Archive for the 'gamefetish' Category

02
Jul
09

knight in the nightmare.

Seriously, I need to know which guy in the developing or creative team who comes up with the names for these games. Some of them are really WTF. In the sense that they make no sense at all.

Knight in the Nightmare.
Despite its rather dubiously cheesy/tacky name, it’s pretty interesting. This game is really heavy on the whole space-time continuum thing, that being the plot goes forwards and backwards. A number of flashbacks to explain what’s going on ‘now’ not that it’ll matter because after awhile you’ll skip the dialogue in between and jump straight into the action. An seriously, if you actually did try to pay attention to the plot (which I did and joyously failed), you’ll just get a major headache from all the confusion and the jump-backwards-forwards-in-time-or-not chemical equation that they’re hard up on.

The gameplay though, is the bit that quite suckered me in. Get this: You are a wisp. Like the things that mine for wood and various other raw materials in Warcraft. And as a wisp, you get to control, possess rather, knights and get them to fight the evil baddies. One thing to note though is that your knights aren’t exactly alive. My brain’s still a lil’ muddled but as a wisp, you recruit fallen knights to your cause as allies to battle against monsters.

Battles take place in real time on an isometric grid. The wisp, controlled via the touchscreen, moves around and is how the player gives orders to allied units. When the wisp comes into contact with a unit that can act, the attack must be aimed by moving around the wisp. However, the wisp will be under constant enemy fire. The player must guide the wisp to dodge the shots as well as order the allied units to attack. Normal attacks generate Gems which recharge the Magic Point meter; items can be used to generate Skill Attacks which can actually kill monsters or destroy objects.

Despite having a timer, time is only deducted for charging attacks and when the player’s wisp takes damage. Thus the player has “unlimited” time to plan strategies and in this manner resembles other strategy role-playing games.

Permadeath exists as characters have a vitality stat which decreases when they use skills and other special circumstances. Vitality is replenished through leveling up, the Transoul System, and other special circumstances.

Had to snag this off Wiki because I had no other way to explain how it is that you do go into battle. Full article (of sorts) can be found here.

I’m currently stuck at this stage where I have to kill this huge guy on a horse. Sorta reminds me of Odin from the Final Fantasy series. The suckiest bit is that when you’re charging up your characters for an attack, it catches his attention and he rushes to decimate them. It’s always game over, especially if you lose your Valkyrie. Ah well. Till I figure out how to kick his ass, I’m going to charge up my mahjong skills via the DS.




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