So after a long hiatus from them, I decided to play an RPG. I don't even remember the last proper RPG I played (not counting action games with RPG elements). This is mainly due to time constraints. When I could only play 10 hours a week, I didn't want a 40+ hour game, thus it has been mostly action oriented titles. Despite having Mass Effect and Eternal Sonata sitting on my shelf, I've started with Enchanted Arms. I expect it to be the worst of the 3, so I decided to start from the worst and work my way up.
I'm about 5 hours in, and I think I'm past all the tedious beginning stuff. The tutorials are ridiculous. Not because they don't teach you the combat, that is fine. Everything you interact with outside of combat uses the A button. So one tutorial, right? No, each item has it's own freakin tutorial, and then once you have acknowledged you know how to press the A button, your character then proceeds to rephrase it to the character that taught him, just to be sure. And I don't know if there just isn't speech for some parts, or if the game is majorly glitched, as the character interaction screens play out the same regardless, with lip movement that matches the dialogue. You can break crates in the non-combat areas (this hasn't gone out of fashion yet?) and if you find something, the game pauses and you have to press A to continue. Why on earth does it need to pause? Just add it to my damn inventory.
All that whingeing aside, combat is fun. It uses a fairly standard elemental strength/weakness set, but takes place on a 4x6 grid, split down the middle so you can't cross into enemy territory and vice versa. Characters get to move 2 spaces (might have to check if increasing your agility can bump that up to 3, cos it would be pretty useful), then attack, which might attack the square in front of you and the ones either side of it, or down a column. I won't go in to too much detail, but positioning is pretty important, each character has multiple attacks/buffs they can use, and there are a number of stats to keep track of, which I'm starting to get a decent handle on. What is starting to worry me at the moment is the VP system (which I think means Vitality Points, can't recall). Each turn that a character takes an action in combat, their VP drops by one. Thus the longer the combat, the more VP they will use. Once their VP is at 0, they will have 1 hit point and 1 energy point (attacks use up varying EP) when they start battle. You can build golems to bring into battle and swap them into a maximum party of 4 between combat. Recharge stations restore VP, and these were everywhere in the first 3 hours. At my last save, I was running out of golems to swap in. If I can't find a recharge station soon... I might have to load a save from about 2 hours previous. I'm certainly starting to worry, and if I do find one soon I will probably grind nearby so I can earn resources to build more golems to prevent it from happening in the future.
So despite a lacklustre first couple of hours, it is starting to pick up. I also reviewed Kameo, which you can find below or click the link. Cheers.
Kameo is a solid adventure with a light hearted setting. During your adventures you will collect Elemental Warriors which you can morph into, and using their varied abilities to effectively beat enemies in combat and solve puzzles are the chief aspects of the game. The story is not terribly engaging, but the gameplay elements come together well enough, and the game keeps offering you new things to do.
The game throws you into the thick of things right off the bat, with you in control of Kameo (an elf) and in possession of 3 Elemental Warriors (which you will soon be stripped of). The immediacy is a bit daunting, but it doesn't take long to get to grips with the controls, even though they may initially seem awkward. The A button is your interact button, and also to change into Kameo when you have transformed into an Elemental Warrior; the other face buttons are used to change into the assigned Elemental Warriors. These are pictured near the top of screen, so you always remember which button to push. To perform attacks or actions with your current character, you will press a trigger, or both simultaneously. Available actions and the required buttons are shown unobtrusively at the bottom of the screen at all times, so you won't have to memorise every action for every Warrior. Once you've completed this impromptu tutorial, you will launch into a proper one, which seems a bit backward.
You learn that the Elves have tried to keep the peace with the Trolls, but they have broken the truce and a war is raging on. Your sister Kalus has also betrayed you, and is siding with Thorn, King of the Trolls. Your ancestors have also been kidnapped. To defeat the threat and save your relatives, you will need to recover the 10 Elemental Warriors. Each of these have multiple abilities, and they will be required to complete your journey. Kameo can hover around environments quickly and has a flip kick, but she isn't much of a fighter. You will soon find Pummel Weed, who is likely to be your standard combat Warrior of choice for the first half of the game, and progress from there.
Environments can often be quite vast, and at times upon entering an area you will get a camera tour through the level to show you where you need to go, and to give you an idea of which Warriors you will need to rely on. Some of the areas are friendly, where there is little combat, but you are required to traverse them and find the way to the next area. These areas often have inhabitants that will talk to you, or shops where you can buy items. The action levels forgo friends for foes, but still retain the traversal aspect and even some light puzzle solving in combat itself.
Graphically Kameo has aged since it launched alongside the Xbox 360, but not considerably. Some models have low polygon counts or plain textures, but everything is still bright, colourful and nice to look at. Some environments have their fair share of straight edges, but are still expansive and well-designed enough that it hardly matters. Animations are great, aside from the odd clipping problem. The game has a good sense of charm in its simple and bright artistic design. For example one of your Elemental Warriors is Rubble, who is a pile of rocks with a head-shaped rock on top. Stop moving for a moment, and he will bounce his head and flip it in the air in a playful fashion.
It's the Elemental Warriors that are the star of the show and gameplay. As your stable of Warriors grows, you will have more abilities available to you, and be able to reach locations (or discover secrets) that you weren't able to before. For example, Pummel Weed can plant himself in the ground and move along to get under small gaps, and Deep Blue is the only Warrior who can swim underwater and reach caves. It's using these abilities in tandem that feel particularly good. For example, using Major Ruin's dashing technique to launch off a ramp, changing into Chilla midflight, and digging his ice spikes into an ice wall that he can climb. The joy comes mostly from discovering these combinations yourself, so I won't spoil any more of them. The sense of discovery continues regularly throughout the game as you unlock new Warriors, and different obstacles are put in your way that you have to solve.
Not that they are too troublesome to solve. The combat is generally easy, and the puzzle elements are pretty straightforward. At the beginning of your adventure you are given the Whotnot Book, which is enchanted by the wizard Ortho. If you ever get stuck, he is usually able to tell you what needs to be done. In fact, he is a little overzealous. Almost immediately after you come across an obstacle, Ortho will let you know that he has a hint for you in the Whotnot Book. It's much more satisfying to ignore it and solve it yourself, but I did turn to the book a few times on my adventure. It's not too instrusive, but you can turn it off if the feature annoys you. If you fall off a ledge, you spawn back in the level and lose some health. If you lose all of your health, you can continue. There is little penalty, as the game autosaves every few minutes. The Whotnot Book also houses information on the Warriors you have. Elemental Fruit can be found around the land, and can be used to purchase upgrades or new abilities for your Warriors. A few of these will be particularly helpful, but most simply add flair to attacks, and aren't entirely necessary; at the end of the game I had quite a number of Elemental Fruit I hand't bothered to spend. You can assign Warriors to face buttons from within the book, or in the game by holding a face button and choosing a Warrior from a radial menu.
Bosses look mighty intimidating, and are some of the best battles. These usually require good use of a couple of the Warriors, and soon you will have the pattern and a strategy in place. A couple of them became a bit on the tedious side, requiring you to perform the same actions too many times, but most of them were quite fun. For example, one of them is a huge tree with a gnarly face who shoots roots out in your direction, and periodically shakes its upper limbs to let loose some Trolls hiding among its branches. As well as the bosses during action stages, you will also come across several Shadow Trolls, who are holding the Elemental Warriors hostage. These you can only combat as Kameo, but you will need to commandeer a Lost Soul and throw it at the Troll when it materialises. These battles all follow the same basic premise, but they will scale as you progress, requiring you to hit them more times as they introduce new attacks.
It seems the story is aimed at being accessible, but is entirely boring and forgettable as a result. While most of the voice acting is adequate, it seems that each actor was given free reign to interpret their characters however they chose and to come up with whatever thickly accented voice they wanted. So while none of them are bad on their own, they seem to lack coherence against the story or setting. This makes the story not very engaging, and I found myself skipping a lot of the scenes, which I normally don't do, to get back into the action. You can talk to some characters in the friendly areas, but they usually don't have too many discerning features and often look alike, so it is hard to connect with anyone who isn't one of the few main characters in the story.
There is a local co-op mode, but it is limited. Once you complete an action stage in single-player, you unlock it for multiplayer. Thus it is just the same level again with a friend. This seems like a lost opportunity, as the potential combinations of Warriors lend themselves to a truly co-operative experience. Specific Co-op levels that required two people to work together to complete would have been very rewarding. This ties to another lost opportunity in the single player campaign. The game takes about 10 hours to complete, but it doesn't feel as though all of the Warriors and their combinations were explored to their fullest. One of the Warriors unique skills was only used for a few minutes after retrieving him, and then was never needed again. Bosses could also have been improved by requiring more than just 2 Warriors for each one.
In all Kameo is a solid adventure. While the story is lacklustre and lacks engagement, the gameplay will keep you interested enough to see it through to the end.
Score 8.0
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