a lot of games where it is well implemented, like Fire Emblem or Romancing SaGa Minstrel Song, I think it can add a lot of strategy.
Looks like a PSN title or digital download fare.
Agreed. PSN title. Deathspank has better looks.
But...I would play it.
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