There's nothing quite like getting your head handed to you if you're looking for a place to stop in an RPG. Save points are nice, but "Game Over" screens carry so much more finality.
The mines in Radiant Historia are cleared - for now, and so I went back to the node involving the merchant beset by bandits. Taking out the bandits Red Sand Bram and Desert Pirate Hertz was as easy as picking off any standard enemy, but what lay beyond in the actual desert area is just crazy.
Whirlwinds that hurl stones, rogues that attack twice per turn, and enemies that can't be moved around. There's a NPC at the start of the desert cliffs area that tells you about the final sort, but immovable enemies are the least of your worries when you've also got crab monsters that only take one point of damage no matter what.
Aside from the foibles of striking out too far into an area where standard fights give almost double the experience seen up to now, some character development has been afoot! Marco and Raynie reveal their past, and tell Stocke that they'd been in a mine collapse before. Raynie also insists that the reason for the collapse was a monster that went straight for the main support beam - almost as if it was sent to do so.
Now, I'm not a fancy pants game designer (my pants are quite plain, indeed), but I think it's safe to say that this foreshadows a time node somewhere within the game. I'm sure of it.
No comments:
Post a Comment