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 shortly makes one blunder after one other. Sadly, this launch is among the most boring RPGs I’ve ever performed.
The principle gimmick on this sport is the protagonist’s newfound potential as a “Ability Taker.” He’s capable of take strikes from monsters throughout fight and choose and select which to equip, restricted solely by what degree you’ve reached. There’s nothing inherently mistaken with this concept. In actual fact, the number of monsters (seen in a first-person perspective) had me considerably intrigued. However with the give attention to fight, you’d hope this space excelled. Sadly, it’s not even shut.
Relatively than break right into a long-winded rant, I’ll restrict my complaints to 2 key areas. The primary (arguably foremost) is the curious resolution to omit any means to flee a battle. Buried within the press launch, it states, “escape just isn’t an possibility.” A daring alternative, maybe, however definitely not a sensible one. It merely doesn’t match this fashion of turn-based RPG. If the enemies had been seen on the map, perhaps I might be swayed, however it’s completely random. And the fight is nowhere close to fulfilling sufficient to justify the shortage of such a elementary possibility.
To additional weaken fight, enemy resistances and weaknesses are listed on the aspect of the display screen. I didn’t even discover this till I used to be just a few hours in, as enjoying in handheld mode, the textual content was small. But it surely’s at all times current, even when enjoying in “Regular” issue. Add in the truth that the sport autosaves nonstop, and it eliminates any problem the shortage 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 strong audio/visible package deal. The music may be very listenable, giving a mix of creepiness and leisure that works higher than you may anticipate, and I type 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 dangerous.
Talking of story, there’s a purpose I haven’t talked about that till six paragraphs into my assessment, and it’s not due to spoilers. It’s not achieved effectively. Dragon Takers is stuffed with lengthy stretches of cliched dialogue. Generally, you’ll have a number of minutes of generic dialog, take a step or two, and extra will observe. 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 gadgets get acquired not at outlets, however throughout fight or present in dungeons. However outdoors of this, the lead and his feminine allies chatting about one other fantasy trope simply made me wish 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 concerning the developer (Vanguard), but when KEMCO goes to maintain working with them, I hope they’ll steer them in smarter instructions. Dragon Takers is a poor sport that I can’t suggest.