Golden Reverie Impressions
December 31st, 2010
But where’s Prof Layton to solve the case?
Well, like many fighters… and almost all doujin ones… it’s not that great on release. Beautiful sprite work (and you know how I love that) and great music, but only ten playables means that it’s easily conceivable that you’ll be seeing nearly half the entire cast of the game in a single match. Damage could also be scaled a lot better, or at least projectiles toned down… a lot. I wish combos flowed a little bit better and either they made them much more intuitive ala Melty Blood or just upped the damage so it felt like catching someone with a tag combo into an ex actually felt like it did a significant amount of damage. That’s partly the fault of the weird giant lifebar & one round design decision they went with. It could work, but with the clock and all the defensive options in the game, low damage on top of that feels like overkill.
It’ll be interesting to see how this develops in the coming months and whether or not they’re going to actually give it some real support. Unfortunately, I think that there simply are not enough characters or variety to sustain interest for more than a month or two, but it’s not like there’s any shortage of things they could keep tossing in as they tweak the game and mechanics. Now if only there was any bloody news at all about BBB2… sigh…
Posted in Golden Reverie | 16 Comments »
i have this game i played it till my hands hurt.
its pretty good but i hate that it encourages retarded spam of skills (see Virgilia and Siesta420).