![]() ![]() Whether it’s those beautiful trees of the Great Forest or the icy tundra known as Snowpeak, NatsumeAtari’s given clear attention to detail here and that’s a key part of its charm. New Neveah’s growth is boosted by a lovely art direction and Rising’s packed with vibrant environments that I could watch all day. ![]() That sentiment is nicely reflected in CJ’s own personal growth, seeing her go from ambitious treasure hunter to someone who’d do anything for its citizens. The results are immediately evident, and turning this town from a ruined mess to a thriving hub felt rewarding. Quests don’t usually ask for more than providing each resident the requested materials, but I felt a sense of pride in rebuilding New Neveah. Smaller shops like the apothecary are relegated to being unlocked through side missions, found on a notice board in New Neveah’s Plaza, and thankfully these don’t need long to complete. Inns, taverns, blacksmith services, all the usual sights are here. It doesn’t take much combat, resource gathering, and questing for New Neveah to become a thriving town once more, offering all the classic buildings you’d expect from a fantasy RPG. These can be pulled off manually or activated automatically through ‘Simple Mode,’ but keep in mind that’s not a difficulty setting – it’s purely for controls. It’s one area where the basic nature of combat is advantageous, in that your party works in unison without any complicated inputs. There’s a rush that comes from rinsing tougher foes with a quick set of strikes, inflicting major damage in a matter of a few seconds. Pulling off combos also felt pretty damn satisfying, a feeling amplified by the slow-motion sequence that activates alongside it, slowly showing your team tearing into the opposition. Fortunately, combat does open up later on once you acquire these new moves and rune-lenses, leaving some room to strategize. Clearing out these ruins wasn’t especially challenging and if you’re after a tougher fight, hard mode is unfortunately locked until you’ve beaten the 12-hour campaign for the first time. I’d never expect a small-scale spin-off game to do anything revolutionary with its progression system but I would’ve liked a little more depth.Ĭombat isn’t just simplistic on default difficulty it’s a cakewalk. I just wish Rising didn’t lock simple moves like attacking upwards or downward spikes behind these upgrades – it’s a strange choice that makes the early hours feel too straightforward. New abilities are only unlocked upon improving weapons and armor and, unlike other RPGs, you don’t need to keep selling your legendary weapons to random shopkeepers once you’ve got a better one because they’re all upgraded through gradual improvements, assuming you’ve got the money and materials given how many protagonists Hundred Heroes is promising, I’d call this a wise approach to limit the burden of micromanagement. Initially, you can’t do much beyond single-button attacks, leaving combat feeling rather basic. ![]()
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