|(Source: Game Abyss)|
1) 1 - Character Advancement:
2) 1 - Combat:
3) 1 - Items and Equipment:
4) 2 - Story: main story at the forefront; world full of hints and lore;
5) 2 - Exploration: open world from the beginning, visited locations remain open
6) 1 - Quests and Puzzles: side quests not related to the main quest,
This was a childhood favorite from the very beginning. Even so, it's not an RPG. In a recent conversation on RPGs, someone said (partially joking I'm sure), "isn't every game an RPG since you play a role?" Certainly you have a role to play in every game, and for a game like ActRaiser, where you name and take on the role of deity, it sure seems like a role-playing game to a casual observer. At their heart, RPGs focus on the character's ability to carry out tasks while the player takes on the role of guide for thoughts and decisions. I've tried to capture this and other principles in the scale above. I'm going to go a bit deeper this time because I have a soft spot for this game, and having been just over three years I want a good reference point for the scale. For those that don't know, ActRaiser is a unique mix of simulation scenarios where the deity grows a town to praise him with the help of a small cherub and action sequences where the deity inhabits the body of a statue to vanquish evil demons.
|It even has a pure action mode unlocked once you beat the game|
|Completed towns in the simulation mode|
|In Professional mode you get full health, but take more damage and get no magic|
|I'm partial to Magical Aura|
|The town view; when first developing there are monster lairs to seal up and monster attacks to defend against|
What's an RPG without a quest? Well, every game has a goal, which is like a quest. This is why I only consider side quests, optional goals that enrich either the world, story, or character(s), but are not actually required to complete the game. ActRaiser has a number of those. Many of the towns face a plight that's not necessary to resolve before the end of the game. Puzzles and riddles get their own point as I thought they were important to include. At times it's difficult to know where to draw the line, but figuring out that a bird symbol drawn into the sand relates to an island of the same shape doesn't really count for me. This point is one for games that integrate puzzles and riddles into the main quest, and there are none in ActRaiser.
|I think I'll start using the game over screen to end cut posts... was I doing that at one point?|