I should also mention the soundtrack composed by William Cho. This content comes in a few different forms, such as speaking with NPCs, initiating sidequests, using items to reach previously unreachable places, defeating extra enemies, and expanding your arsenal, all of which are an integral part of the experience. The amount of side-content is a significant part of the adventure, given that the main story only makes up about 1/5 of the content. Exploration is rewarded during gameplay with extra hearts, energy gems, and many new items, along with ways to upgrade their already existing ones. After some grinding, you’ll be able to have enough coins to purchase extra pockets. Inventory space is also very limited in the beginning. In towns, it’s possible to rest at inns to regain health, but in the field, you’ll be limited to the items you have in stock. There are also two mini-games related to food-the first being fishing and the other cooking, which changes a meal’s properties. It’s possible to use food obtained from enemies or buy them at stores to restore some health in dungeons. I’m not sure if it was a glitch or not, but sometimes broken items were missing and once a boss conversation was completely skipped, but this rarely happened, so I can’t tell if it was intentional. Conversations, puzzles, and enemies are reset since your only option is to reload a save. They’re sparse, so being killed will often mean redoing entire dungeons from the beginning. One of the contributors to the game’s challenge is the positioning of checkpoints. But even in the easiest setting, this game can still be considerably challenging. There’s a setting marked “accessibility options,” which can be altered at any time and includes making invincibility frames come after two consecutive hits instead of three and spending no energy to use the basic weapon. Being hit causes a substantial knockback, which is often annoying, even with a technique that allows the player to land properly and reduce its impact.Īnother issue is how the game’s difficulty options are just small variables. The basic attacks are particularly unimpressive, and something happens that makes the character not change directions while moving. When it comes to combat, mechanics can become an issue. Each is necessary to solve the puzzles and advance, but most offer some value for combat. There are also important sub-items such as a slingshot, a flute, bombs, and a spear. In their home village, players will gain access to their first weapon, nothing too impressive, just a bat that can be upgraded later on. While the village segments feature the same viewpoint, they will be peaceful areas with NPCs to talk and get quests from. In dungeons, the player is thrown into side-scroller platforming segments, featuring puzzles and enemies to deal with. The map features areas of interest, which are typically dungeons and towns. There’s an overworld akin to Zelda II thanks to the constant spawning of enemies, which are then fought in a 2D platforming screen based on the tile you’re on. Gameplay-wise, Phoenotopia is an action-adventure with Metroidvania systems. The lighting also changes, contributing to the atmosphere of the entire experience. There’s absolutely no doubt to this game’s quality, and the details found in the area’s multiple layers are impressive as they make the world feel expansive. Instead of being fueled purely on nostalgia, it becomes an endearing rendition thanks to the diversity of environments and its use of colors. Inspired by classic games, Phoenotopia uses a retro pixel art style. It’s no exaggeration to say that the fate of the world rests on her shoulders. This small task is but the start of a long adventure that will take her to all sorts of places. The story begins when Gail, a girl living on an orphanage in a small village, has to gather the kids for supper. However, their past has become a mystery to them. A long time after that, they have made their way back to the surface. Phoenotopia takes place on Earth after a great war led humans to move underground.
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