The colored dungeon
In the plot of the game we
knew only the premise, and this demo did not change things. We imitate Ajna, a young amber girl with mysterious powers. Clarifying the nature of the latter will obviously be the main thrust of the journey. However this demo had a completely different intention: to show pure gameplay. A will that comes with bullying from the premi
se: there is not even a main menu so much that it goes directly from the title screen to the control of Ajna. Vision is of course an impact: three-dimensional environments merge with hand-drawn characters. However, the sliding occurs in two dimensions, and it also develops vertically to return the explorative ideal. The demo was in f
act a single long dungeon, in total for a couple of hours. The settings shown were exquisitely tribal, where straw huts and canes cling to the impo
sing ruins of a forgotten civilization. Ajnahe is there to retrieve Rudy, a domestic animal similar to an armadillo that continues to flee far aw
ay. The pursuit has given us the opportunity to explore the good preview design level, which is not saved in secret areas and objects to be recovered. These range from mysterious multicolored stones to hidden tools, to more practical tools. The ax allows you to cut the climb
ers that block the path and hang on the vertical walls, so you get where the jump can not. Later in the dungeon is also the arc, which se
rves to hit the monsters on the map to take them up to a quarter of their total life span. Although the latter was entrusted to the right shoulder, the ax ended in a four-slot selector, sign that the complete game will imple
ment more than one tool of this type for as many different types of obstacles. However, it does show a remarkable agility, which allows the player to fantasy stunts in the exploration. Already from these small things you can n
otice the care given in aesthetics and in “giving life” to the characters of the game. The young man moves in a fluid and soft manner, and the hand-design fits carefully with cel-shading of the ruins. The colors are loaded and net, extremely debts to the manga.
The demo featured a single track of the soundtrack, however pleasing in its combination of both tribal and mythical rhythms. Already from these sm
all things you can notice the care given in aesthetics and in “giving life” to the characters of the game. The young man moves in a fluid and soft m
anner, and the hand-design fits carefully with cel-shading of the ruins. The colors are loaded and net, extremely debts to the manga. The demo f
eatured a single track of the soundtrack, however pleasing in its combination of both tribal and mythical rhythms. Already from these small things you can notice the care given in aesthetics and in “giving life” to the characters of the game. The yo
ung man moves in a fluid and soft manner, and the hand-design fits carefully with cel-shading of the ruins. The colors are loaded and net,
extremely debts to the manga. The demo featured a single track of the soundtrack, however pleasing in its combination of both tribal and mythical rhythms.
Four characters for four front buttons
But in addition to the collectable, there is another reason why it is worth exploring the ruins. If the normal progression on the map takes place with a structure that explicitly refers to the Castlevania of the Golden Age (commonly referred to as metroidvania ), the fighting is instead recreated in the old and somewhat
forgotten Valkyrie Profile. During the journey we will come across Ajna in some NPCs (even secrets) who agree to join her. From eyeglasses to girls with
archery goblins with the nose pointing to honorable generals of giant katana, they turn out to be aesthetically sought-after, and even more debtors to
the Japanese imagination. There will be four active ones in combat, while the remaining will go in the reserve and be interchangeable through the usual menu of each RPG.
It is already evident in such a non-definitive version as the experience of LabZero in beat’em up reverberates in Indivisible . Each characte
r has attack rhythms and unique moves, all studied with care. Their management will be entrusted to a controller front button, which will serve to attack and defend it once encountered one of the monsters. The latter are well v
isible on the map, and you just have to touch them to start the fight. The fulcrum of fighting in Indivisibleit is precisely in the coordination betw
een the different rhythms and damage caused by the members of the group. Their ability to attack is in fact measured by the interface as circles that are filled. When one of them is complete, you ca
n take action. The attack of each character can be changed by pressing down or up on the digital arrows at the same time as the text assigned to it. The right shoulder instead serves for spells and special attacks. The demo in this sense gave no clue to the effect
s sparked by blows other than the standard ones, rather encouraging to experiment. An idea of wanting extremism, which as such leaves a bit interdic
ted. The fights, however, are exhilarating, and from now on it is possible to embellish a combo of exaggerated length.
Defense Iddhi
When the enemy is attacking, you will have to press the corresponding key to the target character. The parade will reduce the damage w
hile pushing it at the last moment will allow you to dodge the attack. In the demo, however, there were enemies with grip attacks, dangerous as they forced to dodge to not suffer large amounts of damage. Defense and special attacks consume Iddhi , spiritual energy that accumulates causing damage to enemies.
Although the combat works well, the test has revealed a couple of gameplay limits , which is just right. The bossfi
ght final is significantly more challenging than done to reach the road. The enemy, from the semblance of a mysterious wizard, divided the struggle into phases by summoning copies of the common monsters that infested the dungeon.
Even the impossibility of leveling the characters up to a certain point, the clash has quickly been translated into many empty attempts. Fortunately, the game adjusts itself if it fails too many times in a row, taking away the opponent’s life or reestablishing
the fight from the stage where it was defeated. The second limit is a bit ‘the same always beat’em up: Sometimes confusion is such that the less techn
ical player simply ends up attacking everyone in mass, paradoxically winning with less effort. Hope in that sense is that the full title game design makes this behavior less incisive, pushing the player to try to go beyond the trivial “brute force”.