Or take the recurring boss the Chamberlain, who can just take over your teammates after he’s confused them. There are others that involve rising tides which will instantly drown anybody unlucky enough to get caught underneath them. One map has something called Nurloc holes, from which giant worm creatures will continuously rise from until they’re stoppered by rocks or your teammates. There’s sufficient variety that I never got bored, though there are also some quirks of missions I found irritating. Often these involve defeating all your foes, but you’ll also need to sometimes move your party to a certain point on the map, hit levers, rescue prisoners, read sand glyphs and much more. Once placed, battle begins, and you go about achieving specific objectives. You pick from a party of three to five for missions, and place them on the field of battle. Though the story left me somewhat perplexed, thankfully the combat was much tighter. Sometimes they transitioned so quickly I lost details, which also made it hard to take screenshots at opportune times. I really did enjoy moments that occurred, and my primary issues were the lack of overall story coherence and how fast the animated cutscenes moved. As such, it was hard to always feel emotionally connected to the tale, though there were some highlights nevertheless, such as when one character returns as an avatar of mind controlling Arathim, or when the Aughra sacrifices herself to save some Gelflings. By the time I beat AoRT, I had about 15 characters in my party, and each and every one had relevant stories that didn’t necessarily contribute significantly to the greater whole. Not because it was necessarily poorly written, mind you, but because so many disparate threads are woven together without one sole hero to focus on. It’s all pretty ambitious in scope, but in execution I found the story a bit hard to follow. There’s a celestial event called the Darkening that is making wild creatures act violently, and during this the Skeksis are implementing some sinister plans. You watch from the viewpoint of an omniscient entity called the Aughra, who can apparently see the past, present and future. I appreciated this technique, since it gave the game a storybook vibe, and even reminded me a bit of The Hobbit (the cartoon, not Jackson’s epic saga). The story for The Dark Crystal: AoRT is told through well animated comic book cutscenes that expand as you watch, with new images and dialogue appearing every few seconds. The question then is this: even though I’m not a giant Dark Crystal fan, was I able to fully enjoy Age of Resistance Tactics? It’s clear BonusXP took inspiration from that classic title, while still implementing their own unique style and features. And I mean that as a compliment, not as a dig. After demoing The Dark Crystal: AoRT at PAX West, I immediately noticed the similarities between that game and FF Tactics. What I am familiar with, however, are tactical RPGs, most notably the one that got me into the genre, Final Fantasy Tactics. After all, I am not super familiar with Henson’s original series, nor have I yet seen the new Netflix saga. In some ways, it’s very surprising that I was the one that ended up reviewing The Dark Crystal: Age of Resistance Tactics. The Dark Crystal: Age of Resistance TacticsĮ for Everyone 10+ – Alcohol Reference, Fantasy Violence
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