Posted March 18, 2009
I still have my Septerra Core jewel case lying around and I enjoyed the game when I played it way back when. Here's my description:
- The world mythology is very good.
- Graphics were quite good at the time (3D renders)
- Enemy and NPC models are quite limited. Most have several colour variations.
- Voices of the NPCs are also limited, but there is voice acting (although not for all dialogue)
- Sidequests are available, but there aren't very many as I recall.
- Grinding may be necessary at the beginning of the game, but I don't remember it being necessary later on for completion.
- Characters stats are all predetermined. Customization is limited to equipment choices.
- Music is memorable, but can get annoying.
- You can make dialogue choices but they are limited.
- Gameplay/story progression is linear for the most part.
Battle System:
- You can have a max of 3 characters in your active party at any time. They will follow you around as you explore.
- There are no random battles in this game. Enemies will either be on screen or they will jump out and engage you at pre-specified locations.
- Usually if you bump into one visible enemy, two more will jump in from the side of the screen. You almost never encounter a one-enemy party because of this (sort of annoying)
- Battles take place on the current map (no separate screen), although all the characters usually "jump" to assume a pre-specified battle formation. This will affect certain attacks that either hit on a line or an area of effect.
- In battle, each character has a 3-tier gauge that fills over time according to their speed. An action can be taken whenever a tier is filled. Attacking when more tiers are filled = more power. Special skills require a certain number of tiers to activate. Although the gauges fills in real time, once you decide you want to attack you either press spacebar (I think) or click on a character portrait to pause the game and select an action.
- The magic and skill system use a shared-party pool of mana called "core energy'.
- Magic is cast using "Fate cards", which are acquired throughout the game. Each character can only use one fate card at a time, but if multiple character's gauges are filled the effects of multiple cards can be combined. Ex. One character can use the "Heal" card and another character can use the "All" card to create a healing spell that will cure all party members.
- There is an elemental rock-paper-scissors system in place to make elements relevant.
- There are no battles on the overworld map.
Final word: Gameplay may not be satisfying for some, but the story and mythology are top-notch.
I hope this was helpful :)
- The world mythology is very good.
- Graphics were quite good at the time (3D renders)
- Enemy and NPC models are quite limited. Most have several colour variations.
- Voices of the NPCs are also limited, but there is voice acting (although not for all dialogue)
- Sidequests are available, but there aren't very many as I recall.
- Grinding may be necessary at the beginning of the game, but I don't remember it being necessary later on for completion.
- Characters stats are all predetermined. Customization is limited to equipment choices.
- Music is memorable, but can get annoying.
- You can make dialogue choices but they are limited.
- Gameplay/story progression is linear for the most part.
Battle System:
- You can have a max of 3 characters in your active party at any time. They will follow you around as you explore.
- There are no random battles in this game. Enemies will either be on screen or they will jump out and engage you at pre-specified locations.
- Usually if you bump into one visible enemy, two more will jump in from the side of the screen. You almost never encounter a one-enemy party because of this (sort of annoying)
- Battles take place on the current map (no separate screen), although all the characters usually "jump" to assume a pre-specified battle formation. This will affect certain attacks that either hit on a line or an area of effect.
- In battle, each character has a 3-tier gauge that fills over time according to their speed. An action can be taken whenever a tier is filled. Attacking when more tiers are filled = more power. Special skills require a certain number of tiers to activate. Although the gauges fills in real time, once you decide you want to attack you either press spacebar (I think) or click on a character portrait to pause the game and select an action.
- The magic and skill system use a shared-party pool of mana called "core energy'.
- Magic is cast using "Fate cards", which are acquired throughout the game. Each character can only use one fate card at a time, but if multiple character's gauges are filled the effects of multiple cards can be combined. Ex. One character can use the "Heal" card and another character can use the "All" card to create a healing spell that will cure all party members.
- There is an elemental rock-paper-scissors system in place to make elements relevant.
- There are no battles on the overworld map.
Final word: Gameplay may not be satisfying for some, but the story and mythology are top-notch.
I hope this was helpful :)
Post edited March 18, 2009 by requinox