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:platinum: #574 - Arcana Heart 3: LOVE MAX!!!!! (EU Vita)

 

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Threads of Fate Bind Us Together
Conquered the beast that is Arcana Heart 3: LOVE MAX!!!!!

 

Enjoyment: 8.5/10

Difficulty: 4/10

 

Love Max stacks down, 2 more to go! ^_^

 

I've completed all the Western stacks (NA/EU) of this game now, thus only needing to complete the 2 JP ones. Those last two should go just as well. The game isn't text heavy, so the language barrier won't really pose a problem. I did take pictures of a few relevant menus (such as character and Arcana lists, and online menus) just in case I'll need them.

 

Also, I've completed Time Attack within 8 minutes and 20 seconds on my first try and defeated Parace L'Sia within around 5 minutes this time. 2 more runs of each left!

Edited by cr1s
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:platinum:   #474

?  #607

 

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Raji: An Ancient Epic

 

Raji: An Ancient Epic is a game  I wish I liked more than I did.

It's a game with a ton of good, interesting and laudable aspects. The only downside is, in order to see all those aspects... you have to play it.

 

The first game developed by small developer Nodding Heads Games, Raji: An Ancient Epic takes a familiar indie genre - the 3D action exploration game - but uses it to delve into a far less familiar - at least, to videogames - lore: That of Hindu and Balinese mythology.
It's notable how much the simple change in the cultural mythos being mined for narrative makes Raji: An Ancient Epic stand out. While much videogame hay has been cultivated from many of the more favoured European cultural mythologies - Norse, Greek, Roman, Arthurian - as well as the more 'Western-understood' world mythologies - Egyptian, Japanese - the India mythological cannon, aside from a few very select instances, has remained largely untapped.

 

The narrative of Raji: An Ancient Epic follows the eponymous Raji, a young, female circus performer, whose younger brother Golu is abducted by demons under the command of the demon lord Mahabalasura. Guided by two deities - The God Vishnu and the Goddess Durga, whose conversation provides the player both guidance and narration - Raji embarks on a quest across 5 relatively lengthly levels, each themed to different temples of the Hindu Gods, to save her brother, before Mahabalasura can use Golu's pure spirit to open the gates of Heaven, allowing his army of demons to attack the Gods.
It's a simple story from a pure through-line point of view, simply A-to-B-to-C as Raji works her way through the areas, collecting more and more powerful weapons of the Gods to progress, however, this is a good thing, as the lore aspects of the game are both well told, and fairly complicated for someone unfamiliar - as I was, an I would imagine many game players will be. While the actual game is fairly linear in structure, the lore elements are deep, and done pretty well. Throughout the game, murals are peppered at regular intervals, giving insight into the pertinent areas of mythology, narrated from the standpoint of either Vishnu, Durga or both, and they serve both as interesting tales, and a cultural window.

 

Visually, the game plays its strongest card. From a technical standpoint, the game is small budget and indie, so not competing with anything approximating 'Triple A', however, within the indie sphere, the level of scale, breadth, and scope of art design is impressive. The fact that there is a Middle-Eastern cultural slant to the art-design helps in this regard - while we have seen some surface-level lip service paid to Middle-Eastern design in westernised games like Prince of Persia for example, Raji: An Ancient Epic is delving much further into this cultural art-style, and it makes the game stand out significantly in a crowded field. Each are is distinct in its visuals and design, and each impressive in slightly different ways. Design is not the only impressive element here though - the technical art has some moments of real flourish too.A particular mention has to be given to the late game area of the Thar Desert, in which the artistic flair of the light and sand is absolutely gorgeous, giving the other great sand-themed artistic triumph - Journey - a genuine run for its money.

 

Cut scenes within the game are highly stylised, using a stick-figure, silhouette puppetry style, lending flavour to the mythological elements of the game - the whole thing looks as if it is being acted out as a play for a younger audience, and really works.


Unfortunately, in order to see all this good art and interesting lore though, the player has to play the game, and here is where Raji: An Ancient Epic really does stumble. The actual player input to the game consists of two elements - traversal, and combat. Both are... not good. Actually, pretty bad - and for very similar reasons. 

The controls, and them movement of Raji are very, VERY soupy, loose and achingly slow. The game simply does not feel good to control.  

 

In terms of traversal, the game designers seem to realise this, and as a result, the actual controller inputs are limited significantly, to the extent that they genuinely undercut the traversal-puzzle aspects of the game. Jumping, for example, is swimmy and imprecise, and so to alleviate this, the jump button is made case-sensitive. If near a jumpable gap, the X-button jumps. If used elsewhere, however, X is the 'roll' button, and so Raji cannot really 'explore' - she will only jump if at the 'correct' spot. Otherwise, she simply rolls against an invisible wall at the edge of a platform. This contextual aspect is applied to almost all traversal aspects of the game, and makes it feel a lot more 'on-rails' than it first appears to be. There are moves such as wall-runs, ledge-grabs, climbable poles etc, however, because the controls only work where they are 'correct,' and don't elsewhere, the game feels less like an exploration of an environment, and more simply a movement through a set path, pressing contextual quick-time event buttons as you go.

 

This aspect would be less of a problem, or at least more forgivable, if the (frequent) combat encounters worked better. However, this is the area that the slow, heavy controls have their most negative impact. 
The camera is pulled quite high above Raji and her enemies, and those enemies are not very bright or distinct, and so despite a surprising variety of moves and weapons in such a small game, (including a few really interesting moves, such as a 360 degree pole-swing move, or wall-jump somersaults etc,) really, each encounter tends to boil down to simple mashing of the same heavy moves over and over, as these can stun-lock enemies, and are much more effective than any of the fancier ones. Because the movement is so slow and plodding, and lends itself to 'locking' the player into an animation, the combat feels both dull and lifeless, yet remarkably prone to frustration. Raji's moves have to be activated well in advance of her actions, and because enemies can swarm and stun-lock her, variety of input is not rewarded. By the end of the game, each time enemies spawned (locking Raji into a small area before she can progress,) I simply uttered a sigh of dismay, hit the same roll-to-heavy-attack move over and over until they disappeared, and moved on.

 

Bosses are marginally more interesting - there is at least some rudimentary tactics involved, however, they are all both simple to learn, yet frustrating due to the cloying controls and movement. No boss ever defeats you due to you not knowing what to do, but they will often defeat you due to the movements being unnaturally slow, meaning getting out of the way of an attack can be hard to gauge effectively.

 

Audio, in terms of music, is pretty good, though a little slight in terms of variety. It is certainly culturally appropriate, but there is a limited amount of it, and the same themes tend to be a little over used throughout the course of the game. That's not a massive issue - the game is quite short - and the music, being of Indian origin, remains still quite unusual for the medium, and does benefit from that.

Voice work though, is very uneven. While starting strong, shows its cracks quickly, and gets grating by the end. Raji herself is defiant, strong and earnest, and her voice work is good, but never really changes, despite her journey. 
The Gods could certainly use some modulation or some effects. They have a lot of lines, and tend to sound less like Gods should, and more like someone doing a whispery, fairytale-mystery voice. It tends towards that of a parent, doing the voices as they read a fairytale to their young child. Sometimes this works, and sometimes it doesn't - generally, a few lines at a time are fine, but when accessing the murals, with long monologues or conversations explaining the mythological tales, the whispering tones falter, and sound more and more like an amateur production. 
Towards the end of the game, the worst of the voice work kicks in, with bosses. One in particular - The Rangda - has a lot of lines during the fight, and is particularly silly sounding, undercutting the threat of the boss immensely. (This will no doubt be an incredibly niche reference, and I'll be lucky if anyone reading this has the context, but I'll state it anyway: Rangda's voice is virtually identical to that done by Jamie for 'Herr Bisch' in the podcast "My Dad Wrote a Porno." That is great as a deliberately ridiculous sounding 'evil-guy' caricature, but not so much as a menacing Balinese Demon-Queen! As a result, virtually every line the Rangda delivered that was supposed to be menacing, raised a chuckle in Casa-De-Bloodmoney!)

 

Overall, it's difficult not to admire the good and interesting things Raji: An Ancient Epic does - and I certainly appreciate that a virtually untapped lore is being given the videogame treatment here... I just wish it was in a more effective and competent overall game. 
There are a lot of good ideas in Raji: An Ancient Epic - certainly enough that I will be noting whatever Nodding Heads Games does next - but I can't deny being relatively disappointed with this one.

There are good aspects here, but fundamentally, Raji: An Ancient Epic is a better game to watch than to play, and a better game to read about than to listen to.

 

 

(Review originally posted HERE)

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Platinum # 102

 

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Difficulty: 5 /10 ( Challenge 6 and 8 are hard and RNG )

Fun : 2/10

I like sports games , but this one is badly developed game. Graphics and player reactions are comically bad. This is mine? trophy takes about 30 hours of grinding to earn, took me 2 months of on and off playing to finally unlock it.

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