In action, like an angel, in fear, like God. It's very convenient. You play the role of angel in SolSeraph with As far as I know, God. You have wings, armor, and swords, but you can also inspire people, make the land fertile, and throw lightning bolts at enemies. In other words, you are very sluggish, but after landing, a spider will hang from above to hurt you, and then you will stagger. Ouch.
SolSeraph is the spiritual successor to ActRaiser, and ActRaiser is really interesting. You are the god in ActRaiser, and you lead your people. Sometimes you wander around a drill bit that rolls sideways, making drilling difficult. Sometimes you fly over a map that encourages your people to build towns and roads, and forever locks out evil people. It blends so harmoniously: assault games and god games. A bit classic. Moreover, SolSeraph is still very close to the original design.
So you once again spread your time between wandering between 2D platform levels and fighting monsters, then fly to the sky and lead your people, restore their civilization, build towns, fight against enemies, and then crush the local badass gods first Let ’s take a look at the second part of the game, because I have a lot of fun about it, because SolSeraph has adopted ActRaiser ’s God game item and turned it into a tower defense.
The bonfire is in the center of your village. This is something you must protect and keep burning. As the incoming mob travels along various stone paths, everyone who reaches the fire will cause you a single point of damage until the fire eventually disappears permanently.
To stop this from happening, you need to build defensive structures such as barracks, archer towers, magic towers, and spikes, these little monsters are lined up along the mob's fall path. Bear all that You need real town development, so you build houses, build people who need defense, cut wood from nearby forests, build farms, and jazz. It's simple, but the layout on the radial menu is very clear and most of the time interesting.
Eventually, in the midst of defending against the waves, you want to grow your town to the point where you can track the path the mobs come from and build a shrine next to its lair. This will clear the air around the nest and allow you to enter and kick everyone in the 2D side scrolling area. This is enough, you can open the boss god in each area. Organize them and you can move on and do the whole job again in different environments with different challenges.
Fun enough. Wave-based tower defense is always money in the bank, and if you just want to compete and assault the last boss, SolSeraph will be happy to forgive. This is because while the defensive measures protect the bonfire, you can also wander around the map like a god / angel and directly attack or even summon your mobs to fight. You can regain the mana you need by swiping through the clouds, which is very satisfying. Even if you do n’t have that many attacks, as if you do n’t have too many building types to play with, there are some good options when the rules are like this When it ’s as simple as even the most basic strategy game, you always know what you are doing wrong. (Usually what I do wrong is running out of wood.)
The 2D part is a bit cumbersome, alternating between all killing missions in a small area and a long trek, in which you walk a tree, such as completing a tree god. The problem is not just the lack of diversity in the enemy, each of which introduces some new areas, but they still fall neatly into something you've seen many times before. What's more, the whole process is too rough. The movement is too heavy, and two jumps can be a bit painful. Hitting someone with a sword, hitting them with an arrow or hitting them with a shield will never feel good.
The weirdest thing is that SolSeraph is the work of the Chilean team ACE, whose games usually have a glorious unforced weirdness. Although I like an enemy that looks like a tomato juice ball, SolSeraph is no stranger at all. It's straightforward to play, and while it turns out to be a full respect for 16-bit classic games, some real characters may be enough to boost a game that sometimes feels like it doesn't have enough budget. The best version.
I like SolSeraph a lot, but I like most other things in the ACE Team. This is a delightful tribute, but I miss the studio's memorable talent.



