The first in Quintet's 'unofficial' Gaia series, Soul Blazer is an action-RPG whose gameplay reimagines LoZ as a chapter-based, pseudo-town builder propelled by clearing waves of enemies in dungeons. i.e. Battle encounters could spawn quest points found in their corresponding level's hub, which take the form of buildings, hint-giving NPCs and special loot. The most interesting of which is found in the latter - namely their accessories and armor, equipped items with a range of extra abilities (whether to circumvent hazards or enter areas) that have more in common with Zelda than with ARPGs. By pairing those tools with the fragmented, gradually-expanding design of its trials (unravelling in tandem with hub unlocks and vice-versa), they offer a mini version of classic overworld-to-dungeon progression, but in discrete segments rather than a rigid dichotomy. And - along the way, plenty of shortcuts facilitate the frequent backtracking expected of this action-to-adventure loop. In their hands, dungeon-crawling is not necessarily about finding the boss/exit.

Its only weak point is the combat, a fast-paced albeit repetitive and somewhat awkward system in which enemies don't respond to offense; no knockback & no stun, just a split second blink as they continue forward. Those user attacks - however, sport a wildly disjointed hitbox that can pierce through obstacles, effectively inspiring players to hide behind walls, corners or pillars (or a few steps from the spawner) and cast or hack away at approaching foes. Its potential is perhaps better demonstrated in later stages and during boss fights (with a few painful exceptions). Regardless, Quintet engineered a challenging and unique form of crawler that is recursive but not quite rogue-like, thus possibly laying the foundations for Dark Cloud.

Reviewed on Mar 14, 2024


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