Friday, March 22, 2013
Recettear: An Item Shop's Tale
It's an RPG that stresses earning money and shop mechanics more than exploring it's world and characters. You are supposed to earn enough money to pay off increasingly larger amounts of debt, but this only encourages grinding at your store.
You can leave the store with a hero character and explore a dungeon to gather treasure. This mode plays like an Zelda on the SNES, top down action combat, but unlike Zelda is straight up combat with only three special abilities per character. When your doing nothing but it for 5-10 dungeon floors against the same old slimes, pumpkins, bats, and what the fuck ever it gets boring and tedious fast. Also with a limited space of what you can take back to sell I found I had to be constantly managing my inventory, but that crap is with all RPGs.
There is also a crafting system for more valuable items, which means more dungeon grinding for ingredients. But under the fixed time constraint to earn money, it's very possible to ignore.
Only the first 10%-20% of content is introduced by the game, the rest you have to dick around to find/ start the unlocking events. Upon finishing paying off the debt, I had only unlocked 2 dungeons and 2 heroes, out of like 8 dungeons and 9 heroes. According to the wiki and realizing the amount of grinding to unlock it all I realized my patience with the game had worn out.
TL;DR : Beat the game by grinding only the first 20% of content? Lots of playtime promised though.
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