19th February 2012, 11:08 PM
(This post was last modified: 20th February 2012, 6:54 PM by Dark Jaguar.)
I beat the game without all the rainbow drops, but I'm going to go back through to get those. From what the manual says, Dark Matter is the boss here, making this probably it's first appearance.
I don't think the spikes are piercing Kine so much as distorting Kine's skin into spikes. It seems Rick gains Kirby's powers directly, Coo helps Kirby use the abilities, and Kine just passively accepts whatever power Kirby ends up shooting out his mouth or through his body.
Yeah, Lufia 2 has some pretty nasty glitches... It's disappointing considering how fun the game otherwise is. To elaborate, this is a much more interactive RPG than most on the SNES. It's similar to Golden Sun in a lot of ways. There are numerous tools you collect throughout the game that can be used to solve puzzles, Zelda style. More RPGs of all stripes could use this. A bow can hit switches across a gap (or stun enemies, more on that in a bit), and a "hookshot" ripoff does what hook shots do.
The game is similar to Chrono Trigger or Super Mario RPG in that enemies are visible on the main screen. There's random encounters on the world map, but in dungeons, you can avoid them if you wish. Added to that is the chess-like mechanic of the enemies taking a move only for every step you take. It doesn't slow things down, they move as you move rather than you having to wait for them to make a choice. You can also push statues around and pick up objects like pots to set down on switches. This leads to two more great quality of life features. First, you can turn on a dime while holding something instead of walking a step (hold R to do so), which is great for setting something down right behind you without needing to walk around to position yourself. Secondly, each room "remembers" what you did in it so if you need to backtrack for some reason you don't need to solve the room's puzzle again. On the flip side, this means you can potentially get "stuck" by pushing a statue against a wall (you can't pull them). To fix this, the game gives you a convenient magic spell called "reset", which sets a room to the condition it was in when you first stepped in.
Also, so far I've noticed the NPCs have a LOT of dialog, with new things to say for each story event, a lot like Super Mario RPG. The translation is pretty solid too. All in all, aside from the glitches, this is shaping up to be a great game.
I don't think the spikes are piercing Kine so much as distorting Kine's skin into spikes. It seems Rick gains Kirby's powers directly, Coo helps Kirby use the abilities, and Kine just passively accepts whatever power Kirby ends up shooting out his mouth or through his body.
Yeah, Lufia 2 has some pretty nasty glitches... It's disappointing considering how fun the game otherwise is. To elaborate, this is a much more interactive RPG than most on the SNES. It's similar to Golden Sun in a lot of ways. There are numerous tools you collect throughout the game that can be used to solve puzzles, Zelda style. More RPGs of all stripes could use this. A bow can hit switches across a gap (or stun enemies, more on that in a bit), and a "hookshot" ripoff does what hook shots do.
The game is similar to Chrono Trigger or Super Mario RPG in that enemies are visible on the main screen. There's random encounters on the world map, but in dungeons, you can avoid them if you wish. Added to that is the chess-like mechanic of the enemies taking a move only for every step you take. It doesn't slow things down, they move as you move rather than you having to wait for them to make a choice. You can also push statues around and pick up objects like pots to set down on switches. This leads to two more great quality of life features. First, you can turn on a dime while holding something instead of walking a step (hold R to do so), which is great for setting something down right behind you without needing to walk around to position yourself. Secondly, each room "remembers" what you did in it so if you need to backtrack for some reason you don't need to solve the room's puzzle again. On the flip side, this means you can potentially get "stuck" by pushing a statue against a wall (you can't pull them). To fix this, the game gives you a convenient magic spell called "reset", which sets a room to the condition it was in when you first stepped in.
Also, so far I've noticed the NPCs have a LOT of dialog, with new things to say for each story event, a lot like Super Mario RPG. The translation is pretty solid too. All in all, aside from the glitches, this is shaping up to be a great game.
"On two occasions, I have been asked [by members of Parliament], 'Pray, Mr. Babbage, if you put into the machine wrong figures, will the right answers come out?' I am not able to rightly apprehend the kind of confusion of ideas that could provoke such a question." ~ Charles Babbage (1791-1871)