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With Nippon Ichi, you know what you're getting. Fans of the developer
count on NIS to develop quality RPGs and many of them probably already
own Soul Nomad & The World Eaters. Opting to do one genre exceptionally
well rather than to do multiple genres with mixed success, Nippon
Ichi have stuck to their guns for half a decade, and Soul Nomad
is clearly designed with old-school RPG players in mind; story,
visuals and sound come second to the battle system and its customizability.
Fans of Nippon Ichi will surely be pleased, while the rest of the
gaming world can continue their love affair with Halo
3 unabated.
The
most striking aspect of Soul Nomad is the game's visuals, as much
of it looks like it could have been put together on the original
PlayStation. However, what makes this particular game a little more
than simply an old-school style title are the details. For example,
there are times when you're speaking to a character that appears
on-screen as nothing more than an anime-styled image set over a
gradient two-tone background. Battles take place on a 2D map, with
topographical elements drawn in, as opposed to being represented
literally with a third dimension. The game's font is strikingly
dull and you're given the option to skip every cut scene, if you
feel so inclined. All of this demonstrates the developer's intent
not only to make an old-school strategy RPG, but also to create
a game where actual gameplay takes precedence over everything else.
The visuals are downright ugly in many areas, but fittingly so;
Soul Nomad is a game for the mind, not for the eyes. This is a logical
extension of the developer's style, which already appeals almost
solely to devoted RPG players.
Battles
take place on a 2D grid, where you maneuver a central character
around to attack enemies. Your character, the leader, represents
what's called a room containing multiple characters, each of which
you either create or are part of your squad by way of association
(main characters). You can also summon other rooms, which you must
also create, with more available as you progress through the game.
Combat is relatively simple; you can attack, defend, use a Tactic,
or use a Gig Edict. Attacks are just that; each of your characters
attacks the enemy (except non-violent classes, such as clerics,
who heal your party, boost stats, and so on). If your stamina drops
below 80% then you can perform special moves in addition to your
basic attack. Tactics serve different purposes for different characters
and are dependent upon the class of the room leader. For example,
a room with a knight at the helm will use Intimidate, which makes
it impossible for an opponent to move. Other tactics include mine
placement, remote attacks, stat boosting, healing and so on. Gig
Edicts are essentially items, serving as you would expect (healing,
stat boosting, stat reduction, and more).
The
real meat of the system is not in the actual battles, but in designing
your rooms for use in battle. Each room is equipped with four to
nine squares and an always-on room décor, a feature that gives the
room certain stat boosts (double EXP earned, decreased stamina use,
increased ATK, etc.). In addition, you're allowed to equip your
own décor earned in battles or purchased for use in a single battle.
Where you place certain characters dictates the attack they perform
and has certain repercussions in the way of décor. For example,
you can set a middle row with three archers and use the décor SNIPER
and MIDDLE BOOST; these increase the ATK of the archer and the overall
stats of the middle row, respectively. Regarding placement, a room
has three rows with up to three slots in each row. Units toward
the front will, obviously, be targeted in combat by melee units,
while those in the rear are protected from such things but at risk
from ranged attacks. Additionally, placing certain characters or
classes together gives you additional combo attacks (mentioned earlier).
If you're looking to grind then, you may do so at your leisure by
using the Inspection function, which pits you against one randomly
generated dungeon after another. Completion of each dungeon gives
you Room Power, which you can use to boost your room's stats.
As
deep and involving as this combat system is, Soul Nomad does have
a few issues. First and foremost is the enemy AI, an issue that
the genre has suffered with for years and that no developer has
really attempted to tackle. Enemies tend to stay put until you get
near to them, which allows you to pick off each opponent one by
one, as opposed to having to deal with multiple enemies at once.
Not all battles proceed in this fashion, but there are enough of
them to decrease the game's difficulty quite considerably, bringing
us to the second problem, which is that Soul Nomad is too easy.
I very rarely lost a battle and didn't need to do any grinding to
reach this position of prominence. With that said, neither of these
problems severely detracted from enjoying the gameplay experience.
The
sound and presentation in Soul Nomad are standard RPG fare with
a healthy dose of trademark animé quirkiness. The voice acting,
while not something I enjoyed, fits the theme well; the characters
speak with the overwrought enthusiasm of a South Park character,
which coincidentally is about the same style that 90% of all anime
shows employ. Considering the Nippon Ichi fan base, this is acceptable
- nay, ideal. The story, while not quite Vonnegut, is enjoyable
for what it is. And what is it? In short, the God of Death once
reigned terror on the continent of Prodesto using three giant demons
called World Eaters. The God of Death was defeated and his soul
was trapped in a sword; which is given to you, the hero of the story,
and you consequently share a body with the sword's inhabitant (the
God of Death, or Gig, as he's called). The ultimate goal of the
game is to defeat the World Eaters of yonder, who have remained
in Prodesto but lain dormant and now arisen once again.
The
dialogue in Soul Nomad is not particularly interesting, but I did
a double take more than a few times after hearing certain lines.
One, by a singing minstrel, reads, "The entrance is noisy, pay no
mind/Find what you want, take it from behind"; this, an ode to his
city of residence. A small boy also encourages his surrogate mother
to increase her breast size because he prefers big, jiggly boobs.
These lines, strange in and of themselves, are made doubly strange
by their sly placement amongst run-of-the-mill RPG dialogue spoken
by run-of-the-mill RPG characters!
Soul
Nomad & The World Eaters isn't perfect, but it's an endlessly enjoyable
game for fans of the strategy RPG. The main game allows you to skip
the story if you simply can't be bothered, while also providing
endless grinding for those so inclined and, upon completion, a large
chunk of side quests to embark on. Additionally, the game features
upwards of a dozen unique endings to discover. In short, you can
play Soul Nomad until the cows come home or until you finally tire
of it, whichever comes first - and thanks to its addictive gameplay,
it might be quite some time before either event happens.
Reviewed by Casey Cantero for AceGamez (All Rights Reserved).
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