History of Ioden: Rise – Among the Giant

RPG fans will be able to find something in its structure based on quick missions, but its lack of mechanical depth will tire even the most patient.

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Announcement The Euden Chronicle: One Hundred Heroes It was like an elixir for RPG fans. A supposedly impossible project, with an impressive creative team and a determination to revive not only a long-dormant series, but visual and narrative styles that seemed lost forever. But Eiyuden Chronicle: Hundred Heroes is a reality, backed by a successful campaign in Kickstarterthe spiritual successor of Suicodin One of the countless victims in the labor camps Konami – also depends on the return of the visionary duo, Yoshitaka Murayama And Junko Kawanoin what promises to be one of the most popular RPGs of 2023. However, the campaign for the Eiyuden Chronicle hid a small surprise, now revealed in all its splendor: a mini-game, secondary story titled Rising, which serves as the first contact with this mysterious, drawn world In HD-2D resolution.

Ioden’s History: Rise He takes on the daunting task of delivering what they can expect from Murayama’s new work to a community hungry for novelties, both on a narrative and even visual level. An unfair task, so painful for a project born from the Kickstarter campaign, as one of the goals imposed by the product Rabbit and Bear Studios. Ascension is a minor chapter, an introductory story, perhaps just a highly structured snippet when it comes to the tone of this new RPG series, but its mission is to deliver what remains unknown and in that sense, expectations are hard to beat. But before we understand what doesn’t work in Rising, and what it does annoyingly, it’s necessary to remember that this spin-off, which presents itself as a 2D action RPG, was not developed by Rabbit & Bear Studios, which is responsible for a hundred heroes , but for Natsume Atariwho took charge of creating a secondary project for the legion of fans who supported the campaign.

However, Eiyuden Chronicle: Rising is a frustrating game, whose potential is as obvious as its problems, and it never finds a satisfactory balance throughout the campaign. The short expedition takes us to meet CJ, a brave adventurer in search of fame and glory, whose travels take her to New Nefa, a city built around a region rich in treasures, where many bounty hunters come to try their luck. New Noa has seen better times, now disgraced, aging, and crumbling, as its inhabitants do their best to accommodate adventurers exploring the ruins, but the local economy fails. What begins as a quest for glory and legacy turns into a battle for the village’s future, with CJ joining Isha and Garoo as they complete missions, help villagers and create the ecosystem necessary for my new utilitarian to thrive. in the face of adversity. As the campaign progressed, the streets were no longer empty of shops and visitors, and the fields began to plant the supplies necessary for the city to ensure the survival of its inhabitants. The traditional “good versus evil” narrative isn’t far behind in Rising, as you might expect, but it’s its story of togetherness and resilience that gives it a fresher color, complemented by its more relaxed and even humorous atmosphere.

The village expansion has direct repercussions on the gameplay of Eiyuden Chronicle: Rising, to the point where I feel it’s one of its best features. The campaign is divided between exploring dungeons, collecting resources and solving side quests, as the village gradually shows the careers of CJ, Isha and Garoo. As we solve the many tasks available, we see new cores grow, acquire new stores, and offer better customization options that expand the Rising Mechanisms. If we start the campaign with a tavern and inn, in a few hours the streets will display farms, but also blacksmiths, where we can improve our weapons, and other vendors who help us expand our fighting options, but also to gather resources . As there is a connection between exploration and village growth, any visit to dungeons where we find the resources to complete the available quests gains a new depth, as we feel we are not wasting time on recurring missions, but expanding our combat options – at least in the first few hours of play.

Although there is a monetary system, items can be obtained through trading and crafting, which means that it becomes necessary to bet on resources in the long run. For example, the growth of stores and mechanics in Rising. Each store has a fixed number of options for each level, and if we want to expand the possibility of improving weapons or creating new equipment, we need to complete the tasks associated with the store. This leads us to gather new resources not only to expand this business, but also to create the items we unlock. If we combine the progression of the game, with new equipment adding new skills and combos in combat – which depends on the level of weapons and equipment – with the visual growth of the village, which expands through new streets full of shops and new residents, the hike becomes addictive because we want to continue to help our neighbors and improve the mechanisms new. This vicious circle becomes even more apparent with the addition of cards that we seal when we are done with side quests, whose progress is also linked to the growth of the village, culminating in an experience where we are always looking for something, as if the machine keeps on working. Even when we think he stopped—even if he got really tired in the latter part of Rising.

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