![]() Most involved pushing a fire pit on top of a pressure sensitive plate which was often times right next to the fire pit. The dungeons weren’t horrible but the puzzles in them weren’t difficult by any stretch of the imagination. The companion gains one offensive spell halfway through the game and the main character gains Heal and an instant death Summon right at the end. The random battles consist of the main character using Attack(he doesn’t know any other offensive commands) and his companion using the Heal spell(her physical damage is abysmal). Out of the 3 hours it took me to finish it, I’d say half of that was random battles. There is very little to actually do in this game. Much like DLC Quest before it, actual content is eschewed in favor of parody alone. Their only purpose is for comedy but you’ll need to read the name and description, which requires you pause your game, every time you pick one up.Ī lesser complaint would be the lack of actual gameplay. Any dropped item will automatically be equipped and none of them have any effect on gameplay. Hitting the inventory button here brings up a traditional MMORPG equipment screen with a silhouette of your character and open slots to equip items. The RPG area brings up a Final Fantasy-like status and inventory screen where as in adventure mode it is how you switch weapons.įor some reason there is even a Diablo-esque dungeon with tons of enemies on screen, tons of loot to collect, and a health orb replacing the standard hearts system. Even the inventory button does something different in each mode. In fact, your sword has zero purpose in this dungeon. You enter it and are presented in Zelda sprites, complete with an action key to swing your sword, but it is all a ruse: this is the only dungeon with random battles. ![]() Where this experience is most jarring is the dungeon after the first town. The levels you gain in RPG mode do not aid the adventure version of you at all and money is only used to buy potions, revives, and armor all of which only work in random battles. You do get money and xp but they aren’t used for anything in the Zelda portions. The issue is when you enter the overworld and have to deal with annoying random battles. In fact, this could be a Zelda game seeing as the developers seemed to have copied most of the enemy sprites and character handling right from Link to the Past. The issue is how disconnected the experience is. ![]() This is used in puzzle solving as some objects interact differently in the two eras.Īs awesome as this game sounds on paper I wish I could recommend it more. ![]() Arrows and Bombs are eventually earned as well as a stones that, when hit, switch the game between the top down 2D(SNES style) and the 3D style. Graphics improve to the blocky 3D of the PSX era(complete with pre-rendered backgrounds) and finish with a smoother, higher texture 3D. You’ll eventually unlock an overworld, towns, and turn based battles. Movement is grid based at this point but you’ll rapidly unlock true free movement, enemies, color graphics, a weapon, and save points. Upon reaching the chest in the right you’ll unlock left movement and upon reaching the left chest you’ll unlock free movement. The graphics are monochromatic and resemble the old dot matrix Game Boy. The game begins with the hero in between two chests with text telling you that you are able to go right. It looks at evolution both by mechanics and by graphics. Evoland is, in its most basic form, an evolutionary look and a parody of both the early JRPGs and adventure titles, mainly focusing on The Legend of Zelda series. ![]()
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