1) 3 - Character advancement: practice/experience based advancement, stat or level increases,
2) 3 - Combat: character stats used for combat, additional combat options,
3) 0 - Items and equipment:
4) 1 - Story: main story at the forefront;
5) 2 - Exploration: open world from the beginning, visited locations remain open
6) 0 - Quests and Puzzles:
In preparation for the yearly post, I went back and looked at each game. Watching a review of this particular gem, the dread grew deeper in anticipation of having to suffer through it. However, I saw a glimmer of hope. I may have given the game more credit than it deserves. I had thought there were items and equipment decisions to be had, or puzzles to solve. Luckily I found none, yet I had to give it credit for magic spells as something additional to do in combat that I had not accounted for; I'm being lenient giving it a point for the main story.
With the lack of a store, turn based combat, and side quests, I find Hydlide wanting. I hereby dub thee, not an RPG, and am done with it. It is now demoted to action-adventure. Of course, this is all true barring the unforeseen oversight by myself that a helpful reader may provide. For now though, I'm cutting Hydlide. I know it's not a lot of notice (as it's the game following Ultima) to drum up supporters (are there any?), but I was blinded by the experience points and leveling. I'll take another look at Super Hydlide as well very soon.
|Maybe next time dear Hydlide, we still have Virtual Hydlide to look forward to.|
On a side note, does anyone prefer the strike outs vs. the cleaner approach to the RPG scale? I figure this way people are reminded where the point losses come from, and can better recommend modifications. So, on to the third post of the night, and the beginning of Exodus!