Stranger of Sword City Review

<p>Stranger<em> of Sword City <&sol;em>is a turn-based dungeon-crawler game developed by Experience and published by NIS America&period; The entire game revolves around hunting elusive boss monsters and searching for loot within perilous&comma; maze-like dungeons&period; It has a wide variety of equipment types&comma; classes&comma; races&comma; and the possibility of perma-death&period; I have trouble deciding on how much I actually like this game&period; It requires dozens of hours of grinding for EXP and treasure&comma; and it is extremely time consuming&period; That said&comma; it is stuffed with gorgeous art&comma; a beautiful soundtrack&comma; satisfying combat&comma; and interesting boss hunting mechanics&period;<&sol;p>&NewLine;<p>The story begins with the blank slate protagonist surviving a plane crash and waking up within the mystical realm of Escario&comma; the Sword City&period; From there&comma; you&&num;8217&semi;re promptly declared a &&num;8220&semi;Stranger&comma;&&num;8221&semi; that is&comma; a magical outsider who has the power to hunt special creatures&comma; called Lineage Types&period; These Lineage Types drop Blood Crystals which are central to the story&comma; as they provide Sword City&&num;8217&semi;s leaders with the power to make a difference&period; Each of the three leaders serves as a vessel for a different god&comma; with widely differing motives&period; Every character wants to find a way to save everyone from Escario&comma; and the game explores ideas of existentialism and self-interest&period;<&sol;p>&NewLine;<p>Characters seem to take every chance they get to spill their ideals onto the player&period; Such scenes can feel very heavy-handed&comma; and some of the wording did not seem to translate too well into English&comma; as many dialogue pieces feel unnatural&period; The characters can feel very &&num;8220&semi;anime&comma;&&num;8221&semi; so one&&num;8217&semi;s mileage may vary&period; I didn&&num;8217&semi;t particularly like or dislike most of the characters&comma; but the repetitive preaching of beliefs irked me at times&comma; and I was often annoyed by some of the overlong scenes in which the young anime girl characters act the exact way I expect them to&period; The story focuses on the dynamic of these characters as the protagonist&&num;8217&semi;s dialogue is mostly inconsequential&comma; while the other party members simply do not play any role in the story&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;105069" aria-describedby&equals;"caption-attachment-105069" style&equals;"width&colon; 960px" class&equals;"wp-caption alignnone"><img class&equals;"wp-image-105069 size-full" src&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;04&sol;stranger&lowbar;of&lowbar;sword&lowbar;city&lowbar;5&period;jpg" alt&equals;"stranger&lowbar;of&lowbar;sword&lowbar;city&lowbar;5" width&equals;"960" height&equals;"544" &sol;><figcaption id&equals;"caption-attachment-105069" class&equals;"wp-caption-text">The dwellers of Escalario talk often about their strong and differing beliefs&period; &lpar;Stranger of Sword City&comma; NIS America&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>The main protagonist has a wide range of customizable options including their gender&comma; age&comma; appearance&comma; class&comma; and stats&period; The only real restriction on the protagonist is that they have to be human&period; Classes vary from the tanky Knight&comma; to the high-damage Fighter&comma; Samurai&comma; and Ninja&period; The Dancer and Ranger take up support roles from the backlines alongside the Cleric and Wizard&period; Characters can multi-class in order to combine a limited amount of skills from the old class with their new abilities&period; From my experience&comma; the only essential classes in the six-person parties were Knights&comma; Clerics&comma; and Wizards&period; Every other spot could be filled by any mixture of melee and ranged damage&period; The player starts with six playable characters&comma; and can immediately fill in the other ten slots at the beginning of the game&period;<&sol;p>&NewLine;<p>All the classes suit their own purposes and it is highly advisable to keep a wide variety of classes in your party&period; My only complaint on the classes is that&comma; in an early dungeon of the game&comma; the party <em>needs<&sol;em> to have a Wizard for its Magic Weapon buff&period; Without this buff&comma; the enemies are nearly invulnerable to weapons&period; However&comma; the Wizard quickly runs out of MP&comma; forcing the player to constantly leave the dungeon to recover&period; While the Cleric learns a skill which regenerates MP while exploring dungeons&comma; the Wizard does not&period; I ended up having to make a cleric just to reach that specific skill before multi-classing into a Wizard&comma; which I feel is too troublesome and unnecessary for making such an important class viable for dungeon exploration&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;105071" aria-describedby&equals;"caption-attachment-105071" style&equals;"width&colon; 960px" class&equals;"wp-caption alignnone"><img class&equals;"wp-image-105071 size-full" src&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;04&sol;stranger&lowbar;of&lowbar;sword&lowbar;city&lowbar;7&period;jpg" alt&equals;"stranger&lowbar;of&lowbar;sword&lowbar;city&lowbar;7" width&equals;"960" height&equals;"544" &sol;><figcaption id&equals;"caption-attachment-105071" class&equals;"wp-caption-text">Every role is important in battle&period; Some more than others&period; &lpar;Stranger of Sword City&comma; NIS America&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>Creating party members from the ground-up can be fun&comma; but I have several qualms with the system&period; First off&comma; reserve characters slowly accumulate EXP and money&period; Thus&comma; in order to get the most out of this system&comma; the player should generate all ten of their reserve characters at the beginning of the game&period; Assuming the player cares about the characters&&num;8217&semi; identities and abilities&comma; this could take a while&period; After gaining a decent understanding of all the races and classes&comma; I still took about an hour and a half doing this&period; Secondly&comma; there is no reason for the player to pick a sub-optimal race&period; Races weigh heavily on the character&&num;8217&semi;s base stats&comma; and many stat types are simply not useful for certain classes&period; Bebeck&comma; for example&comma; is a Migmy Dancer&period; However&comma; a Migmy&&num;8217&semi;s high Piety and low Strength does not contribute at all to his class&&num;8217&semi; skills&period; His bad stat spread is immediately noticeable as he deals minimal damage compared to the other default characters&period; I made the choice to remove him instead of paying the money to multi-class him&period; The character creation process can be rather fast&comma; but you&&num;8217&semi;ll find yourself wasting time rolling for stats&period;<&sol;p>&NewLine;<p>A character&&num;8217&semi;s age determines how many minimum bonus stat points they get to start with &&num;8211&semi; the actual number of bonus points you get is randomized and can be rolled infinitely&period; This leads to an upwards of five or more minutes of rolling for good stats&period; Given that leveling takes a long time&comma; a single stat point at character creation makes a large difference&period; This feature is guaranteed to waste your time&comma; and it feels very unnecessary and out-of-place&period; The character&&num;8217&semi;s age also determines the amount of Life Points they have&period; Life Points are lost when a party member is knocked out during battle&comma; and can be recovered by placing them in reserve for a long time&period; If all Life Points are lost&comma; the character dies permanently&period; Typically&comma; a younger character has more Life Points and less bonus stat points&comma; and an older character has higher stats with the possibility of having only a single Life Point&comma; which would cause them to die instantly from their first knockout&period; The main protagonist follows the same age rules&comma; but will never lose Life Points upon death&period; Thus&comma; it is sensible to make your main character as old as possible for the highest stats&period; I feel like this oddity should have been avoided by simply giving the main protagonist the optimal stats by default&period;<&sol;p>&NewLine;<p>Unfortunately&comma; my biggest gripe with characters is that they really play no role in the story&period; The characters I fight with are the ones I grow attached to&period; They&&num;8217&semi;re the names and faces that I can remember&period; I don&&num;8217&semi;t care about Alm&&num;8217&semi;s medical condition and her rampant Machiavellianism&semi; I care about how Hachi&&num;8217&semi;s damaged sense of leadership after letting Mamoru nearly die under his command&period; These dynamics exist only in my head&comma; as these characters never get to have any real personality&period; Since they can die permanently and be removed and created at the touch of a button&comma; their entire existence means nothing to the plot of the game&period; I feel like this could have been slightly off-set by the relationship mechanics we are seeing in other RPGs such as <em>Fire Emblem<&sol;em>&period; Your party members are really just soulless faces containing a set of numbers that determine their usefulness&period; Perhaps if party members gained affinities for each other by fighting together&comma; and this gave them stat bonuses&comma; they would feel more alive&period; If they had any chance at all to engage in dialogue&comma; even for the most mundane events&comma; they would be more significant&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;105067" aria-describedby&equals;"caption-attachment-105067" style&equals;"width&colon; 960px" class&equals;"wp-caption alignnone"><img class&equals;"wp-image-105067 size-full" src&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;04&sol;stranger&lowbar;of&lowbar;sword&lowbar;city&lowbar;3&period;jpg" alt&equals;"stranger&lowbar;of&lowbar;sword&lowbar;city&lowbar;3" width&equals;"960" height&equals;"544" &sol;><figcaption id&equals;"caption-attachment-105067" class&equals;"wp-caption-text">Each dungeon has its own exploration gimmicks and atmosphere&period; &lpar;Stranger of Sword City&comma; NIS America&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>The dungeons themselves are actually well designed&excl; Each area has its own self-contained style expressed through the monsters within it as well as the quests and  gimmicks experienced when exploring&period; A magical temple includes walls that close behind you&semi; a dense forest contains intersections which turn the player&&num;8217&semi;s vision around&semi; a mine has overheated metal doors and dangerous floor blocks which hurt you when you walk on them&period; While the dungeons can sometimes feel detached from each other&comma; it&&num;8217&semi;s only because their individual themes are so well-painted&period;<&sol;p>&NewLine;<p>The primarily goal for most of the game is Lineage hunting&period; Lineage Types are unique bosses which drop the ever&&num;8211&semi;important Blood Crystals&period; Some of them require you to fulfill certain conditions&comma; such as carrying a certain item&comma; while others simply wait for you in a specific position&period; Lineage Types are located with clues given on their bounty descriptions and advice from NPCs&period; Their Blood Crystals are used as upgrade tree points for Divinities&comma; which are godly abilities that affect the whole party&period; These Divinities draw from the party&&num;8217&semi;s Morale Points&comma; which are gained from combat&period; The player&&num;8217&semi;s maximum Morale Points actually goes up every time they spend Blood Crystals on an upgrade&comma; so basically&comma; the more Lineage Types you get&comma; the more powerful your Divinity usage can be&period; Divinities cover all types of effects&comma; from elemental attacks&comma; buffs&comma; status effects&comma; and recovery&comma; and they add an element of empowerment to a game that often hits hard and fast&period; Lineage hunting gives the dungeon crawl an element of flavor and purpose&period; Instead of just running through an area from A to B&comma; I find myself constantly observing the environment to see if any of it matches up with the information I&&num;8217&semi;d been given&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;105068" aria-describedby&equals;"caption-attachment-105068" style&equals;"width&colon; 960px" class&equals;"wp-caption alignnone"><img class&equals;"wp-image-105068 size-full" src&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;04&sol;stranger&lowbar;of&lowbar;sword&lowbar;city&lowbar;4&period;jpg" alt&equals;"stranger&lowbar;of&lowbar;sword&lowbar;city&lowbar;4" width&equals;"960" height&equals;"544" &sol;><figcaption id&equals;"caption-attachment-105068" class&equals;"wp-caption-text">Dungeons are littered with events to keep them fresh and interesting&period; &lpar;Stranger of Sword City&comma; NIS America&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>Aside from seeking Lineage Types&comma; the player will have to do a lot of ambushes&period; In certain parts of the map&comma; the player can spend Morale points to perform ambushes&period; With ambushes&comma; the player finds groups of enemies protecting a chest labeled with a specific item type&period; After choosing a chest to steal&comma; the player must defeat the squad leader to loot the chest&period; The chest can also be booby-trapped&period; The player must choose one type of trap to disarm and if they pick incorrectly&comma; they will fall for the trap&comma; which can teleport you to another location&comma; poison your whole party&comma; or simply explode&comma; among other harmful effects&period; Hunting for loot can be fun and satisfying&comma; but the game can often be frustrating because almost all of the useful items are only obtained through sheer luck&period; I&&num;8217&semi;ve had points where I&&num;8217&semi;ve grinded ambushes for hours upon hours with very little to show for it&period; Since the loot is often obtained exclusively through ambushes&comma; dungeon crawling can feel unsatisfactory as you are rarely ever rewarded with good items for uncovering more of the map&period; If the player doesn&&num;8217&semi;t grind EXP for a hours upon hours&comma; these ambushes can be very tough&comma; yet give very little&period; I found that&comma; overall&comma; gameplay can feel like it consists of moments of high risk and low reward&period;<&sol;p>&NewLine;<p>The high risk comes with the aforementioned perma death and recovery elements&period; If a party member is knocked out and loses a Life Point&comma; you have to hospitalize them&comma; leaving them inactive for a certain amount of time&period; The game states that the recovery time after a knockout is one &&num;8220&semi;day&comma;&&num;8221&semi; but the exact amount of time can vary depending on your activity&semi; time seems to be based on exploration steps and battles&period; Most players will also want to recover the lost Life Point&comma; which will cost a whole seven days of hospitalization&period; During this time&comma; the hospitalized character does not gain EXP over time and will thus be underleveled by the time you get them back&period; This is why it&&num;8217&semi;s useful to have your back-up characters ready&period; I played with three Knights&comma; three Clerics&comma; and two of every other class&period; The seven-day wait for a Life Point often had me completely abandon characters as they were quickly left underleveled after they had missed out on a dozen hours of grinding&period; This mechanic is neat&comma; as it gives combat an element of consequence&period; However&comma; this game is not afraid to be brutally difficult&period; I&&num;8217&semi;ve experienced random battles in which both of my backline mages were knocked out almost instantly&period; This fear generates a desire for over-preparation&comma; causing me to commit ludicrously long amounts of time to grinding levels and loot instead of actually progressing in the game&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;105070" aria-describedby&equals;"caption-attachment-105070" style&equals;"width&colon; 960px" class&equals;"wp-caption alignnone"><img class&equals;"wp-image-105070 size-full" src&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;04&sol;stranger&lowbar;of&lowbar;sword&lowbar;city&lowbar;6&period;jpg" alt&equals;"stranger&lowbar;of&lowbar;sword&lowbar;city&lowbar;6" width&equals;"960" height&equals;"544" &sol;><figcaption id&equals;"caption-attachment-105070" class&equals;"wp-caption-text">Almost every item you get depends on RNG and luck&period; &lpar;Stranger of Sword City&comma; NIS America&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>The combat system plays like your typical dungeon crawler&comma; with some elements that require addressing&period; The party is split between a front row and a back row of three&period; Enemy hordes also follow this rule&comma; with encounters having any number of rows&period; Weapons like spears can actually pierce into the second row of enemies&comma; while bows and magic can reach to the third row and onward&period; This gives you some flexibility when assembling your party&period; For example&comma; if your backline Ranger is hospitalized&comma; you can replace it with a lance-wielding Fighter&comma; who will be in range to hit the enemy&&num;8217&semi;s front line&period; The game plays with this by disrupting the lines with certain attacks&semi; if one of your front line characters is stunned&comma; this will temporarily switch their position with a backline character&comma; leaving them vulnerable to attack&period; Certain enemies have the ability to completely flip your lineup&period; The enemy&&num;8217&semi;s lines also play a tactical role in combat&comma; as certain skills target horizontal rows&comma; or a narrow strike hitting a single space within every row&period; While this mechanic feels inconsequential&comma; it does well to bring a degree of freshness to a rather aged RPG genre&period;<&sol;p>&NewLine;<p>Despite being rather plain in presentation&comma; combat can be extremely satisfying&period; As each turn can spell life or death for every character&comma; many turns will contain &&num;8220&semi;big plays&&num;8221&semi; that feel great when they occur just as planned&period; There are some minor issues regarding this&comma; as the player has no way of viewing turn orders&period; I often make my Ranger use healing items because I worry that a low-health character will be killed before a Cleric&&num;8217&semi;s Cure spell comes in&period; Maybe this was intentional in the game&&num;8217&semi;s design&comma; but turn order just feels like a piece of information that should be visible in a game that tells you exactly how your characters function&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;105066" aria-describedby&equals;"caption-attachment-105066" style&equals;"width&colon; 960px" class&equals;"wp-caption alignnone"><img class&equals;"wp-image-105066 size-full" src&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;04&sol;stranger&lowbar;of&lowbar;sword&lowbar;city&lowbar;2&period;jpg" alt&equals;"stranger&lowbar;of&lowbar;sword&lowbar;city&lowbar;2" width&equals;"960" height&equals;"544" &sol;><figcaption id&equals;"caption-attachment-105066" class&equals;"wp-caption-text">Thankfully&comma; we have skills that can knock down entire rows of skeletons&period; &lpar;Stranger of Sword City&comma; NIS America&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p><em>Stranger of Sword City<&sol;em> is immediately very clear about which stats are important to which classes&period; Though I have quite a bit of RPG history&comma; I often wondered about the exact effects of each stat&period; Piety is described as effecting Cleric spells&comma; but to what degree&quest; Damage scaling is visible when looking at weapon stats&comma; but nothing is really explained clearly&period; I am 40 hours into the game and I still don&&num;8217&semi;t know what Luck does&period; I would assume it effects critical hit rates&comma; but I find that useless because only a few specific weapons even have the ability to perform critical hits&period; Agility determines weapon accuracy&comma; but does it determine magic accuracy&quest; I&&num;8217&semi;m not sure&period; I just find this lack of clarity frustrating as stats make such a huge difference between life and death&comma; yet I often find myself mindlessly putting my Knight&&num;8217&semi;s stats into Vitality because I don&&num;8217&semi;t know what else he needs&period; Intelligence could affect magic defence&comma; and I wouldn&&num;8217&semi;t even know it&period;<&sol;p>&NewLine;<p>The dynamics of combat often feel lacking&period; Enemies have strengths and weaknesses&comma; which can be viewed in an in-game encyclopedia&comma; but there&&num;8217&semi;s no in-battle indicator of these things&period; If you use a super effective element&comma; you will just deal extra damage&comma; but the game will not say anything particular about it&period; There&&num;8217&semi;s no way to scan for enemies&&num;8217&semi; weaknesses while in the midst of battle&period; You&&num;8217&semi;d either have to keep a reference outside of the game or just guess with your attack types and hope for the best&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;105065" aria-describedby&equals;"caption-attachment-105065" style&equals;"width&colon; 960px" class&equals;"wp-caption alignnone"><img class&equals;"wp-image-105065 size-full" src&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;04&sol;stranger&lowbar;of&lowbar;sword&lowbar;city&lowbar;1&period;jpg" alt&equals;"stranger&lowbar;of&lowbar;sword&lowbar;city&lowbar;1" width&equals;"960" height&equals;"544" &sol;><figcaption id&equals;"caption-attachment-105065" class&equals;"wp-caption-text">Mimics are surprisingly deadly&period; &lpar;Stranger of Sword City&comma; NIS America&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>Combat can actually feel mindless at times&period; Certain skills can only be used after being prepared by a skill called Concentrate&period; However&comma; timing doesn&&num;8217&semi;t seem to really play a role in how the enemy attacks&comma; and so this mechanic just feels dull and meaningless&period; Enemies don&&num;8217&semi;t switch between stances or states&comma; and there aren&&num;8217&semi;t any short-term status afflictions which would ever deter me from using Concentrated skills&period;<&sol;p>&NewLine;<p>I also found that&comma; once I had the right skill setup&comma; I could take out many tough bosses and encounters with the same tactics&period; I would use my Cleric and Wizard to debuff the enemy&&num;8217&semi;s accuracy whilst buffing my party&&num;8217&semi;s evasion while my front row just defended until the enemy was too inaccurate to pose a threat&period; From that point&comma; I would use the Samurai&&num;8217&semi;s Carnage skill&comma; in which both parties repeatedly trade blows&comma; only stopping once the Samurai takes a hit&period; With these buffs in place&comma; my Samurai would systematically execute each enemy one by one&period; This tactic sterilized a few tough boss encounters&comma; but it didn&&num;8217&semi;t quite work on magic users&period;<&sol;p>&NewLine;<p>Overall&comma; <em>Stranger of Sword City <&sol;em>does well in bringing some fresh elements to a classic genre&period; The world will likely intrigue you with its breathtaking high fantasy art and existentialist storytelling&period; Its brutal difficulty may be loved by some&comma; and hated by others&period; The grind can be both very satisfying yet extremely dull at times&period; If you go in with some patience and an open mind&comma; you&&num;8217&semi;re likely to find a robust JRPG experience in your adventures in Sword City&period;<&sol;p>&NewLine;

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