Tuesday, March 12, 2013

Hope for the Future

In Radiant Historia pressing the "Y" button swings your sword. This is a small feature that doesn't do much at first. It's how you can trigger pre-emptive battles on the field, and, judging from their reaction to it, can be used to cut down vines after some sort of upgrade. But this feature hints at what will hopefully be a bigger part of the game as it goes forward: Actual environment interaction a la Golden Sun.

So far, all I've picked up is the ability to set bombs on barrels, but this alone has opened up a few extra paths. Most of these paths don't go anywhere yet, but my hope is that with your knowledge of explosives and sword-swinging abilities the game will gain some puzzle elements.

There's nothing wrong with a straight RPG, but adding puzzles to it makes it so much more than a series of fetch quests or grind sessions. Real brain teasers are one of the main things that made the Lufia games on the SNES so memorable, after all.

Radiant Historia already brings time travel to the RPG mix, and puzzle-solving (which could also fit in nicely with the game's timeline(s) system) would surely sweeten its blend.

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