Playtonic is the successor to Rare with a large portion of Rare’s former talent. Needless to say, Microsoft literally killed Rare to the point that all of the original talent was either fired or quit. Nintendo did not willingly give Rare away, but they also did not heavily resist Microsoft’s purchase of Rare. Let me set some of your boys and girls straight. If they want to change with the whole hybrid argument they can be pretty bold too. With half a billion investment (they have it) they could even say farewell to third parties buy buying more companies, they can’t rely forever on third parties, competition from Sony and Microsoft (and PC) isn’t appealing, they target those platforms first and foremost. No one disapproved Nintendo when it had Square + Rare Game Freak. It’s just to have a richer plate for Nintendo, not that Atlus sells so big, still it produce quality gaming, as NIS. Atlus and NIS just make exclusive games for the platform for those who likes them (they are actually developing them, nothing changes except more focus on the platform). Ergo: Nintendo still likes royalties, third parties still like money. Nintendo don’t lose Ubisoft and SEGA because they still make money with it. Also Nintendo did sold Rare to Microsoft when they wanted so there is movement in the market without domino effects. Sony still king of third parties, it does not ‘need’ Atlus or NIS, they are a plus. Nintendo is sustainable even without third parties. It feels like the second coming of the 16- and 32-bit RPG, and I couldn’t be happier to jump back in.Point is: Nintendo buy Atlus + NIS. Still, I’m more than happy to overlook the few things Radiant Historia: Perfect Chronology gets wrong because of how much it gets right. You can’t leap to any point in time, only specific nodes, so returning to complete certain quests requires you to play through content you’ve already seen (though you can skip events you’ve completed with the press of a button). I also found certain optional side quests a bit cumbersome to carry out - lots of traveling back and forth through time, leaping between realities. You’ll hear the same tracks over and over, to the point where reaching a new area is exciting because you’ll finally get to hear a new song. And while the music is excellent, there’s too little of it. The remake ups the resolution, but character sprites, spell effects, and animations are decidedly subpar. For one, the graphics weren’t anything state-of-the-art when the game released on the original DS in 2010. Now, all this praise should not suggest this is a perfect game. Likewise, for the hardcore, there’s a new Hard mode, as well, which does what you might expect to the difficulty of battles. For players interested solely in the game’s story, Friendly seems like a solid option. This gains you all the experience and spoils you would have gotten had you fought the battle fully. It’s rare for me to find an RPG with battles I consistently find compelling Radiant Historia is one of the few.Ī significant change from the 2010 original is the addition of a “Friendly” combat mode, which greatly eases the difficulty and, in fact, allows you to automatically win battles by striking enemies on the field. Linking multiple attacks together increases your combo level, which impacts how much experience and gold you receive at the end of the fight. You also have the ability to freely change places with any character - ally or enemy - on the battle timeline, so you can group your attacks together more precisely. Your strategy should be to maneuver as many enemies to a single location as possible, so you can deliver the most damage all at once. Attacks are aimed at squares, and so every enemy within a square is damaged. Using special moves, characters are able to move enemies around on that grid, even lumping multiple enemies together in one square. Battles are fought against enemies organized on a 3×3 grid. Radiant Historia is turn-based, but that’s pretty much the extent of the similarities. Classic RPGs tended toward some variation of turn-based combat, where characters simply wait their turn, then perform their actions. One of the ways in which Radiant Historia transcends its inspirations is in its battle system. “It’s rare for me to find an RPG with battles I consistently find compelling Radiant Historia is one of the few.”
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