Back in the early 90's & # 39; s, there were two very similar and flawed SRPG structures that fought for each other: Fire Cone and Langrisser. Though each series offered some descriptive gameplay or stylistic features that the others did not, they were about neck and neck when it came to the whole experience it brought; if you wanted to play a challenging, ridiculous RPG that tests your intelligence, it was hard to go wrong in any form.
Things have not always been that way, though. Decades passed, and the consensus on similarities between these things gradually increased. Fire Emblem, after years of struggling to find an audience, finally made a big hit and went on to become one of Nintendo's biggest magazines. On the other hand, Langrisser couldn't close a sustainable fanbase, and then disappeared after the '90s – somehow when you consider that the Mega Drive exit was first made as a destination Warsong In North America for 12 full years before Fire Emblem will make its western date Blade Blazing in Game Boy Advance.
With the recent rise of the likes of Fire Emblem, it looks like now would be a great time for any Langrisser to reinvent itself as a modern organization. In pursuit of this, Masaya Games decided to look to the past, instead of the future, and now we have some great ways to do it Langrisser I & II. Although the design of the two games reflects the time and the release, Masaya has done an excellent job of incorporating this old-school release with modern senses, new art, and additional content to make this a direct playthrough. some classic RPGs.
Langrisser I & II articles are not something you can write about at home, marking the first issue out there that reflects their age. It is not that nothing here is indisputable it's bad, but the sites are easy to pain, and high quality. Case, a chartline of Langrisser centers around a handsome prince named Ledin, whose fortress is one day besieged by the forces of the evil empire of hell in favor of the mythical sword called Langrisser, which is also the key to reviving ancient evil powers.
The storytelling of any game is exciting enough in itself, but expecting something more trope-filled with fantasy will leave you disappointed. Both games earn points, however, for contributing a great deal to the content of the story. Although the release run may take you anywhere from 10-15 hours, retaliation is encouraged by the inclusion of alternatives from certain behavioral decisions you can make (this feature is available in the second Mega Drive game, but not the first one, so it's a notable addition here). There is nothing to spoil here, but suffice it to say, those of you who are fascinated by these news threads will find much to keep you busy.
Gameplay in each release takes the form of a standard RPG, where you have ordered an army on a grid-based map and turned alternately with the enemy team until one side is moved. All types of weapons are strong against some weapons and weak at others, and the difference of worldview can sometimes counter the scale in some way. So far, very similar. The exciting alliance presented here, however, is the Mercenary program. You have only a handful of characters, characters working in the story (called "Commanders"), but each of these characters can be dispensed with a handful of other lost pieces that they can fight for themselves.
In practice, this means that your boss can score safely without lifting a finger while the mercenaries do all the dirty work. Or, on the other hand, it means that you can take your Commander very much to Fray because you can count on other physical shields to take all the critical hits. We really enjoyed the extra tactical options presented by having what is actually like a large body of unused bodies that can be thrown into any problem to solve, as it helps to get the player's attention from the sin that requires war protection. The reverse of this, however, is that the battlefields can be easily demolished. When every area mentioned in each group has a number of four to six scholars behind it, it can lead to multiple animations of the section where you watched each of those units move another four or five spaces forward.
Fortunately, the war images can be fired or passed away completely, allowing you to lose the spectacle it is allowed to function properly. It's fun to watch the soldiers take it out of the flashy cutscenes that play through each of the stages, but those cutscenes add even more as each minority plays each stage. Langrisser I & II are both divided into a series of chapters, and each Chapter has specific conditions that must be completed before they can be completed. Usually, the situation can be as simple as killing all the enemies on the battlefield, but sometimes it can be something that requires a small penalty, such as moving a useless character from a battlefield to a predefined location.
Overall, it sounds like Langrisser I & II are both a little lazy in everyone's control department, but this trip is usually fun. Watching your battalion with a little victory over a terrifying army and gaining all kinds of experience in the process never stops rewarding and satisfying, and you often go through the & # 39; s only one & # 39;
When you’re not on the battlefield, you can manage your advisory bench in many ways, tapping each one to fill the niche you need for your team. At each level increase, the Commander gets all the expected scores in their calculations, but also receives a few “CP” points that can be used to swap lessons. Each manager has a class tree that shows how to move forward branches where he or she can go, and you can use CP to earn money to open new classes.
This, in turn, will affect things like your boss's stats, the types of computers they can hire, and new skills or spells to use in battle. Best of all, you can freely switch to any class you open, which does a good job of encouraging testing and eliminating the fear of making any wrong choices. And even though the first classes have subtle differences from each other, the latest options may seem very different. Airplane units, for example, cannot be sold for their complete flight, but may also be prone to glass defects that do not conduct themselves in combat. Estimating your team is key then, and finding out what doesn't and doesn't work is a good idea.
On the plus side of things, both Langrisser I & II proved to be extremely talented, offering many options to satisfy new and new fans. By default, you'll be playing both games with modern & # 39; s settings, including new art Ar Tonelico artist Ryo Nagi, creative re-mapping and re-edited background music. However, when you go into the settings menu, you can choose to swap old chiptune sounds, original character art (by the famous Satoshi Urushihara) or old-school map formats – and you can do it in any of your combinations. hence the desire.
So, if you are indeed digging up Nagayi's new character sketches but missing the 16 & # 39; s average maps, you can easily set out how you want both things to look (although it's worth noting that you can't change the in-game sprits, unfortunately they seem to be straight out of a smartphone game ). It's good to see that developers have gone into further detail to incorporate this kind of flexibility, although we think it's worth mentioning that both old and new styles look great. Real-time fans may not particularly appreciate the look & # 39; s unique & # 39; of new art, but their transparent, consistent, and full-on look fits perfectly with this release.