
Hardly ever do I see an RPG stubble and fall in such fast succession, however Dragon Takers does simply that. Regardless of some preliminary promise, it rapidly makes one blunder after one other. Sadly, this launch is likely one of the most boring RPGs I’ve ever performed.
The principle gimmick on this recreation is the protagonist’s newfound capability as a “Talent Taker.” He’s in a position to take strikes from monsters throughout fight and choose and select which to equip, restricted solely by what degree you’ve reached. There’s nothing inherently incorrect with this concept. In reality, the number of monsters (seen in a first-person perspective) had me considerably intrigued. However with the concentrate on fight, you’d hope this space excelled. Sadly, it’s not even shut.
Fairly than break right into a long-winded rant, I’ll restrict my complaints to 2 key areas. The primary (arguably foremost) is the curious resolution to omit any means to flee a battle. Buried within the press launch, it states, “escape is just not an choice.” A daring alternative, maybe, however definitely not a wise one. It merely doesn’t match this model of turn-based RPG. If the enemies had been seen on the map, possibly I might be swayed, however it’s fully random. And the fight is nowhere close to gratifying sufficient to justify the dearth of such a basic choice.
To additional weaken fight, enemy resistances and weaknesses are listed on the aspect of the display. I didn’t even discover this till I used to be a number of hours in, as enjoying in handheld mode, the textual content was small. But it surely’s all the time current, even when enjoying in “Regular” issue. Add in the truth that the sport autosaves nonstop, and it eliminates any problem the dearth of escape might’ve leant. All you’re left with is the mundane tedium of fight that by no means actually goes anyplace to achieve its potential. Swing and a miss.
A minimum of the sport presents a stable audio/visible bundle. The music may be very listenable, giving a mix of creepiness and leisure that works higher than you may count on, and I form of prefer it. Characters bob their heads, transfer their arms, their hair flaps… little issues like that make them appear livelier. In fact, their expressions by no means change regardless of what’s occurring within the story, good or dangerous.
Talking of story, there’s a purpose I haven’t talked about that till six paragraphs into my evaluate, and it’s not due to spoilers. It’s not accomplished nicely. Dragon Takers is stuffed with lengthy stretches of cliched dialogue. Typically, you’ll have a number of minutes of generic dialog, take a step or two, and extra will observe. I really don’t thoughts this a lot within the cities, because the NPCs really feel extra actual. And speaking to them is all you’ll do in cities as objects get acquired not at retailers, however throughout fight or present in dungeons. However exterior of this, the lead and his feminine allies chatting about one other fantasy trope simply made me wish to take management and get on the transfer. Not that there’s a lot to maneuver to. Dragon Takers is an particularly linear recreation, with tiny distances between cities and brief maze dungeons. No allowance is there to go off the story path and discover.
Dragon Takers feels haphazardly slapped collectively, and the longer I performed it, the extra boring its stale gameplay turned. I don’t know a lot in regards to the developer (Vanguard), but when KEMCO goes to maintain working with them, I hope they will steer them in smarter instructions. Dragon Takers is a poor recreation that I can’t suggest.
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