A young woman wakes in a strange place. While it was bright, peaceful, and luxurious, she still felt nervous being alone. How did she even get here, and when?
A voice called out to her. It identified itself as Elena, the Guardian of Paradise Lost. It is a place whose purpose is to give a second chance at life to those recently departed. This second chance is not merely granted. It must be earned through various trials.
Suffering from amnesia, the young woman could barely remember her first life. The only thing she could recall was her name, and a desire to cure Iris. She could not recall who Iris was, or what malady she was inflicted with, but, it was all she had. The trials ahead may jog more memories, or perhaps grant something more.
– The camera is more active
– Each character have a different skill set along with separate basic Attacks
– Each ability and basic attack are Elements related
– There is also an “Overdrive” skills section which, if your “OVD” number reaches 100, let you perform super skills that dealt massive damage. Each character can have more than one super skills.
Other than that, as I said earlier, elements are entirely prominent, and each of your character action is based on those. It’s the same for the monsters.
On Iris, each species obtain a special power from one of these elements at birth: Fire, Wind, Earth, Water, Darkness, and Light.
These elements give them few advantage and disadvantage in battle and in exploration too. During the investigation, you’ll be able to use their power which can provide you with access to particular places or treasure.
Paradise Lost is an exciting game with an engaging storyline that raises questions about the future of the story. I indicate here the positive as well as negative of the game as if it was finished although it is only a demo. I hope by analyzing the project in this way to help the developer polish the game.
– During dialogues, the names of the characters remain unknown until they are quoted, which allows us to plunge into history as a reality. Moreover, the conversations respect a specific temporality concerning the emotions and the way of expressing oneself.
– The story is fluid; it does not feel like staying 3 hours locked in an environment, there is always ground to explore.
– The game respects a certain difficulty while remaining reasonable: it is neither too easy nor too difficult, allowing everyone to play it.
– The enemies are varied: we rarely meet the same enemy in the same place, and we even can avoid confrontation (by fleeing during the fight or by dodging it during the adventure). Some may also surprise us by being hidden in the landscape.
– The menu, although unlocked after a few minutes of play, is complete: items, bestiary, backups, etc.
– The dialogues are not too repetitive and vary according to our discoveries, our actions and our progress in the game.
– During the first fight, in the menu of possible actions, several selections are displayed including “items” and “overdrives.” Being at the beginning of the game, we have nothing in these menus, and this absence is characterized by the following screens, which may suggest a crash of the game:
– Further, in the game, we find a golem that, at a time, seems to jump very high or run away. One can, however, see his feet as if he were stuck in the ceiling:
– When defeated, a GAME OVER screen (still frustrating for the player) appears. One can, however, notice there a slight error of framing:
– During specific combat sequences, no indication of damage is given. We do not know if the enemy blocks our attacks or if this is a bug of the game. Some damage effects are also to be reviewed, leaving guess their “edges.”
– Some combat sequences cause a crash of the game (quite rarely anyway). Same consequence during the first crossing of the ice:
– Some attacks on enemies lack a specific frame: being too imposing, the heroes can only attack their feet, centering the screen on a great fight … of feet.
– A slight problem of names has appeared at the end of this demo (likely mistake of inattention, not to take into account when we make his opinion on the game):
Note that the tester is not familiar with the game design codes of RPG and he does not know the software. He gives his opinion from a neutral point of view.
– The appearance of enemies outside the fighting are different from those in combat, and this can cause problems of understanding the story while our hero does not have this problem:
– The enemies who follow, although different, suffer the same problem: a standard appearance for all, who are sometimes several in combat:
– Although quickly understanding, the combat system does not have a tutorial. Our familiar, Luna in this game, could give us directions.
– The first fight (which could be used as a tutorial) is too long. Perhaps it would be possible to lower the first enemy’s HP to fix it.
– An automatic backup would be welcome instead of waiting 2 hours before being able to save manually.
– Some quality of life improvements (like a quest log) would be handy when the player is in trouble to progress in the story.
– During the adventure, the main character is joined by allies. However, we only see them in combat: when traveling, only one character moves.
Paradise Lost is therefore in my eyes a promising game with an attractive scenario and attractive landscapes that make us want to discover more every moment. Once all the little bugs fixed, it could give birth to a nice little game, accessible to all. In the meantime, I recommend only one thing: TEST IT.
Amateur beta tester, I put a lot of effort into my work in order to better help the developers to progress their project.
➡ Source: https://rpgmaker.net/games/10390/