N-Fusion & # 39; s Ember, first released on iOS and PC back in 2016, is about as generic as RPGs get. A love letter to the isometric RPGs of the 1990s, it was able to thoroughly explore your looks and sounds Baldur's testicles and Develos, but it also distinguishes it from almost all the technical depth, availability and complexity of those titles to provide a fluid, RPG-lite functional character. It's really easy to get in and it's fun enough to explode, but this is it indeed a mobile style game that is more recommended for people who are probably struggling with the full RPG depth or who are looking for something they can take down and not think about it all.
That doesn't mean there is nothing to enjoy here – especially with the very low price of entry. N-Fusion describes this as a decade-long labor of love, and, in many ways – especially considering this is a small indie game – it shows. Twenty or so different places you can pass by such as the amnesiac Lightninger – the hero charged with saving the world of Domus by dealing with the mysterious Darkbringer – have a variety of scenarios and have many NPCs to chat with, plenty of fun dialogue to gently pass along (as quoted literally (this story) will keep your attention well enough during the shortest play time of the game. Ember does the basics well – he looks at this part and plays exactly the way you would expect – though, and it's a game that feels very insignificant and has no real intrigue or intrigue.
Location maps, beautiful as they look, appear completely as soon as you sign in and show all the available NPCs and materials available from the find. It makes no sense to be found, there are no secret places or holes to stumble when you stray from the beaten path on your way to your next mission. Case estimates are precisely the same, do not lead to unexpected places, and on main trips tend to keep things short and simple. For the most part, it's a story experience that requires more than just rushing when fetching things and facing one enemy or another without having the opportunity or feeling that something is going to happen.
Combat is a real-time, animation created by you managing your character, each direction by cutting through a game and drawing a line between them and any enemy you need to attack. There are no specific categories of characters – the special moves, spells and abilities available to your attackers at any time depends on which weapon or gear you equipped – and the climb is matched to the lower level to score skill points in four categories: power, intelligence, agility and intelligence.
Like everything else on Ember, the simplified presentation of the traditional games and gameplay loops you expect to find in this old RPG style. And, with great criticism, it makes the mistake of removing the ability to use healing items or other items during combat – beyond the small hand that you may have equipped for your quick launch – so you'll have to be prepared for each battle, it can be a lot of pain, especially if you accidentally engage an enemy team before you arrive where you will prepare your team for the previous battle.
Engagement also tends to break down quickly on button-clicking and spamming, and any idea of a plan will never fail for one of your team to use various attacks to soften or lower the enemy before engaging properly. Also with humor It's easy to use your couch to sleep anywhere outside of the battlefield to fully replenish your HP and your team, resulting in overworked mechanics; we found ourselves lying almost everywhere instead of using clay (although, to be fair, the same could be said Witcher 3 & # 39; s a meditation program; enjoy the pleasures of making Geralt sleep in swimming pools and along rivers.
Composition is well represented here and, again, very easy to get your head around. You can take all the recipes from the dotted books and rolls around the world and this usually doesn't have more than enough ingredients. The world is also full of said ingredients and you will always find yourself with enough to do whatever you like with minimal effort. There is also a lot of domain learning you can do with books and texts you find garnished with that meat outside of the Domus area.
Ember also tries her hand at giving you dialogue options to meet them without branding your weapons, but, for the most part, this one comes across as pretty easy. For example, you will happen to a bunch of ne & # 39; er-do-vis on quiet streets, they will challenge you, you will tell them you don't really like scarf now and they will leave you be. There are a few variations on this level of simplicity – in particular, we've enjoyed one original quest involving the Goblin King – but in fact, unless you actually want a scarf, it's easy to avoid one; this is the choice of discussion on its most basic basis.
According to this Switch version of the game, unfortunately there is a constant problem with sewing while it is out and in open space; It's not a game-breaker and it's not especially noticeable when you get into the routine, but there it is, it really disappears in the small areas of the house. It's a shame because Ember is a good looking game; the various biomes you pass through on your adventure all have amazing details and look great in both catchy and integrated ways. Hopefully N-Fusion can get rid of the pool to sort out this minor operating problem ASAP.
Conclusion
Ember is arguably the least romantic book ever made by indie in those great modern RPGs. It takes all the gameplay, mechanics and story beats you expect to find in that genre and pours it down to create an RPG-lite experience that is enjoyable enough in its short working time but is well suited for newcomers to the genre, or for those looking for something more epic to go through short game magazines without wasting time getting down to heavy RPG programs. If many of its sites didn't feel a little empty, if they had more variations on their claim and a secret location to find out their worldview would be much easier to recommend, but, as it stands, this is an inexpensive but nice general feeling that won't last long in your memory.