I remember the narrative being one of my favorite parts of the original, but it has not aged well. The structure is interesting, but beyond that gimmick, the dialogue and plot weave a decent-but-conventional fairytale that leaves you to fill in a lot of blanks yourself.
You move from zone to zone on a larger map, encountering groups of enemies in 2D, side-scrolling areas. How exactly you confront those enemies depends on where you are in the story, since each character has different attacks and skills. You may want to launch into a flurry of aerial attacks, use a potion to create a toxic cloud, or do a blade spin to shred the opposition. Regardless of who you are controlling, the action is smooth and responsive. The first of the protagonists is Gwendolyn, a Valkyrie daughter of King Odin which has always lived in the shadow of her sister.
It dies in combat in the early fighting, and our heroine tries to do everything possible to win the love that the King has never professed to him. With a dark tone on more than one occasion and several plot twists, the plot is gaining in interest as the events unfold.
The characters are full of nuances, and as if it were a play, we will see situations and a mise en scene of more attractive, as when Gwendolyn speaks with his own conscience, represented by a bird, which discusses and shows the internal questions of the protagonist.
We will learn new characters like Velvet, an unrecognized daughter of the King and is Saint of devotion of the same to remind you the only true love that he had; Oswald, the Commander of the enemy army which will also gain prominence at one point; Mercedes, a fairy who has a specific weight in the plot of Gwendolyn and which then becomes protagonist; and Cornelius, Puka Prince transformed into a rabbit.
The music and art of the game is perfect for any platform. The combat is really fascinating and gives a good sense of reward with very nice graphics. You level up as you play, and spend skill points on new magical abilities, and upgrades to capacities you have already unlocked. The gamer can customize their character through a Skill and Ability system.
The combat is continuously, thanks to the competence to fast switch between regular arms attacks and two various skill types: combat skills and phozon experience. Organize up combos and despair on for long periods of time using ability, standard attacks, and mixture made me feel in class top fighters, and as if i won a higher battle in ranking at the end of a combats.
A better rank in combat means consistent success. Unrar 2. Take the time to savor Odin Sphere--they don't make too many like it anymore. Whoever said 2D is dead neglected to kill off this beauty.
What Odin Sphere gives up in geometry it makes up for with its insane amount of detail--the characters, enemies, and backgrounds are crafted with such intricate care that it's a miracle it even runs on the PS2 some bosses absolutely slaughter the game with slowdown.
Apart from this nagging issue what do you expect--it is a 2D game , the experience is consistently exciting. Kamitani's Valkyrie protagonist, who would become Gwyndolin, was created before the rest of the game's world and story were finalized.
Working from this initial idea and its roots in Norse mythology, Kamitani began writing a romantic storyline for Gwyndolin and Oswald as the central narrative, basing it on Der Ring des Nibelungen by Richard Wagner. He then added further elements inspired by the works of William Shakespeare and traditional European fairy tales.
The other narratives focused on different themes: Mercedes' storyline focused on her maturation into a queen, Velvet's story focused on resolving a mystery, while Cornelius' story narrative modeled after traditional fairy tales as a homage to the early PC game Marchen Veil.
Kamitani acted as art and character designer for the game, with additional art for elements such as food provided by Shigatake. More sensual elements of his female character designs came about through chance rather than deliberate design. The toolset used to create the graphic animations was heavily inspired by the similar animation style used for Adobe Flash products.
A cited example was how Velvet's breasts jiggle slightly when she stops moving. This was intended for more female characters, but due to the hardware limitations it was restricted to Velvet.
The project leader was Bill Alexander, the lead translator was Sammy Matsushima, while dialogue editing was handled by Mike Meeker. As with their other localizations such as for the Persona series, the team tried to stay faithful to the original text. This proved easier than for the Persona series as its fictional setting meant there were no cultural in-jokes that would not be understood outside Japan. For his part, Meeker read King Lear and A Midsummer Night's Dream to find the correct style for his writing, in addition to reading Beowulf to properly capture the narrative's darker elements.
The localization proved more challenging than other Atlus projects for multiple reasons. As the characters' text bubbles were designed to use Japanese kanji characters—which compress a lot of information into a single symbol in a way impossible in the English alphabet—each text bubble had to be individually resized and sometimes shifted so they would not intrude on other elements within scenes.
This was particularly true of Mercedes. This led to lines being modified during recording to keep within schedule. During the last stages, the team needed to rerecord some lines of dialogue, but to keep the localization in budget and on schedule it was done outside a professional recording studio, resulting in an audible drop in quality.
Odin Sphere released in North America on May 22, , less than a week after the game's Japanese release. The localization process was timed so that the Japanese and North American releases were days apart rather than months, which put extra pressure due to some promotional assets still being in development in Japan. Initially planned to be an upgraded port, the availability of development resources allowed for the development of a full remake. There were a large number of changes made to the game.
Additional stages and divisions between battle and exploration were created; defense and dodge actions were added for characters; extensive vertical plains were added to environments; enemy and boss AI was redesigned and refined; additional enemies and subbosses were included; a new difficulty level was added; and the POW gauge, inventory and Psypher systems were redesigned.
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