(Source: MobyGames) |
1) 0 - Character Advancement:
2) 0 - Combat:
3) 0 - Items and Equipment:
4) 0 - Story: main story at the forefront; world full of hints and lore;
5) 0 - Exploration:
6) 0 - Quests and Puzzles:
As was true of the first game, this one fails on the basic level of character advancement. Combat stats are dictated by equipment. This sequel adds an inventory of items and additional characters, but does little to introduce a cohesive world. The world is once again broken up into chapters that prevent visiting past areas. Characters have a variety of equipment and magic items. The story is there, but there's little development over the course of the game.
Still, it's a fun little Game Boy game, and handles much better than the first or Ninja Taro. There aren't any quests aside from the main one. It's just not an RPG in any sense of the genre I'd consider. It's not really even much of an adventure game to fit in with other action-adventure titles.
I love this game, but am still willing to hear valid criticisms of it. The part about the world being broken up into chapters and being unable to revisit past areas is incorrect, though. You can walk to any previous area of the game, and there is even an item that lets you fast travel (wings).
ReplyDeleteAh, my mistake then. I honestly didn't play past the first, and the game had an uncanny resemblance to the first game that I figured it had the same structure. I've changed it based on your experience.
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