Not often do I see an RPG stubble and fall in such fast succession, however Dragon Takers does simply that. Regardless of some preliminary promise, it rapidly makes one blunder after one other. Sadly, this launch is likely one of the most boring RPGs I’ve ever performed.
The primary gimmick on this sport is the protagonist’s newfound capability as a “Talent Taker.” He’s capable of take strikes from monsters throughout fight and choose and select which to equip, restricted solely by what stage you’ve reached. There’s nothing inherently unsuitable with this concept. Actually, the number of monsters (seen in a first-person perspective) had me considerably intrigued. However with the concentrate on fight, you’d hope this space excelled. Sadly, it’s not even shut.
Quite than break right into a long-winded rant, I’ll restrict my complaints to 2 key areas. The primary (arguably foremost) is the curious determination to omit any means to flee a battle. Buried within the press launch, it states, “escape isn’t an possibility.” A daring selection, maybe, however actually not a wise one. It merely doesn’t match this fashion of turn-based RPG. If the enemies have been seen on the map, perhaps I could possibly be swayed, but it surely’s fully random. And the fight is nowhere close to fulfilling sufficient to justify the dearth of such a elementary possibility.
To additional weaken fight, enemy resistances and weaknesses are listed on the aspect of the display. I didn’t even discover this till I used to be a couple of hours in, as enjoying in handheld mode, the textual content was small. But it surely’s all the time current, even when enjoying in “Regular” issue. Add in the truth that the sport autosaves nonstop, and it eliminates any problem the dearth of escape may’ve leant. All you’re left with is the mundane tedium of fight that by no means actually goes wherever to succeed in its potential. Swing and a miss.
At the least the sport presents a stable audio/visible package deal. The music could be very listenable, giving a mix of creepiness and rest that works higher than you would possibly count on, and I sort of prefer it. Characters bob their heads, transfer their arms, their hair flaps… little issues like that make them appear livelier. After all, their expressions by no means change regardless of what’s taking place within the story, good or unhealthy.
Talking of story, there’s a cause I haven’t talked about that till six paragraphs into my overview, and it’s not due to spoilers. It’s not executed nicely. Dragon Takers is crammed with lengthy stretches of cliched dialogue. Typically, you’ll have a number of minutes of generic dialog, take a step or two, and extra will comply with. I really don’t thoughts this a lot within the cities, because the NPCs really feel extra actual. And speaking to them is all you’ll do in cities as objects get acquired not at retailers, however throughout fight or present in dungeons. However exterior of this, the lead and his feminine allies chatting about one other fantasy trope simply made me need to take management and get on the transfer. Not that there’s a lot to maneuver to. Dragon Takers is an particularly linear sport, with tiny distances between cities and quick maze dungeons. No allowance is there to go off the story path and discover.
Dragon Takers feels haphazardly slapped collectively, and the longer I performed it, the extra boring its stale gameplay turned. I don’t know a lot in regards to the developer (Vanguard), but when KEMCO goes to maintain working with them, I hope they will steer them in smarter instructions. Dragon Takers is a poor sport that I can’t advocate.