Crimson shroud release number1/20/2024 If we do get a sequel, I hope that a couple of issues are addressed. Whether or not we get them remains to be seen. The game ends on a sort of cliffhanger after you defeat the final boss, potentially setting up further installments. They are chasing a legend about a powerful artifact (hint: it’s reddish, and it’s a shroud) as well as some mysteries stemming from a previous mission, but that just leads to more backstory. You get some backstory about the big picture, intercut with flashbacks of your three-man party (made up of the usual fighter, archer/rogue and magic user) as they investigate a ruin. As presented, Crimson Shroud isn’t really a full game so much as it is the first chapter of one. Well, that’s because there really isn’t much of one here. You might have noticed that I haven’t brought up what is traditionally the most crucial aspect of any RPG, the plot. It’s a strange system, but it works well within the framework provided. The only way to increase your stats is to find better equipment, although you can also make equipment better by melding identical items together or imbuing them with magic scrolls. Put simply, your characters do not level up as you defeat enemies. There is one aspect of traditional RPGs that is no present in Crimson Shroud, however, and that is the concept of levels. Every die you sacrifice adds its value to your point pool (a d4 adds four, a d8 adds eight, etc.), so you will probably have to hoard the higher-valued ones if you really want to make a serious change to your options, although a few points here and there can make a difference if things are tight. You are given a bunch of points that you have to spend in order to pick up anything, from fifteen or so for a healing potion to a hundred for a new weapon to three hundred for a unique drop. Dice not used during combat can be cashed in afterward to give you more bartering points when it comes time to collect spoils.Įverything dropped by your defeated enemies has a barter value. Each turn a character can take two actions (one skill and one attack, spell or item), and only the first elemental action counts toward the combo count, so you can usually manipulate that to your advantage. The longer you - and monsters - chain together moves or skill of different elements (lightning, earth, air, ice, fire, water, light and dark) and earn a better die with each step from the third on until one of three things happen: someone repeats an element someone chains an element into its trump (listed in that order, although light and dark are trumps to each other and exist separately) or someone uses a neutral-element ability. The dice themselves are earned via an elemental combo system. On the whole it is an interesting gimmick, but it is really the only change from mindlessly hitting the A button to the point where basically every other mechanic in the game revolves around the dice at some level. You will also roll a giant handful of colorful polyhedra when the situation calls for it, such as when ambushed and checking to see how many turns you are at a disadvantage. And, oddly, there will still be some to-hit rolls required from time to time, usually for magical effects whose results are not as certain. But you can add extra dice to those rolls and “roll” them to increase your chances of hitting or damage. That’s one of the perks of this being a video game, after all. Oh, don’t worry! You won’t have to manually execute every to-hit and damage roll. Instead, combat plays out like any other menu-driven RPG, with the exception of the dice. The illusion falls a little short when it comes to combat, however, as there is no movement or noticeable range in combat despite the use of minis and a map of sorts. Similarly, narration is often directed at you, the player, as if a gamemaster were describing your surroundings from behind a rules screen. Instead of the usual presentation methods, Crimson Shroud represents the player characters and enemies as static miniatures placed in a crude dungeon model. It brings with it a unique aesthetic and interesting mechanics, seeking to replicate a tabletop pen-and-paper session in many ways. Crimson Shroud from Level-5 is one such eShop offering. The 3DS is still somewhat lacking in the RPG department, especially compared to its predecessor’s insane library, but the eShop has started to provide some inroads for the genre.
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