In-game, this serves as your ticket into the mysterious nearby Barrows, a labyrinth of underground tunnels and treasure troves that adventurers flock to from all around the world in order to make their fortunes. I'd maybe feel more generous toward Rising if it weren't for its blasted stamp card. Namely, it resurrects what should have been left dead and buried, and adds nothing of its own to keep things interesting, making it feel more like a relic of a bygone era than warm, fuzzy nostalgia play. I'd even go as far as saying Rising is more sidequest than main quest all things considered, especially in its early hours, and the end result is a game that falls into exactly the same pitfalls that I Am Setsuna and so many other 'modern classic' JRPGs have done before it. It also doesn't have anything in common with the JRPG series that Eiyuden Chronicle proper is meant to be doffing its cap to, swapping Suikoden's turn-based battles for real-time monster biffing, 2D dungeon crawling and a heavy emphasis on building up your hub town by completing ream upon ream of sidequests. It's Natsume Atari who have lead billing here, with Murayama operating in a supervisory role while development on Hundred Heroes continues. Only this isn't being made by Murayama and the rest of his former Suikoden crew at Rabbit & Bear. Focusing on the back stories of just a handful of the titular hundred you'll be meeting in Rabbit & Bear Studios' spiritual successor to Suikoden (the first of which memorably had a whopping 108 recruitable party members), Rising has the air of almost required reading for players eager to return to the lavish, retro worlds Murayama built his name on. Originally conceived as a Kickstarter stretch goal for Eiyuden Chronicle: Hundred Heroes, the next JRPG from Suikoden creator Yoshitaka Murayama, this smaller, more action-focused RPG has become both an official prequel to Hundred Heroes and a kind of intermediate stop-gap designed to tide players over until the main event next year.
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