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Showing posts with label Stranger of Sword City - Revisited. Show all posts
Showing posts with label Stranger of Sword City - Revisited. Show all posts

Saviors of Sapphire Wings / Stranger of Sword City - Revisited - Switch Review


Saviors of Sapphire Wings / Stranger of Sword City - Revisited
by developer Experience Inc. and publisher NIS America Inc.Nintendo Switch review written by Pierre-Yves with a copy provided by the publisher.

Estimated reading time: 1 minutes


Just to wrap everything up into once nice neat little package, here's our final score for Experience Inc. and NIS America Inc's Saviors of Sapphire Wings / Stranger of Sword City - Revisited for the Nintendo Switch.

Score: 7.75 / 10

 

Saviors of Sapphire Wings

          https://chalgyr.com/2021/03/review-switch-saviorsofsapphirewings.html

 

Score: 7 / 10

 

Stranger of Sword City - Revisited

          https://chalgyr.com/2021/03/review-switch-strangerofswordcity-revisited.html

 

 

 

Score: 8.5 / 10


 



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Stranger of Sword City - Revisited - Switch Review


Stranger of Sword City - Revisited
by developer Experience Inc. and publisher NIS America Inc.Nintendo Switch review written by Pierre-Yves with a copy provided by the publisher.

Estimated reading time: 7 minutes


Picking back up from last week with our Saviors of Sapphire Wings review, we are back with the other half of the recently released dual titled dungeon crawling package. Back again to make even the most hardcore fans cry with its permadeath systems is Experience Inc. and NISA's Stranger of Sword City - Revisited.

Now, I've got history with this title. Originally reviewing Stranger of Sword City for the Xbox One over at DigitallyDownloaded while visiting Robert and Nick down in the States, I was immediately sucked into this visually hybrid experience. Blending both a more gothic style with bright colored anime portraits for your characters, the environments followed the same suite in a bizarre world existing outside of our own. Being the sole survivor of a plane crash and finding yourself now able to do so much more, you get to hire a few cohorts to help you hunt down monsters for their blood crystals on behalf of several factions. Being on vacation and outside of my own country just really helped me to sink into it as I had none of the standard day to day distractions.

Fast forward just a bit and Stranger of Sword City released for the PlayStation Vita and what was a tough-ish experience suddenly became brutal. Dying, aka full party wipe-outs, in the first dungeon was the norm as apparently the Xbox version was toned down. The rest of the experience was still solid but you had to pay twice as much attention to not find yourself losing out on a fair amount of dungeon crawling progress and acquired loot.

Stranger of Sword City - Revisited continues this trend as I'm not even ashamed to say I wiped out in the first dungeon for another time. Not even once either. Multiple. Times. Some enemies such as skeleton captains can literally one shot any of your crew if they are lucky enough to land those hits and they often do. So because of this, unlike a lot of others in the genre, you almost have to play over cautiously and head back to town even if you aren't even ready to. This factor alone leads into the two other major aspects that this hardcore experience has in store for you.

Working on the concept of age, the older your character is the more bonus stat points they received, but, the less life points they'll have. Life points, unlike hit points, are the amount of times your character can die before being permanently dead. Young characters have a total of three life points, middle-aged characters have two, and old characters only have one. only having one Life Point means that if a character dies in battle and they aren't resurrected on the next actual turn they are gone. All the experience they have acquired, all their gear, poof. Queue waterworks.

So it's generally in your best interest to have a younger set of characters unless you really know how to design a character with a single life point. and in my case if you use a dwarf and set them as a cleric and keep them in the back row and basically make them a tank, they're generally the last person to die so if they are dying then it's already game over. for characters with more than one life point however you'll be finding yourself having to go back to town in order to swap out for another set of adventurers all the current ones heal up.

This is perhaps the second feature of Stranger of Sword City and now Stranger of Sword City - Revisited that can really either slow down progress or potentially even turn some players away. It's really not an easy adventure and unlike a lot of dungeon crawlers you actually need to have two or three sets of adventurers ready to go at any moment in time. For adventurers with three life points, it's easy enough to go back to town, resurrect them and head back out. But after a second time, they'll need days worth of in game time in order to heal up and not permanently die on you the next time out. So you see where issues can lay with characters that have less than three ans why it's so important to keep multiple groups going.

Now setting all of the Doom and gloom aside there's an incredible dungeon crawling experience to be found here. Characters can be customized both visually and statistically allowing you to create variance within each type. Dungeons from the starting tutorials into the much later ones all have interesting layouts that require a fair amount of time to go through. These dungeon's sizes both allow for an easy rotation of multiple parties even if it does slow down the overall progress.

Now whether or not you decide to keep one singular party and just waste the days while people are in recovery or have multiple "emergency backups", the loot system is both easy to use and easy to use to your advantage. Located around each map are small rooms that once discovered can be used to hide and ambush enemy convoys. These convoys can range and strength and size as well as the type of loot that they're carrying allowing you to decide whether or not it's worth it to attack. The longer you wait to attack however and the more likely you are to be discovered so it's never a bad idea to attack regardless on the early turns if only to have the element of surprise.

To perform these ambushes you'll first need to ensure that your group's moral is high enough to do this action. Starting off with a modest amount of only ten points, your initial ambushes will cost five. This number really isn't bad as moral increases over the course of battle as long as you don't die of course. From here you can either choose to ambush again in the same location or go pick another location that hasn't been used yet. The difference between these two actions is that to perform an ambush in the same location it will require more morale points. So the initial cost of five points would cost you eight and keep increasing every time you do it.

Well potentially a little harder to pull off in the beginning it won't take long until you're able to pull off subsequent ambushes in order to rake in all that loot. If points are a particular issue though you can always return to town and once you've left the dungeon the morale cost per ambush will reset back to its initial value. It may not be the most ideal if you're on a roll, BUT, it could also be a safe bet to heal up, gear up and save before a potential wipeout.

On a final note, Stranger of Sword City - Revisited is not simply a port from the PlayStation Vita version. Along for the ride are the following new features that exist part of the package with Saviors of Sapphire Wings: new classes, challenges, mechanics and dungeons in order to draw back in even the most hardened of souls. It also helps that the revamp can both be handled like the Vita or on a larger screen like the Xbox One or PlayStation TV that had a short shelf life.

Summary

All in all, adventurers both new and old should find plenty of hardcore dungeon crawling action to love within Stranger of Sword City - Revisited. Even if it's a lot tougher than most in its genre because of its permadeath, that's simply part of the charm and frustration to this challenge!

Score: 8.5 / 10


 



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Saviors of Sapphire Wings - Switch Review



Saviors of Sapphire Wings
by developer Experience Inc. and publisher NIS America Inc.Nintendo Switch review written by Pierre-Yves with a copy provided by the publisher.

Estimated reading time: 8 minutes


For those that may not be familiar with Experience Inc.'s work, they are designers of some fairly intense wizardry style first person dungeon crawlers loved by many on the team. Having designed titles to make you cry such as Stranger of Sword City which originally released for the PlayStation Vita and Microsoft Xbox One, they are back again for both a remaster of that brutal classic and a brand new challenge with the Saviors of Sapphire Wings.

Note: Because of the amount of time investment required for just one dungeon crawling experience, the following review is solely for Saviors of Sapphire Wings as The Stranger of Sword City - Revisited deserves its own forthcoming review.

Taking it from the top, Saviors of Sapphire Wings is the story of a knight who falls to the evil overlord and dies in the first act. Fast forwarding one-hundred years into the future, our hero makes a return by reincarnating to a new form of their choice for another chance to face off against the evil that won a century ago. While this is nothing new in terms of RPGs, it allows for both an easy setup to the premise without having to go into too many upfront details. Those details will eventually come to us when our protagonist finds out for themselves the current state of the world as they move from region to region while preparing for their rematch.

Getting a “crash course” in your new body, it doesn’t take long for you to get roped into what can only be the start of your rehabilitation quests! With the influence of evil having spread, not even small quiet and remote towns are safe anymore and as such, a young man hot headedly rushes to rescue another of the locals who was snatched away and being prepared for a sacrifice. It's a bit of a trope in terms of a setup but it launches into one of the main systems that Saviors has to offer, "character customization."

Unlike the Stranger of Sword City, Demon Gaze (Demon Gaze 2 PS4 / Vita), and the Operations Abyss (Vita / PC) and Babel (Vita) where you build your crew from the ground up, Saviors gives you your party members in a story based approach. While working well enough from an RPG' actual role playing perspective, it was also a bit on the harder side at first as this is still a dungeon crawler designed to put you against tough foes and not having a full party at first makes grinding for experience points almost necessary.

In a bit of a twist from your general, here's person a, they do this. Here's person b, they do that. Here's person c, etc., persons a, b, and c can be whatever you want them to be. While their personalities won't change from a story perspective, as Saviors relies on your party members for the story's flair, how you get there is entirely up to you. Human, Elven, Dwarven, Migmy, Fairy, etc, each of these characters can have their base stats swapped for a soul of another race and allowing them to properly be any class they want. This keeps things fairly in line with the rest of Experience Inc.'s dungeon crawlers which lets you fully customize your party for what you see fit to dungeon crawl through with.

While it can seem a bit odd at first that you are given these people with potential palette swaps, it adds a bit more depth than what can normally be found. Channeling its inner RPG, it felt more natural to have your party members chatting along instead of it always being someone from the outside. Sure, others can drop in and say hi, but overall, it creates a tighter knit connection to those that you'll be spending hours upon hours traveling with instead of them just being a selected face, name, and imaginary backstory they you made up in your mind that has absolutely no bearing on the actual events in question.

While the direction for the characters is new from Experience's Inc.'s standpoint, there's unfortunately a lot with Saviors of Sapphire Wings that doesn't quite meet the mark. If you're coming from Stranger of Sword City or started with Stranger of Sword City - Revisited there's a lot of elements in Saviors that you'll say "didn't I just see that"? Character sprites, enemy sprites, environments, there's a lot that has basically been reused and there's a few times while in some of the environments I thought I was in a reused map making me wonder if it was the same world. It's not. So while there's a bigger emphasis on actual character interaction with your hero, there's a lot that's just been reused and it doesn't feel new or even fresh from a visual standpoint.

Now I know what you're thinking, you love Dragon Quest. And I do. But going from one Dragon Quest to another, while enemies are reused they've always been revamped to a degree in the main cast were always unique not just an anime sprites sub pallet option in the third tab of four that were available in Stranger of Sword City. I know this isn't something to actually be hung up on, but it made the adventure feel a little more lazy than it should have because of the massive amount of the reused work.

The other portion that doesn't quite seem to line up, and this isn't just comparing one title to the other, is in the execution of the dungeon crawling. Normally, there's a manner in which "loot" can be acquired in order to make life a bit easier especially when everything is out to kill you. That and the shops that seem to think somehow you’re super rich for some reason as the prices alone could kill even the most robust of adventurers. For the loot though, some of it can be found on enemies, some within chests, but generally with Experience there's a "way point" of sorts that exists to help out.

In Saviors, these points are points in which you have to place something down, most often food, and then either walk away for a certain amount of steps or get into another battle in order for something to take the bait. Or hopefully take the bait as even if you drop something that enemies may be interested in, they may just like fishing, take the bait and get the hell out of there. Thankfully while acquiring the loot may be a bit more difficult, the loot that is given is generally decent enough to start making a difference one dungeon crawling adventurer at a time. I just wished that the process had been a bit easier like being able to use it “X” amount of times per dungeon run instead of having to use items to get items as sometimes with the limited inventory space what you need is something that you’ve just stored away.

Loot aside though, the rest of the dungeon crawling is as robust as it’s ever been. Moving either forwards, backwards, or strafing from side to side, your map will auto-update itself with everywhere you’ve been and tell you if there’s something of interest such as traps, doors and whether they are one-way passages or not. Actually one thing that I really enjoyed was that often enough your party members would call out if they’ve spotted something of interest that could be anything from an item on the ground for your inventory or a secret passage meaning that as long as you’re walking by you don’t always need to check every single surface hoping that one of them will lead you into the next passageway forward.

Summary

Overall though, even if I felt like it took me a while longer to get into the swing of things compared to their previous work, Saviors of Sapphire Wings is a decent dungeon crawler. Do I wish they did more in regards to the visual presentation to make it unique and not simply a reuse of previous work? Yes. Can I live with it? I can and with the value of Stranger of Sword City - Revisited it's even easier to do so even if I kept finding myself comparing one to the other.

Score: 7 / 10

Note: We'll be back soon with our review of Stranger of Sword City - Revisited for the Nintendo Switch!





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