It's a neat concept in both setting and mechanics but for whatever reason it's never been able to hook me. I do want to play it all the way through at some point though.
It's one of those games with a lot of groundbreaking concepts but a lot of boneheaded moves as well. At its best it has good atmosphere, solid ideas for classes and combat that would be further refined by DQ and Chrono Trigger, a good late-game twist and a great soundtrack. But it also has mazes with invisible floor holes, miniboss reapers that start chasing you out of nowhere in later chapters, and wizards littering the last area that can one-shot you and force you to redo a bunch of shit.
I still love it, but if you've already tried it and it didn't click, I wouldn't force it.
I finished it recently and I would say that it never picks up. It's bizarre, inventive, charming, janky, and somewhat tedious, all the way through. Bosses are awful, especially the final one. Minibosses are mostly harmless but occasionally awful because they can murder you very fast as
It's one of those games with a lot of groundbreaking concepts but a lot of boneheaded moves as well. At its best it has good atmosphere, solid ideas for classes and combat that would be further refined by DQ and Chrono Trigger, a good late-game twist and a great soundtrack. But it also has mazes with invisible floor holes, miniboss reapers that start chasing you out of nowhere in later chapters, and wizards littering the last area that can one-shot you and force you to redo a bunch of shit.
I still love it, but if you've already tried it and it didn't click, I wouldn't force it.
says, although I found a way around that (frantically casting big fire spells to tamp down their minions whenever you're in a vulnerable state). Quests are simple but obtuse, and you might occasionally become painfully hung up on one because you mixed up one town with another or misinterpreted a poorly translated clue or some such. Certain fundamental rules of the game are obscure and easily missed, and they sometimes become crucial to your success with little or no warning. It's not really a very good game. But it's so weird that you might end up liking it anyway. (You might not, though.)
A-RPG by Culture Brain with an Arabian setting.
Most of the game revolves on Zelda-like action, but with RPG levels, stats and equipment. There are two main means of attack: a short range sword, and a magical rod for long range.
At the start of the game the player can choose between three classes, one of the class is better with the sword, another better with the rod, and the last one has some special abilities that can help in some dungeons. During the game the player can switch between classes at save points with a cost.
As with Little Ninja Brothers (by the same dev), turned-based fights are also thrown in. However, unlike in LNB, those encounters are only random (no bosses), so there is very little reason to bother with them. On top of that the player is given the chance to flee from battles twice before it starts. Quite a shame since those random encounters have some interesting mechanics: along the game a lot of allies are recruited and the player must choose two of them for the turned-based fights, with some combinations being more or less effective in some situations. On top of that mercenaries can be hired to help.
The meat of the game is the Zelda-like action however, with dungeons along the way and bosses which can only be fought using the rod (some of them recover HP during the fight and using the right class becomes crucial).
Each area in the game is self-contained, and they generally become bigger and more complicated as the game progresses. Despite dungeons re-using graphics and room layouts quite a bit, the game has surpringsly varied locations. There is also a time travel mechanic in some chapters.
Not much to complain about outside of seemingly useless turned-based battles and a couple of annoying bosses, this one is a very pleasant playthrough with a fresh setting.
I used the formations once or twice, but I never bothered to keep track of which was good for which enemy group, even though the game goes out of its way to quiz you on that. That entire feature is weird.
I did the weird planting-a-tree-in-the-past-and-harvesting-in-the-future thing once. It was mildly helpful.
I never learned how the lives and password system interact, because I used save states instead of passwords to pause the game in between playing sessions. A game like this probably shouldn't have a lives system anyway.
The entire turned-based battles mechanics is just badly thought. They improved the formula afterwards in Little Ninja Bros and its sequel (Super Chinese 3) by having turned-based fights you can't flee from that easily and mandatory boss fights; although the character combo play is limited to two characters
What about it?
It's okay.
>Scheherazade
And I have no idea how to pronounce that.
This game seemed neat. Never played it back in the day but my boy UCBVG did a runthrough of it, looked highly ambitious.
Sheh-heh-rah-zad
Charizard
Shuh-hair-uh-zod
che re sa de
it means juan
Dunyazad
It's a neat concept in both setting and mechanics but for whatever reason it's never been able to hook me. I do want to play it all the way through at some point though.
When does it really pick up?
It's one of those games with a lot of groundbreaking concepts but a lot of boneheaded moves as well. At its best it has good atmosphere, solid ideas for classes and combat that would be further refined by DQ and Chrono Trigger, a good late-game twist and a great soundtrack. But it also has mazes with invisible floor holes, miniboss reapers that start chasing you out of nowhere in later chapters, and wizards littering the last area that can one-shot you and force you to redo a bunch of shit.
I still love it, but if you've already tried it and it didn't click, I wouldn't force it.
RPGs outside of Square/Enix tend to become questionable.
I finished it recently and I would say that it never picks up. It's bizarre, inventive, charming, janky, and somewhat tedious, all the way through. Bosses are awful, especially the final one. Minibosses are mostly harmless but occasionally awful because they can murder you very fast as
says, although I found a way around that (frantically casting big fire spells to tamp down their minions whenever you're in a vulnerable state). Quests are simple but obtuse, and you might occasionally become painfully hung up on one because you mixed up one town with another or misinterpreted a poorly translated clue or some such. Certain fundamental rules of the game are obscure and easily missed, and they sometimes become crucial to your success with little or no warning. It's not really a very good game. But it's so weird that you might end up liking it anyway. (You might not, though.)
Arab and Persian women were made for white cock
isnt that the german word for poo poo porn?
I actually read one thousand and one nights a few weeks ago. What a ridiculous story.
I liked it
A-RPG by Culture Brain with an Arabian setting.
Most of the game revolves on Zelda-like action, but with RPG levels, stats and equipment. There are two main means of attack: a short range sword, and a magical rod for long range.
At the start of the game the player can choose between three classes, one of the class is better with the sword, another better with the rod, and the last one has some special abilities that can help in some dungeons. During the game the player can switch between classes at save points with a cost.
As with Little Ninja Brothers (by the same dev), turned-based fights are also thrown in. However, unlike in LNB, those encounters are only random (no bosses), so there is very little reason to bother with them. On top of that the player is given the chance to flee from battles twice before it starts. Quite a shame since those random encounters have some interesting mechanics: along the game a lot of allies are recruited and the player must choose two of them for the turned-based fights, with some combinations being more or less effective in some situations. On top of that mercenaries can be hired to help.
The meat of the game is the Zelda-like action however, with dungeons along the way and bosses which can only be fought using the rod (some of them recover HP during the fight and using the right class becomes crucial).
Each area in the game is self-contained, and they generally become bigger and more complicated as the game progresses. Despite dungeons re-using graphics and room layouts quite a bit, the game has surpringsly varied locations. There is also a time travel mechanic in some chapters.
Not much to complain about outside of seemingly useless turned-based battles and a couple of annoying bosses, this one is a very pleasant playthrough with a fresh setting.
I played through this during lockdown and it felt like a fever dream. Very meh overall.
I played in 2014. I loved everything about it. Especially the story!
up
I used the formations once or twice, but I never bothered to keep track of which was good for which enemy group, even though the game goes out of its way to quiz you on that. That entire feature is weird.
I did the weird planting-a-tree-in-the-past-and-harvesting-in-the-future thing once. It was mildly helpful.
I never learned how the lives and password system interact, because I used save states instead of passwords to pause the game in between playing sessions. A game like this probably shouldn't have a lives system anyway.
The entire turned-based battles mechanics is just badly thought. They improved the formula afterwards in Little Ninja Bros and its sequel (Super Chinese 3) by having turned-based fights you can't flee from that easily and mandatory boss fights; although the character combo play is limited to two characters
I think that Rainy is the best follower. But there is room for argument.