Please sign in or sign up!
Login:
Pass:  
  • Forget your password?
  • Want to sign up?
  •       ...blogs for gamers

    Find a GameLog
    ... by game ... by platform
     
    advanced search  advanced search ]
    HOME GAMES LOGS MEMBERS     ABOUT HELP
     
    GameLog Entries

    Leress's Lufia II: Rise of the Sinistrals (SNES)

    [March 2, 2015 05:46:11 PM]
    Rules:

    Goal: Defeat the final boss

    Game Structure:
    The plot directs the player to the town with a problem, next the player enters a dungeon that is the cause of the problem. When the dungeon is completed the problem is usually solved and the way is opened to go to the next town and repeat the process.

    Character Customization:
    Characters are predetermined stat wise, but can be customized to an extent by their equipment and spells.
    Spells must be bought in magic shops for each character, and not all characters get access to the same spells.

    Combat:
    Turn based battle system:
    Speed determines action order, but sides alternate turns.
    Spells can be cast to target single or multiple targets
    Magic Point system for spells.
    Up to four party members in battle party, but there is no customization of who can be in the party, that is determined by the plot of the game.
    There are two combat positions of front row and back row, and each has up to two characters for those slots. The capsule monster was the fifth member and was not really in a combat position.

    Capsule monsters:
    Must be found and raised by feeding them items.
    They act randomly and can run away. The player has no control of actions

    IP system:
    A meter is filled by taking damage, equipped items give IP abilities that take a percentages of the gauge to perform.
    This meter can be stored for later.

    Tools use in dungeons
    The tools obtained in some dungeons can be used to solve the puzzles in the game.
    They can also be used against monsters in the dungeons to stun them for a few moments to either evade or get the possible advantage in starting battle.
    If the player messes up a puzzle they can reset the room with a tool.

    Exploration and Interaction:
    Over world enemies are random encounters, but in dungeons they can be seen and interacted with since they move only when the player moves.
    The player can also sword slash to cut down grass or activate switches.
    The player can also push certain blocks.


    Play:
    The main game is reading the story, watching the cut scenes, getting to the next dungeon to solve puzzles and fighting monsters.
    The IP system was very good since it is like a back up spell system. Even when the player has no MP left, if they have the right items equipped they can still have the ability to survive the dungeon.

    The odd design choices were the use of having random encounters on the over world map, but have the enemies be seen in the dungeons. It makes sense to have the enemies seen in the dungeons since otherwise it would make solving the puzzle more frustrating to figure out due to constant interruption. It should have taken a Chrono Trigger approach and just have monsters only in the dungeons.

    Another system that was not very good was the capsule monsters. It was not really worth leveling them up since they acted randomly, and the resources needed to level them up could be better spent on the main characters for spell, equipment, or even items.

    Another odd choice was having that the player could only push blocks but not pull them. The exclusion of pulling lead to most of my reasons to reset a puzzle because a block was pushed to a place that I could not move it from. This could have been easily fixed by just making it so a player could pull blocks. The Legend of Zelda: A Link to the Past which came out years before this game allowed for pulling so it could be done on that hardware.
    Culture:
    Zelda style for dungeons with the use of tools, block pushing, grass cutting and switch activation.
    It seems to take some cues from Final Fantasy Mystic quest where in dungeons enemies can be seen.
    Nethack or other rogue-likes that have the enemy move only when the player moves.
    This game would be seen as the best of the Lufia series and was remade to lackluster reviews.
    The IP System and Capsule Monsters were brought back for the sequel to the game.

    This entry has been edited 1 time. It was last edited on Mar 2nd, 2015 at 17:50:30.


    add a comment Add comment
     
    Status

    Leress's Lufia II: Rise of the Sinistrals (SNES)

    Current Status: Playing

    GameLog started on: Friday 27 February, 2015

    Opinion
    Leress's opinion and rating for this game

    No comment, yet.

    Rating (out of 5):starstarstarstarstar

    Related Links

    See Leress's page

    See info on Lufia II: Rise of the Sinistrals

    More GameLogs
    other GameLogs for this Game

    This is the only GameLog for Lufia II: Rise of the Sinistrals.

     home

    games - logs - members - about - help - recent updates

    Copyright 2004-2014