AddThis Smart Layers

Get tutorials and game reviews by email

Name Email



 

Monday, 21 April 2014

Producer: Zortik
Platform: RPG Maker VX
Playtime: 3 hours
Download Link: RPG Revolution
Author: James Loker


Concept:

Classika, as you would most likely expect from the name is a classic RPG and a fantastic example of one too. The plot is pretty simple. You play Leah and her companion Ethan, a pair of kids who are just trying to make their way in the world by hunting in the woods and of course, secretly lusting over each other. Besides from that, the plot is pretty interesting and involves the three things you need for a great story...love, violence and betrayal. For now, that’s all I’m willing to say on the plot as I don’t want to ruin this game for anyone yet to play it. I’d say the plot is simple but elegant. Complex enough to keep the player engaged but of course, simple enough to be easily accessible to anyone that wants to play. There isn’t anything groundbreaking about this game but, as I’ve seen in Zortik’s other work I don’t think he’s trying to change the world with his projects. By the looks of this game, and of conundrum I think he’s attempting to create enjoyable games in a steady frequency instead of being the type of producer that works on an epic project for 5 years, before realising he’s now a 20 year old with a full time job and dropping his hopes and dreams.


Gamplay:


Controls:

This game handles very well simply because Zortik has stuck with the tried and tested principal of letting RPG Maker VX do what it is good at. From what I have seen of Zortik, he isn’t re-inventing the wheel and instead is using RPG Maker VX as a very strong foundation for his impressive storytelling and production skills. Simple little additions to the controls, such as the ability to dash with the use of the [SHIFT] key are very much welcomed, as is the ability to set dash as the default movement type, seriously speeding up the time between important events for all of us out there that are a little impatient. Interestingly, it appears that the movement of the map’s monsters is also determined by the movement of the player, you move and the monsters move as well but remain stationary and the surrounding monsters will do the same. This may seem like a simple little aspect of the game but it has a HUGE benefit for some players like me, who will be doing other things while getting their RPG fix. Numerous times throughout my play through I had to leave the computer for a few seconds to grab a drink, feed the cat, that kind of thing and the game stopped when I did...of course the timer kept counting but I’m there’s little to be done about that. This kept the overall control of the game in my hands, something I was very happy about. While we’re on the topic of monster movement, I noticed something peculiar about the monsters. Initially I had thought that the monsters’ movement was random but after a while and countless battles I realised that they were moving toward me, but with a certain random nature about them.  I still am unsure as to how these creatures are programmed but it somehow made the game more interesting. I did not have to follow creatures as they meandered around the map but alternatively, their approach was not set to a simplistic path, making them easy to dodge, sometimes when I was low on health, items and SP I would find myself strategically dodging the groups I knew I had no hope of defeating.

Battle System:

Again, Zortik has utilised the tried and tested method here with a few welcomed additions. The system is very simplistic and instead relies upon the abilities of the creator to add entertainment value. While reading through the comments, I found many people commenting that the game was too hard, especially the battles. I agree with this comment but I don’t mean it in the same way that many others have, this game is not hard, it is challenging and I love a challenge. I would say that the battle system here is one of the game’s biggest achievements because it requires knowledge of the character’s and their unique aspects. This is by no means a button basher, and if you approach it as one you will die, alot! I loved learning more about the different characters’ abilities and how to time damage dealing with healing to ensure that you have at least some chance against the bosses, and even some of the more challenging mobs. Throughout the game, I found that my party was missing something, that it was missing one piece of the puzzle to make it more effective, a character capable of inflicting status effects on my enemies. Luckily, my prayers were answered by Pockets...an interesting character that joins at the end of our demo and is incredibly versatile. Definitely a fantastic addition to my team, even if I didn’t get an eternity to play around with him.

Features:

I was not expecting much in the name of features when I first started playing this game. This was mostly due to the fact that Zortik is clearly talented at turning the standard game engine and RTP resources at his disposal into something special, I was dubious as to whether many extra features could appear based on those limitations. To an extent I was right here however, later on in the game I started to notice the foundations for added features laid by Zortik that he is currently planning for full release, such as a hunting guild and a Tetris mini game. You might ask why Tetris exists in a fantasy world of magic and monsters but who cares...it’s Mothafuckin’ Tetris! I love that game! :D All of these little additions did one thing for me, added extra value to the package; I feel like I have really gotten a great deal of $0 for this game.

Audio:

The audio is this game’s weakest aspects, which is saying a lot because the audio is still totally adequate. I’ve said several times that I never thought Zortik was trying to change the world and instead was trying to entertain his audience and tell a great story; the audio in this game proves my point completely. It frames the game nicely and is used appropriately, I don’t remember any of the songs off of the top of my head and I never expected to but I also didn’t find myself muting the game because the music was too repetitive or the sound effects made no sense. I’m one of those people that used to claim that a good musical score can make or break a game but I’ve come to believe that it is a bad score that can ruin a game, a good score and only make a good game into a great game.

Presentation:

This game is very well presented, again considering the limitations of the RTP default resources available. The maps are simple and easy to remember but are intricate enough to offer a variety of ways to complete a task. This is enhanced further by the addition of ‘Keystones,’ simple items that can teleport you directly to the town they were made in but these create an interesting conundrum (see the word play there?). This game, as I have said is challenging and you can find yourself in an interesting position if you are unprepared for the battles ahead. Teleporting to a nearby town is easy and convenient, but by doing so I was bypassing potential battles, loot (the only source of gold in this game) and all important experience. I found myself weighing the benefits of teleporting and walking, something that I have never done in a game, definitely an achievement in my eyes. The map design was also very well done, not because they were attractive or intricate but because they were used efficiently. This game utilised the same map numerous times but in different ways meaning that production time was significantly reduced with little taken away from the entertainment value of the game. This is especially true of the early parts of the game and the forest outside of Wollen that is visited numerous times in the game but, each time I saw a different perspective to the forest due to the fact that I was visiting different parts of it. One part of the presentation I thought could have been improved was the use of sprites. The human NPC’s were not overused at all but the various monster mobs were represented by a limited variety of sprites, sometimes making it hard to figure out what I was about to fight. This did however add a level of mystery to the game that I did enjoy so it’s not all bad.
One hugely entertaining aspect of this game for me was the writing. I loved the dynamism between Leah and Ethan and to be honest between everyone else. The dialogue was well thought out, mature and dealt with issues that we are all familiar with, such as homosexuality (some of you must have noticed the uncle reference early on.) I said right at the beginning of this game that Classika includes the simple ingredients for an RPG...love, violence and betrayal but there’s so much more than that. After completing the demo, I found myself roaming the two available towns speaking to people because I was genuinely interested in what they had to say. Zortik has thought about everything that comes out of his character’s mouths and that for me is a wonderful thing. I’ve said in my previous tutorials that it is the characters and their reactions to events that normally drive a story and Classika is a fantastic example of this point being proven. If there’s a reason to play this game, it is for the wonderful writing...oh plus the spelling and grammar are perfect too for all you grammar Nazis are there.

Summary:


Strengths:

  • Fantastic writing...the dialogue in this game actually gives it replay value in a strange way.
  • Very well rounded battle system. Strategy is involved instead of just relying on button bashing
  • Reliable, I did not come across a single glitch in the entire demo.

Weaknesses:

  • Music could be more memorable.
  • Conservative use of monster sprite
  • The demo ended...I should still be playing this game as I write this review damn it!

Overall:

This game is definitely something special. Zortik’s writing skills have really come out in this project and I think his services could turn one of the bigger projects into something really special. I loved playing this game and was genuinely sad to see it end which is rare for me. I appreciate that Classika is still in its development phase but damn it Zortik! You had better finish this game! Until then I would definitely consider myself:
Classika
Official RMG Rating:

No comments:

Post a Comment

 
© (2014) RPG Maker Guru - any reproduced content is done so in line with fair use policies