And, coupled with its gorgeous 3D pixel art and the fact that Motoi Sakuraba is helping write the music, there's a lot to be excited about.I see a bunch of people asking for remakes of FF9, Chrono Trigger, Parasite Eve and other Square games, but i barely see people talking about the game that probably most deserves a remake, Vagrant Story. You jump between realities to bypass or find solutionsĭuring my interview with Łojewski, we discussed tons of these features and ideas that are shaping SacriFire into something unique. If you're at all familiar with The Legend of Zelda: Oracle of Ages (or Oracle of Seasons) for the GameBoy, it sounds similar. If an area is locked off in Antioch, players might be able to enter Erebus to find a way to bypass the obstacle. What's cool is how Erebus and Antioch play into dungeons and exploration. Using a device called a Prayer Wheel, which Łojewski likens to jacking into The Matrix, players are teleported from the underground to a beautiful spirit world full of lush forests and open sky. What's a little unexpected, though, is that Antioch is overlapped by a parallel dimension called Erebus that players can freely jump between at certain points in the world. Perhaps the most JRPG thing about the story is that the character is a religious knight for a church that rules over the underground city of Antioch. The whole game is set in an underground city full of people that have no idea what the outside world is like. And while it's hard to get a sense of SacriFire's story from just an interview, I am very intrigued by its premise. Two worldsĬombat is only one side of the JRPG coin, though. That all sounds cool, but I feel a little silly that what really excites me is that SacriFire won't have random battle encounters like the early Final Fantasy games, and combat won't be a way to pad out the main story by jamming a few hundred battles in between major story beats. "But if you're in a boss fight with a lot of difficulty, you'll need to be thinking about what body parts should I damage, what should I break, what weapons should I have on me?" That system is present here, too, though it's something that's more prominent in boss battles. Punch a boss in the head enough, and you might blind them temporarily for example. One of my favorite features of Vagrant Story's combat is being able to target certain body parts on enemies to inflict certain status effects. You'll need to be thinking about what body parts should I damage, what should I break, what weapons should I have on me? Bartosz Łojewski You always have to keep in mind what enemy you are facing, what weapons and skills you have, and you have to tailor that to the enemy you're fighting." "You cannot really spam the same attack mindlessly. "Every encounter is different in that way," Łojewski tells me. SacriFire has a system where you string different attacks together to create powerful combos specifically tailored for each enemy and its unique weaknesses. What's unique though is that you're not just going to be spamming the same few attacks again and again like in most JRPGs. The main character doesn't fight with conventional weapons, but has something called a Divos gauntlet that basically materializes a bunch of different weapon types that each have their own strengths and weaknesses. Like Vagrant Story, the trick is to exploit enemy weaknesses against certain elements and damage types. Instead of locking the player into one playstyle, the combat system is designed to reward players for being adaptable and thinking strategically. This is where Vagrant Story's influence is the strongest.
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