|Source: Country Games № 14 2009|
|Source: Country Games № 14 2009|
Imagine a tactical RPG, in which almost all the characters allowed to move on stage. Rather, the enemies, they can walk back and forth (as well as up and down and diagonal), but here are the heroes entrusted to the care of players, with rare exceptions like adheres to the site. If the enemy is in your area of their reach, to deal with it will not work. Something like this and it looks Knights in the Nightmare for the DS.
Instruction for beginners and advanced "rytsarevodov" decorated like a hefty in-game guide: Do not read it, at least in the introductory section, not even cope with the first mission. Battles here are quite different than, say, Fire Emblem or Disgaea: to mind first come, oddly enough, skrolshutery. Treatment to the menu minimized: in the midst of battle you do not make, say, go into the list of inventory. Dodge enemy attacks and to choose targets, set the soldiers on stage and waving swords yes spears offered by touchscreen. What is happening reminds drawing on a computer tablet. On the upper screen, repeating the motion stylus wanders shining point - the spirit of the protagonist. It is worth it to touch the warrior-wards, and they come alive. After all, under the guidance of a gamer, as in Valkyrie Profile, - the brave souls of the dead.
Thus, a fighter (for example, the archer) is selected, brandishing to strike, and lined with cells arena displays of Zimbabwe. Find themselves within reach of the enemies are marked with white squares, "sights". If you pick up a pen at this point, the character will shoot the enemies and the resulting injury will materialize in the form of colorful crystals - a sort of "fuel" for superpriemov. Collect crystals stylus, then select the weapon (under him, as well as under special subjects are assigned four slots on the right) and drag it to the soldier. Again is the scene of recovery, but we are already waiting a little longer. Once the square becomes a rhombus, and a number denotes the percentage of damage, the character is willing to use a special skill. To give an order to act, rather, as before, only to lift the stylus over the screen. Do not use tricks to move through the story is impossible: the usual attacks almost never take away the health of the monsters. Moreover, consider "natural" enemies of the vulnerability are not less important than in the same Persona 3 or 4. Bonus for use of magic ice against the fiery evil - not miserable allowance in the form of 10-15%, and doubling the force of the blow or spell. Catch of the crystals over time is impoverished: the so encourage users to continually switch between the two phases of warfare, "chaos" and "order."
Since the rare characters are able to move, on the effective disposition of soldiers on the field and the correct use of mobile units depend very much. Arena, despite the modest size, are so varied that the ideal pick for each team - the problem is very exciting and difficult. Moreover, the Knights in The Nightmare all occupations equal rights: no one type of men do not is so much better than others to continually dominate the battle.
Skrolshuternye items appear almost instantly: the enemies (again, with rare exceptions) do not attack the heroes directly. While the stylus does not animates characters, it's just the ghosts and kill them able to develop some bosses. Instead of evil individuals are trying to impress darted back and forth point-the "spirit". The screen is constantly zapolonyayut various flying bullets, beams and pieces - naporeshsya on any of the counter and the time allocated to the fight, deduct a couple of seconds. Each mission consists of a series of such encounters: it is required to perform a task (say, to kill a certain number of enemies), stay within the allotted amount of rounds. If you lose, allowed pereproyti test, all previously obtained items remain in your luggage, and poor health bosses can not be restored to its original level.
Little that is not compensated in any way - the abhorrent system of mikromendzhmenta Weapons (pick the desired item in a huge list very quickly bored) and the inability to properly check up the fight, how convenient to define the position for the character. Heroes every now and then as "sticky": to find out whether they can turn right or left, is surprisingly hard.
Knights in the Nightmare wins, above all, an unusual battle system: to become acquainted with academic records will have to spend much more time than is the case with Disgaea, or Luminous Arc, but worth it. Not so much because you tell an incredibly compelling story: the dead knights empathize with not more than einherjes Lennet, but because the authors combine the excellent action with tactical tasks, and in addition so deftly adapted the gameplay for the possibility of "dvuhekrannika" that the lack of memorable characters almost no pity.