série: | SNES |
auteur: | |
éditeur: | Enix |
genre: | Game RPG |
classement: | Box TV3 |
format: | SNES 1993 US version avec boite et mode d'emploi |
état: | TBE |
valeur: | 30 € |
critère: | ** |
remarques: | Paladin's Quest, originally released as Lennus: memories of an ancient machine >> an interesting game, especially in respect of the graphics and music but like 7th saga abit complicate and slow-moving the game centers on a boy named Chezni who, on a dare, activates an ancient machine called Dal Gren and in doing so releases a being of immense power and evil as a result, the magic school is destroyed and the headmaster of the school orders Chezni to destroy Dal Gren at whatever cost before it destroys the world, during his travels he meets a girl named Midia, very much like himself, who wishes to help him on his quest and numerous other mercenaries that come to aid Chezni; the main antagonist is a young dictator named Zaygos, who wants to use the Dal Gren for his own nefarious purposes one of the unique things about the gameplay in Paladin's Quest is the magic system, it has several features found only in a minority of other RPGs: - there is no form of MP for the characters, instead, characters cast spells by spending their own HP, only one spell exists in the game to directly heal HP, and using it kills the caster in order to heal the rest of the party - instead of characters learning spells individually, they unlock spells by learning to wield the powers of various "spirits", of which there are eight in total (Fire, Earth, Water, Air, Sphere, Sky, Heart and Light) each individual spirit provides a single spell, every unusual pair of spirits provides an additional spell, and learning all eight unlocks an additional spell, for a total of 37 so, for example, a character who knows the "Fire", "Sphere", and "Light" spirits would know six spells: one each of the three spirits and one for each of the three spirit combinations ("Fire+Light", "Fire+Sphere" and "Sphere+Light") every spell has a unique name and effect -there is no statistic which universally enhances a character's spellcasting ability, instead, characters gain experience and power in each spirit as they cast related spells; a combination spell's power is based on both spirits it uses the game's battle mode is turn-based, in contrast to the active time battle system used by the Final Fantasy games in the same time period; from each battle, characters accrue experience points which eventually lead to higher levels, and better attributes; during battle, use of healing items usually, but not always, takes priority and occurs before the enemy can strike the player controls a party of up to four characters: up to two main characters while the rest of the party slots can be filled by mercenaries; although the player controls a mercenary's actions in battle, the player does not have any control over the equipment they wear and cannot purchase spirits for them; many mercenaries have certain strengths and weaknesses (for example, many have spirits not yet available to the player, and so have spells not yet available to the player's main characters) some mercenaries also lack a healing bottle, making them unable to do any healing in a battle, new, stronger mercenaries are available often as the player progresses through the story (usually for a price), but it is up to the player whether to continue by leveling their old mercenaries, or hiring new ones; all mercenaries can be rehired later on with the item S tavern |
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