Performing an action out of sequence is sometimes necessary to ensure the survival of your party, but at the cost of losing your combo. This extra action is tempered by a combo system that lets you earn extra dice that you can add to any given roll to enhance its chance at success or overall effect. Combat keeps the player engaged by granting each character the ability to perform two actions in a given round of (one attack, and one of magic casting, combat skills, or item use). You will find yourself looking forward to your rolling opportunities, not bogged down by them. The developers did a very nice job of finding the sweet spot. Too many rolls would make combat tedious. Too few opportunities to do so and you would wonder why that mechanic exists at all. I think Level 5 did a good job of balancing the number of times you roll dice. This is accomplished by picking them up (touching the lower screen), swirling your finger around to shake them, them letting them go by lifting your finger. Certain actions require the player to roll the dice during combat. It does deviate from the norm in several interesting ways though, the most obvious of which are the dice rolls. You have initiative (determined in part by the weight of the equipment you wear, but entirely behind the scenes) and you take turns selecting actions from context-sensitive menus much like nearly every JRPG combat system for the last 20 years. Combat is interesting enough to keep the player engaged, but really smacks of a traditional turn-based JRPG. If you aren't into reading, you'll have a hard time getting the full enjoyment out of this story. It is worth noting that nearly all of the story is delivered via text that is displayed upon entry to a new room and after an event has occurred (be it combat, or finding treasure, or the occasional flashback). All-told it's an interesting and novel approach to bringing the table-top feel to a hand-held gaming device. Little footsteps represent your movement to the new room while the top screen loads a new scene as well as a set of text that tells the next snippet of story. You can move your party using the d-pad or by tapping on a room on the bottom-screen map. In terms of its appearance, you are presented with a map on the bottom screen and a still scene on the top screen of the 3DS (with party members having a base at their feet as if they were figurines on top of a paper map). CS uses several novel aspects of game play and presentation to accomplish its table-top RPG feeling. For those of you who are too young to have enjoyed that era, Crimson Shroud is probably more of a miss than a hit. For those of us who can remember those days, this game is a wonderful pseudo-trip down memory lane. For those of you who are too young to have enjoyed that era, Crimson Shroud is probably more of a Crimson Shroud harks back to the days where video games were operated with quarters and playing an RPG required you to gather 2 or 3 of your buddies for a night of dice-rolling and imagination. … ExpandĬrimson Shroud harks back to the days where video games were operated with quarters and playing an RPG required you to gather 2 or 3 of your buddies for a night of dice-rolling and imagination. I'd recommend it only to RPG fans, as there are certainly rewarding moments. The game's other elements probably do better in actual table-top games, but since the game is kinda short, it never really became a hindrance. The long turn-based battles have great depth (also excelent soundtracks), but the dice rolling is, in fact, a very secondary aspect of it: you'll spend much more time micro managing your stats, magics and skills (which is done via your equipaments), which I think is for the best. I find the story and the storytelling particularly compelling, with two narratives and a convoluted plot that is kinda mature for the genre. I find the story and the storytelling Crimson Shroud ia presented as a table-top RPG: the characters and the enemies are represented by static figurines, the exploration is accomplished by selecting which room to go in a featureless map (as if it was drawn on paper), the story is delivered via text and resembles a novel, and there are some gameplay mechanics with dice involved. Crimson Shroud ia presented as a table-top RPG: the characters and the enemies are represented by static figurines, the exploration is accomplished by selecting which room to go in a featureless map (as if it was drawn on paper), the story is delivered via text and resembles a novel, and there are some gameplay mechanics with dice involved.
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