What changed
0 fixes1 addition0 changes0 removals
addedAbove all, this game has a story to be told, with you, the player, interacting with the world in which the story takes place. You play on behalf of a party of acquaintances who can no longer tolerate the insidious and dangerous changes to what their world has become. If you like to read fiction and like immersive RPG’s, then this game may appeal to you. While the story progression itself is fairly linear, it will be the player’s job to learn the skills and arts singular to this world in order to equip the party for success so that the story may advance. The local story is told through the play and interactions of the party, while the bigger picture is subtly revealed in significant bits within tomes of knowledge which were scattered around the world in an attempt to get locals to start paying attention to an ongoing catastrophic war that they do not even realize that they are losing. Perhaps the most frequent and important player choices rest in the selection of which four of the six party members are going to face the next inevitable encounter. Don’t be afraid to switch them up, and their order can be easily manipulated in the player UI. All of the enemies have unique strengths and weaknesses, and steamrolling them often does not work, particularly with the bosses. You must, for example, learn that “clarity” in their world is comparable in ours to fire, and then determine which enemies are vulnerable or immune to it. The enemies are completely fantastic and retain only vague likenesses in their qualities to anything you might know. For example again, a serration seems to be a kind of shark, and sharks are well-known for their ferocious attacks with their teeth. It is reasonable to assume that you will find them at sea and not on land. There are bosses that just cannot be physically beaten down, and a player who applies the context of the nature of the boss in the world of Lotia to their battle with it will be rewarded with success. If you meet lust in life, what are you going to use to battle it, a club? If you give into it, you might hurt your own friends. Encounters are often and varied, and there are well over a 100 different beasts to meet along the way. Leveling up as in a standard dungeon crawl affords the party greater strength with a creative array of new arts with which to do battle. There are awesome arts for discovery, yet no “rail guns” appear later to save your day, and sometimes the neglected lowly first-art unexpectedly works best for a reason. Learn well, save frequently. The combat system is very carefully worked out. The actions of the foursome in combat party receive passive support from the two others. For example, if the tank is not involved, he still gives everyone extra hit points, provided the healer buffs them all up to his bonus allotment. There are items thoughtfully provided the player that increase the encounter rate, diminish it, or, for those who want to explore and read in depth, negate it completely. Almost every detail a player could want about their characters can be readily obtained at any moment. There is a wealth of data and statistics about how each one is doing. It is well worth examining what their strengths and vulnerabilities are, how certain equipment affects them, and it is vital that a player read the Combat arts section to determine just how their repertoire of arts actually perform against what foes. The items for equipping the party are foreign, interesting, entertaining and well-described. Don’t worry, there is a handy button in the panel which will auto-equip each character with the best items that they have acquired. The lore is very deep in the game, attempting to impart to the player the concept that Lotia is only a small part of something hugely bigger already set in motion. It is hoped that the advancing player will begin to recognize that something terrible has happened in Lotia, and that it is progressing toward an inescapable fate if no action is taken. You are just the one to do that. Take your time exploring. There are very few timing tests and agility requirements. There are several “easter eggs,” hidden doors, and puzzles of various kinds. While the general atmosphere in the game is not lightweight at all and has an oceanic theme, there are signs, books and peculiarities to be read or found that provide levity while adventuring. Lucid dreams, and sail to the moon. --The Loremaster
Lotia® changes
addedAbove all, this game has a story to be told, with you, the player, interacting with the world in which the story takes place. You play on behalf of a party of acquaintances who can no longer tolerate the insidious and dangerous changes to what their world has become. If you like to read fiction and like immersive RPG’s, then this game may appeal to you. While the story progression itself is fairly linear, it will be the player’s job to learn the skills and arts singular to this world in order to equip the party for success so that the story may advance. The local story is told through the play and interactions of the party, while the bigger picture is subtly revealed in significant bits within tomes of knowledge which were scattered around the world in an attempt to get locals to start paying attention to an ongoing catastrophic war that they do not even realize that they are losing. Perhaps the most frequent and important player choices rest in the selection of which four of the six party members are going to face the next inevitable encounter. Don’t be afraid to switch them up, and their order can be easily manipulated in the player UI. All of the enemies have unique strengths and weaknesses, and steamrolling them often does not work, particularly with the bosses. You must, for example, learn that “clarity” in their world is comparable in ours to fire, and then determine which enemies are vulnerable or immune to it. The enemies are completely fantastic and retain only vague likenesses in their qualities to anything you might know. For example again, a serration seems to be a kind of shark, and sharks are well-known for their ferocious attacks with their teeth. It is reasonable to assume that you will find them at sea and not on land. There are bosses that just cannot be physically beaten down, and a player who applies the context of the nature of the boss in the world of Lotia to their battle with it will be rewarded with success. If you meet lust in life, what are you going to use to battle it, a club? If you give into it, you might hurt your own friends. Encounters are often and varied, and there are well over a 100 different beasts to meet along the way. Leveling up as in a standard dungeon crawl affords the party greater strength with a creative array of new arts with which to do battle. There are awesome arts for discovery, yet no “rail guns” appear later to save your day, and sometimes the neglected lowly first-art unexpectedly works best for a reason. Learn well, save frequently. The combat system is very carefully worked out. The actions of the foursome in combat party receive passive support from the two others. For example, if the tank is not involved, he still gives everyone extra hit points, provided the healer buffs them all up to his bonus allotment. There are items thoughtfully provided the player that increase the encounter rate, diminish it, or, for those who want to explore and read in depth, negate it completely. Almost every detail a player could want about their characters can be readily obtained at any moment. There is a wealth of data and statistics about how each one is doing. It is well worth examining what their strengths and vulnerabilities are, how certain equipment affects them, and it is vital that a player read the Combat arts section to determine just how their repertoire of arts actually perform against what foes. The items for equipping the party are foreign, interesting, entertaining and well-described. Don’t worry, there is a handy button in the panel which will auto-equip each character with the best items that they have acquired. The lore is very deep in the game, attempting to impart to the player the concept that Lotia is only a small part of something hugely bigger already set in motion. It is hoped that the advancing player will begin to recognize that something terrible has happened in Lotia, and that it is progressing toward an inescapable fate if no action is taken. You are just the one to do that. Take your time exploring. There are very few timing tests and agility requirements. There are several “easter eggs,” hidden doors, and puzzles of various kinds. While the general atmosphere in the game is not lightweight at all and has an oceanic theme, there are signs, books and peculiarities to be read or found that provide levity while adventuring. Lucid dreams, and sail to the moon. --The Loremaster
Above all, this game has a story to be told, with you, the player, interacting with the world in which the story takes place. You play on behalf of a party of acquaintances who can no longer tolerate the insidious and dangerous changes to what their world has become. If you like to read fiction and like immersive RPG’s, then this game may appeal to you. While the story progression itself is fairly linear, it will be the player’s job to learn the skills and arts singular to this world in order to equip the party for success so that the story may advance. The local story is told through the play and interactions of the party, while the bigger picture is subtly revealed in significant bits within tomes of knowledge which were scattered around the world in an attempt to get locals to start paying attention to an ongoing catastrophic war that they do not even realize that they are losing. Perhaps the most frequent and important player choices rest in the selection of which four of the six party members are going to face the next inevitable encounter. Don’t be afraid to switch them up, and their order can be easily manipulated in the player UI. All of the enemies have unique strengths and weaknesses, and steamrolling them often does not work, particularly with the bosses. You must, for example, learn that “clarity” in their world is comparable in ours to fire, and then determine which enemies are vulnerable or immune to it. The enemies are completely fantastic and retain only vague likenesses in their qualities to anything you might know. For example again, a serration seems to be a kind of shark, and sharks are well-known for their ferocious attacks with their teeth. It is reasonable to assume that you will find them at sea and not on land. There are bosses that just cannot be physically beaten down, and a player who applies the context of the nature of the boss in the world of Lotia to their battle with it will be rewarded with success. If you meet lust in life, what are you going to use to battle it, a club? If you give into it, you might hurt your own friends. Encounters are often and varied, and there are well over a 100 different beasts to meet along the way. Leveling up as in a standard dungeon crawl affords the party greater strength with a creative array of new arts with which to do battle. There are awesome arts for discovery, yet no “rail guns” appear later to save your day, and sometimes the neglected lowly first-art unexpectedly works best for a reason. Learn well, save frequently. The combat system is very carefully worked out. The actions of the foursome in combat party receive passive support from the two others. For example, if the tank is not involved, he still gives everyone extra hit points, provided the healer buffs them all up to his bonus allotment. There are items thoughtfully provided the player that increase the encounter rate, diminish it, or, for those who want to explore and read in depth, negate it completely. Almost every detail a player could want about their characters can be readily obtained at any moment. There is a wealth of data and statistics about how each one is doing. It is well worth examining what their strengths and vulnerabilities are, how certain equipment affects them, and it is vital that a player read the Combat arts section to determine just how their repertoire of arts actually perform against what foes. The items for equipping the party are foreign, interesting, entertaining and well-described. Don’t worry, there is a handy button in the panel which will auto-equip each character with the best items that they have acquired. The lore is very deep in the game, attempting to impart to the player the concept that Lotia is only a small part of something hugely bigger already set in motion. It is hoped that the advancing player will begin to recognize that something terrible has happened in Lotia, and that it is progressing toward an inescapable fate if no action is taken. You are just the one to do that. Take your time exploring. There are very few timing tests and agility requirements. There are several “easter eggs,” hidden doors, and puzzles of various kinds. While the general atmosphere in the game is not lightweight at all and has an oceanic theme, there are signs, books and peculiarities to be read or found that provide levity while adventuring. Lucid dreams, and sail to the moon. --The Loremaster