Tears revolude game length
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This is a short game. If I remember correctly I also beat the bonus boss. Here is the save file for the normal ending however.
Recently beaten since April 1: Sephirothic Stories (android, kemco), Soulblazer (snes, arpg), Seek hearts (android, kemco), Super Metroid (snes), Legend of Tetrarchs (android, kemco), Castlevania 4 (snes), Actraiser (snes), Demons Crest (snes, platformer), Holy Umbrella (snes, platformer), Arcana (snes rpg)
(Updated May 6)
Kemco games I still need to beat: (2) Dragon Lapis, Dimension Cross
(Updated May 6)
Kemco games I still need to beat: (2) Dragon Lapis, Dimension Cross
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It was indeed a very short game. I found it best to make Sion a magic knight since his charge works with both physical and magic skills. for that, Sion was very good at dishing out damage. Added. I actually wanted more of this game so it's infuriating when it's a short one.
We don't make mistakes. We just have happy accidents.
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Finished normal end + IAP dungeons + bonus dungeons. You can actually access the IAP dungeons without spending cash through completing achivements.
Tears is a game that feels like its holding itself back because there's a bunch of good ideas that never get fully fleshed out. I will list each one of them below.
The story starts out a bit like fantasy Uncharted/Tomb Raider in that you're trying to find artifacts related to a historical figure in ruins you explore but the game forgets about this and sets you on a journey to overthrow the guild after the 1st 3rd of the game. They missed a chance to build up on who Orwiel was and make it feel more climatic towards the final battle while also giving chances for the party to work together to fill in the blanks. But WWS just had to fall back onto the tropes and cliches associated with JRPGs because frankly, would you want to play a game thats about uncovering the mystery of Orwiel and his artifacts or a game that's about saving the princess/damsel from the empire for the 200th time?
The dungeon exploriation feels like it was made with the intent of being a first person dungeon crawler but the devs got worried and made it a normal top-down rpg. This game would have been much better in a fiest person perspective and Shining: The Holy Ark is an example of a game that creates immersive and interesting dungeons + towns while making sure you're in 1st person view all the time. Instead, you get a normal dungeon crawler where you dont even have to look at the 1st person window so that becomes just a novelty except for that one puzzle in the Sea Cave IAP dungeon but that's the only time where the 1st person view actually matters. I wouldn't be surprised if Kemco told WWS to tone it back. Side note but it also sucks that you only ever get to explore using Sion's sprite and nobody else since other RPGs do this and its a nice little detail.
The gameplay is the same forgettable affair since you get a weapon system that lets you build each character diffirently but that all falls apart once you just modify the weapon to the character's natural strengths. There's no real reward or need to build Sion around physical damage because his magic is jist that good and his Limit Break is magical. You do get a gem system that allows for further customization but it falls to the same issue of the fact that there's only one superior build for each character and everything else is added on as an afterthought. The grinding to get stronger skills is absolutley dreadful without the IAP tools that speed up the grind so you have to dedicates some hours just grinding and thats just unfun. All this ends up im a rpg where once again, everything is just forgettable and lacking in potential. Its also worth noting that the towns you visit dont even have their own unique backgrounds which is just lazy as well and can be confusing because you may mistake one town for another.
Overall, a game with nice ideas but they all just fall apart and/or feel held back and you get the same forgettable battle system.
Tears is a game that feels like its holding itself back because there's a bunch of good ideas that never get fully fleshed out. I will list each one of them below.
The story starts out a bit like fantasy Uncharted/Tomb Raider in that you're trying to find artifacts related to a historical figure in ruins you explore but the game forgets about this and sets you on a journey to overthrow the guild after the 1st 3rd of the game. They missed a chance to build up on who Orwiel was and make it feel more climatic towards the final battle while also giving chances for the party to work together to fill in the blanks. But WWS just had to fall back onto the tropes and cliches associated with JRPGs because frankly, would you want to play a game thats about uncovering the mystery of Orwiel and his artifacts or a game that's about saving the princess/damsel from the empire for the 200th time?
The dungeon exploriation feels like it was made with the intent of being a first person dungeon crawler but the devs got worried and made it a normal top-down rpg. This game would have been much better in a fiest person perspective and Shining: The Holy Ark is an example of a game that creates immersive and interesting dungeons + towns while making sure you're in 1st person view all the time. Instead, you get a normal dungeon crawler where you dont even have to look at the 1st person window so that becomes just a novelty except for that one puzzle in the Sea Cave IAP dungeon but that's the only time where the 1st person view actually matters. I wouldn't be surprised if Kemco told WWS to tone it back. Side note but it also sucks that you only ever get to explore using Sion's sprite and nobody else since other RPGs do this and its a nice little detail.
The gameplay is the same forgettable affair since you get a weapon system that lets you build each character diffirently but that all falls apart once you just modify the weapon to the character's natural strengths. There's no real reward or need to build Sion around physical damage because his magic is jist that good and his Limit Break is magical. You do get a gem system that allows for further customization but it falls to the same issue of the fact that there's only one superior build for each character and everything else is added on as an afterthought. The grinding to get stronger skills is absolutley dreadful without the IAP tools that speed up the grind so you have to dedicates some hours just grinding and thats just unfun. All this ends up im a rpg where once again, everything is just forgettable and lacking in potential. Its also worth noting that the towns you visit dont even have their own unique backgrounds which is just lazy as well and can be confusing because you may mistake one town for another.
Overall, a game with nice ideas but they all just fall apart and/or feel held back and you get the same forgettable battle system.
We don't make mistakes. We just have happy accidents.