Artifact Adventure - Review
There probably s s s s s s nothf you are looking for a simple RPG that rewards experimentation and has a lot of replayability then give it a try. For me it was worth it just to play a game where the "bad guy" ch
by The Weak on Steam
There probably isn't much I can say that hasn't been said already by someone else.
Don't buy this game if you hate old school style RPGs.
Don't buy this game if you want or need an instruction manual.
Don't buy this game if NES style graphics and sound bother you.
Don't buy this game if you feel the need to "have all the things" in one save file.
Don't buy this game if you hate choices that actually have a little impact on your game.
There is nothing wrong with having preferences for the above mentioned things. Just don't torture yourself if you do.
If you are looking for a simple RPG that rewards experimentation and has a lot of replayability then give it a try. For me it was worth it just to play a game where the "bad guy" choices actually have decent rewards. It's nice to play a game labeled as an RPG that has some actual Role Playing.
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by McKathlin on Steam
This game's sound design and appearance, right down to the layout of the battle screen, give it an 8-bit feel, reminiscent of the early Dragon Quest (Dragon Warrior) games. The battle music is particularly good; it will get stuck in your head!
Narrative: Simple and Many
While the game has one overall objective of defeating the Swamp King, there's no "main" plot line. There are many little side stories. Some of the quests present the player with moral choices; a couple of these really made me stop and think.
Throughout the game, Artifact Adventure is strong on exploration and player choice. This starts at the beginning of the game, when you pick your party members' classes (similar to Final Fantasy I) and choose one of three gifts the King offers. The vast majority of the quests from there on out are optional yet provide significant benefits, and many of these quests have differing outcomes depending on how you choose to handle them. Since a party member of any class can accept any Artifact and learn a skill from it, there are many possible ways to allocate skills. Thanks to all the possibilities, this game is good for many hours of play and several replays.
Flaws: Some failures to communicate
While most of the dialogue is translated well, there are occasional errors that can cause confusion. Directions are sometimes wrong: take any reference to "west" with a grain of salt. Also, the game lacks a tutorial, so I'll provide a few pointers below...
- Alt+Enter: Toggle full screen mode
- Q and W keys: Cycle through the party while walking around or in a menu. This is especially important while collecting Artifacts, as an Artifact always binds to the person currently leading the party.
- Blue Artifacts cost MP; orange Artifacts do not. If a non-spellcasting class ends up with an Artifact that costs MP, it's not a complete waste. You can boost that character's max MP using elixirs, so that he can use it occasionally. Or if you prefer, you can return to your last save via the title screen.
As of thrst tha cannot recoffs ulted weapons wled artstsA whanually f you do get the game, one thing to keep in mind is Q and W since these are the keys for switching which character is active. This will let you easily swa
by Karsing on Steam
As of this review I've played about 6 hours on the non-steam version and haven't beaten the game yet, so please keep that in mind.
The first thing to know is that this game is meant to be replayed in order to find different routes and equipment. I would expect every run to be at least over 6 hours if you attempt to complete every quest you come across. It is immediately apparent that the game expects you to experiment due to having complete control over party composition and what the starting gift is. The starting gifts vary from stat boosts, to an airship, to a key to access temples throughout the world. This first choice significantly impacts how you play the rest of the game since temples would give you quick travel points and treasure while an airship give complete freedom in travel. This first choice lets you know what the rest of the game will be like, to make one of multiple choices that will permanently prevent other choices. Each game is associated with a specific save slot, so it isn't possible to have multiple saves associated with different choices made my the same game session.
The game itself is pretty standard, you move between towns and dungeons to prepare your party for the final boss. Battles are simple and involve attacking, defending, casting spells and using items. From what I've seen so far every battle will be more or less the same outside of the scale of how much damage is being exchanged. The spells that your party can use are entirely dependent on which artifacts you've found and who it has been assigned to, I haven't encountered a situation where a party member learned as skill after leveling up.
I cannot recommend this game if what you're looking for is a complicated story with realistic characters. None of your party members have any dialogue and there doesn't seem to be any reoccurring characters throughout the game. What story you do get is periodic exposition if you get the key of time. However, I find the situations and events which occur while completing quests to be satisfying in providing the game with character. One moment I've wiping out a town of Deep Ones, the next I'm learning to speak crab.
Difficulty-wise it is fairly unforgiving to those that are unprepared or inexperienced. Poison status will last until it has been cured or the character dies, so it is important to always have antidote available. It is possible to permanently lose 3/4 of your party early in the game by accidentally selling them into slavery. Fight enemies that are too strong and they'll have multiple actions each turn.
Overall, this game is for someone who wants a game in the old JRPG style. Equipment, spells and quests are all you'll find, but that's enough to have fun.
Features that are absent:
Multiple saves for the same party
Ranged weapons with unlimited ammo
Detailed artifact descriptions before you permanently bind an artifact to a party member
Animations for spells
Features that are present:
Palette swapped enemies
Ambiguous morality choices
AI which heals too often, but can't use items
Limited inventory slots per character
Manually initiating boss fights
If you do get the game, one thing to keep in mind is Q and W since these are the keys for switching which character is active. This will let you easily swap character when binding an artifact and moving between characters in menus.
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by dynamo on Steam
In a sentence this game is about old-school RPG gameplay. There's power gaming, story, and lots of replayability. You control 4 schmucksor just 1 and a wad of dirty slaver cash
on a quest to slay the Swamp King and halt the creeping poison from consuming the world. There are many quests and moral dilemmas you will face as you rise to be the heros the world deserves, but history is never silent; are your swords, fists, and guns good enough to remain pure?
I highly recommend this game if you like J/RPGS. That being said, here's some more details and greivances:
- There's 3 primary paths that will give power gamers a lot of variation in playstyle: Airship, Key of Light, and 4 artifacts that each have an associated skill & stat boost. In all honesty the stat boost path is boring, the only nice thing about it is the literature spell which can be very satisfying way of wiping out an encounter or boss. The Key of Time opens paths otherwise unavailable to the player and follows along with a more linear path than the airship.
Holy jar goblins Batman! Let me tell you about the beauty that is the airship
The airship can be acquired within 3 minutes of starting a new game with no difficulty whatsoever and it appeals to the power gamer more than every other option. It stops encounters, takes you all over the world (outside of a few areas that are related to a quest that you can't land on sort of deal), and gives you access to far more power far more quickly than the other options. With clever planning you can even weasel your way to level 10-13 and over 200,000 gold, soaring all around the world completing quests at theheavyexpense of the NPCs in a little under 30 minutes. Every quest is open to you (outside of tiered quests with 1-2 prerequisite quests) as soon as you start the game. It is without a doubt what every power gamer would be questing for hours on end for and the King is ready for you to take it without even slaying a slime Mite. I love the airship.
- The game has a couple of classes, but a Warrior and Mage Shaman form the core of every easier to play party. The warrior is the most expensive, requiring gold to get the most out of his tankiness. I believe that the enemies target the party members towards the front more often, which is why you want him looking shiny. The Wizard Shaman goes in the back as he is the best healer and spell caster. No spells are learned by leveling up, only stats are gained, and you have to get artifacts which are only teachable to one character and then they're gone. So make sure you don't accidentally teach your Warrior that super powerful spell that you really need to beat a boss or you'll have wasted that resource forever unless you saved recently. The other classes include Explorer who's special ability is to be good with guns, the ArcherHermit who's ability is to be able to use bows, Monk who's is to be able to take double rounds of attacking along with critting more often but is better without a weapon. Finally, there's Red Magesincorrectly translated for some reason the developer wanted to call them dreamerwho are what you expect with their only special ability being universal compatibility with equipment.
I personally prefer a Warrior, Monk, Hermit, Shaman setup. I've seen people recommend playing with 2 Warrior + 2 Shaman, but you will waste a lot of equipment that way since the warriors won't make use of any bows/guns/lighter armor while the Shaman will have difficulty until later in the game when you have more spells that you have picked up along with equipment as Shaman equipment isn't often came by, leaving them prone to getting randomly focused down by encounters. If you were to do a solo run I would recommend the Monk or Dreamer, but I don't really recommend you do a solo run as the game was not designed with that much in thoughbut you can make some mad bucks doing so.
- Progression is very clear and laid out but it's also laid out in such a way that you've got options. You don't have to find every quest, but you'll want to do at least a few around every area so that you aren't struggling against the grind. While the game isn't especially grindy it does punish death harshly (and oddly). Warriors cost far more to resurrectwhich is also why having 1 warrior is nice to not have to foot a huge bill to the Witch Doctorthan other classes for some reason, and resurrecting costs big time after you've got a few levels on you. This is one of the most frustrating things about the game as you're first playing; you don't know where to go, what to fight, how to fight well, and what you do know to fight takes 15 minutes to safely level up on. On top of that there are no classes that start out with a heal so you will soon learn to stockpile on herbs until you find your first healing artifactyou did take at least 1 class with some MP...right?. Once you make it to about level 15 or so the cost of reviving becomes quite low and there are 2 revive spells along with an artifact that will revive a second character if your party wipes, which greatly alleviates this pain. Still, I found this incredibly annoying before I was able to avoid beginner deaths.
- Quests come in the form of a few decisions that result in different rewards. Now some rewards are clearly better but aren't available to compare until you actually make the decision and end up with an item or artifact that you would have rather traded in for the other. While you can keep playing with it and try to roll with the punches it gets a little bit too rough if you haven't geared up your warrior in a while and really need a new sword only to be given a gun when you have no explorer. Quests also give a little amount of experience but it's really all about the rewards. At the end of the game you get to see a different ending depending on your decisions for each quest, only a few have a single outcome. Also, there's no quest log so you gotta make sure you commit the information to memory.
- Combat is about being prepared, not so much being smart. Some enemies have type resistances and the auto-fight option is quite stupid at times, but you will quickly realize what hits what harder. Bosses are not too hard if your party composition isn't terrible and you have a decent combination of levels, gear, and spells. That being said you need to get a non-item source of healing ASAP since there are no advanced healing items and herbs stop being very effective after level 5. Sometimes the enemies randomly target your backline and others they do nothing but hit your warrior. You'll want to have your warrior defend a lot later on in the game as you need to specialize each character's role in battle. Later in the game you will also be able to afford arrows and bullets more if you chose to take a bow or gun wielding character, but early in the game they're practically impossible to afford while not packing the bang for your buck.
- Story wise the game is decent and pokes holes in traditional tropes of the genre while remaining faithful to the traditional RPG style of story like Dragon Quest and Final Fantasy. There's no overarching theme being pushed on the player that they are forced to adopt, but every consequence of your actions are visible, sometimes even only if after the end. You're best left to judge for yourself.
Other Stuff that annoyed me:
-Not being able to flee from encounters that I could wipe in 1 turn in auto
-Some encounters have terrible experience relative to how much damage the enemies deal/take
-Sometimes I don't get my stats restored when leveling up and I have no idea why
-Poison is too strong
-I've played this much and still find myself troubled to identify towns properly at times
The cox classes on hand are useless. Her ates suck. The music is repetitive. The environments are uninteresting. Combat looks sterile and stationary. There is a TON of reuse on display. If this game had been released in 19
by Proven Paradox on Steam
The combat is too basic to allow tactics; it is generally just as good (and MUCH faster) to have the game auto-pilot your party every fight. If you are unable to win a fight, your only real option is to grind a few more levels.
Three of the six classes on hand are useless. Hermits are too flimsy to be rank 2 and bows require ammo which costs money and take up space in your AGGRESSIVELY tiny inventory; meanwhile their damage is only marginally better than a Warrior's. Monks don't get to wear armor and don't have much HP, so putting one in rank 2 means they're going to require a lot of healing to stay on their feet. I would rather have a second Warrior with a two handed weapon in rank 2 so they don't put so much pressure on the healer. The Dreamer trying to be good at everything means they're good at nothing; if you need more defense you'd be better with a second Warrior, if you need more damage you'd be better with an Explorer or Shaman. The game does not give you enough information to determine this until you're several hours into a game and noticing the one party member who isn't pulling his weight. Your only recourse at this point is to start completely over or deal with having a 3 man party.
The UI is awful. If someone is dead you need to bring them to the front to be revived in towns. If you come across an item that grants a spell in the field, you have to bring the person you want to have the spell to the front of your party. If you choose the wrong person you have to reset your game to correct the mistake. The game *does not tell you this*, so I expect several players are going to give the first spell they find to the party Warrior, who has 0 MP and never gains any more. If you want to turn the music/sound off or get out of full screen, you have to press F1 and blindly guess which option does what, as the menu is in Japanese. I knew only from playing other RPGMaker games. And even when you turn sound off, attacks sometimes make a loud CLICK sound still.
The game loves springing choices on you without giving you any context for the choice. Five seconds in, you have to choose between getting an Airship, some artifacts, or the Key of Time. You are given zero explanation for what the artifacts do or what the key unlocks until you've already gone beyond the point of no return. There is a dungeon where going one direction closes the other off permanently, with zero forewarning. I rage quit the game when I approached an item in a cave a *long* way from my previous save, and some NPC I've never seen before walked up and asked me to give him the item. I do not know what this item does, who this person is, or what reward if any this guy is offering. This is not a decision, it is a guess. If you want to put these kinds of choices in your game, you owe it to the player to give them ways of getting more context on the sitaution. Let me ask this guy's name, what his quest is, why he's after this item, if he's willing to compensate me for passing what looks to be a powerful spell to him. I *want to know these things*. "Can I have that item? y/n" just ejects me from the experience.
The sprites suck. The music is repetitive. The environments are uninteresting. Combat looks sterile and stationary. There is a TON of reuse on display. If this game had been released in 1986 this would have been acceptable, even good. As-is, it's 30 years later and I'd rather just replay the original Final Fantasy. At least that game had more viable class choices than there were character slots.
While the game has some cool ideas, and does some stuff right, there's just way too many stupid inconveniences to get into the game. A lot of this has to do with the way the game handles parties, and the moment that m
by CaptainTechnicality on Steam
While the game has some cool ideas, and does some stuff right, there's just way too many stupid inconveniences to get into the game. A lot of this has to do with the way the game handles parties, and the moment that made me quit is when, to revive my party, I had to go into the menu, choose formation, move the party member to the front, and then talk to a person to revive them. While some might see this as a callback to older NES RPGs, this is the kind of stuff that should have been streamlined out while making this game. This isn't the only thing like this either, there are many circumstances where you have to move a character to the front of the party to perform an action on or with them.
s s t does use randoausay def/www.youtube.com/watch?v=wMus7mXRPBE
by MrGazillion on Steam
I should point out that I bought this game through the Playism website and got my Steam key when it came out (while my profile says I have 0.1 hours on file my non-Steam game is 4 hours in at the time of this review).
This game is awesome. I started playing it in hour long sessions because of time constraints and I always look forward to going back to it.
You should know that this game is old school hard but also fair. Dragon Warrior was a hard game but if you stocked up on healing items, equipped yourself with the best equipment you can find, and knew your limits – you could make it through no problem. Artifact Adventure follows this same kind of philosophy -- there are no cheap tricks.
It does use random battles but the encounter rate is manageable. I have failed to run from battles but I find that more often then not, I can run.
The game does not hold your hand. There is no quest log and sometimes you discover something and there's no way to know what it is. What I absolutely love about this game is that you are rewarded well for exploring. If there's one thing that I hate from RPGs is going through a detour only to find an antidote that you'll never use. No, this game gives you much needed gold, new equipment, and some new powers.
The music reminds me of Dragon Warrior, the graphics feel just right, and piloting an airship from the get-go is just so cool. I can't believe that I have never seen a jRPG with an open world because it seems like a concept that should have been done before (especially with the popularity of series like the Elder Scrolls or The Witcher).
The game is broken down in chunks that don't consume too much time. So far I can finish a dungeon in 15-20 minutes while fighting most random battles.
My main gripe with the game is that certain elements were not translated really well. Artifacts aren't always clear so you're never sure what you're assigning to your character. I have given a MP consuming spell to my warrior class (a class with no MP) thinking I was giving him a DEF boost.
I definitely recommend this game and invite you to take a peek at my Let's Play series of the game to get an idea of what it's like: https://www.youtube.com/watch?v=wMus7mXRPBE
Excellent old-school RPe toes facts wny cof you f you're fine with the graphics (see product description) and you like old-school RPGing then I can highly recommend this!
by coyote on Steam
Excellent old-school RPG with nice stories in the side quests and many decisions with actual consequences. Very nice: at the end of the game you get a loong summary of your choices and how they affected the world or the NPCs later in their lives. Those stories and some other neat ideas provide a good replayability.
Some tips I found extremely helpful:
- alt-enter goes into full screen mode
- Q and W toggle through your characters in all menus
- BLUE artifacts will require mana (so don't give them to fighters, etc.), BROWN-ish artifacts do not require mana
- as the king's gift I'd recommend the artifacts for a first play-through, because they give a nice boost early on and I feel the short-cuts the others offer change the overall flow of the game too much (but that's just my opinion)
- my combo was fighter, monk, explorer, shaman and I was happy with that, but can't say anything about other classes / combos
- don't worry if you made a bad decision, it never ruins your entire play through
If you're fine with the graphics (see product description) and you like old-school RPGing then I can highly recommend this!
See found that there ke I said, if you know what you're getting into and feel like jumping back into RPGs or the NES era with surprisingly _more_ inconveniences, this is for you.
by light_bringer777 on Steam
Seems like a decent game, especially if you're hungry for a NES-style Dragon Warrior or Final Fantasy game, but the game suffers from too many major inconveniences. Afaik there's no gamepad support or any way to customize your keybindings, inventories are per-characters and you have to move items around a ton just to equip your party, menus are kinda messy and too deeply nested...
On top of that, I found that there is a total lack of direction in the game. You start in a castle, are given a quest and off you go. Exploring around only had me run into creatures that were way too hard for my level, so I'd rather not be given the chance to wander off, get lost and die, but that's just my preference.
Like I said, if you know what you're getting into and feel like jumping back into RPGs or the NES era with surprisingly _more_ inconveniences, this is for you.
Th lns 'd recouch tt RPron wse, t's neat, maybe one day I'd give it another whack.
by Studious on Steam
This is ostensibly an open world game. You can go anywhere. Walk up to any locked door. Explore distant lands. Get crushed by any random encounter. You have complete and total freedom to waste your time in any way you so desire.
I like that this game takes a retro aesthetic and applies a lot of modern game design philosophy to it. When faced with a tough encounter, there is more often than not a choice offered to make things easier. This results in a more interesting game, no doubt. The music was alright, but got old after a couple hours. Very appropriate for a game like this.
Just about everything else about this game is lock stock standard RPG fare. I have a tough time parsing if that's intentional or not. Like I mentioned earlier, the map is essentially unlocked from the outset, but right away you start running into monsters that can down you in one hit if you wander off into the wrong area. So, in my experience, I got exceptionally lost almost immediately. I think the intention is that you grind and keep grinding, but there is only so much time in my mortal existence, so that might be off the table.
This game is truly frightening. I had no idea where to go, so I looked at a world map. Big mistake.
I'd recommend this game only on three conditions.
1. You have waaaay too much time to burn
2. You are a hardcore fan of older 8-bit RPGs
3. You have an iron will. Vague instructions, NPC shenanigans and brutal difficulty spikes do not deter you. In fact, getting repeatedly beaten down only makes you stronger. You thrive in a game that forces you to deduce, nay, manufacture your own path forward.
Otherwise, I'd just pass on this one.
It's neat, maybe one day I'd give it another whack.
Artifact Adventure Review – RPGamer
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