Long, long ago, there was an ancient kingdom called Ys which prospered under the auspices of two heavenly Goddesses. Over time, the kingdom came to be known as Esteria, and its divine history was largely forgotten by all but the descendants of those who once preached the Goddesses’ will.
The "bump" combat system is the core mechanic that defines the gameplay experience. Rather than button-mashing attacks, players defeat enemies by carefully colliding with them at specific angles. In the first game, you can only damage foes by hitting them from the side, back, or a slight diagonal. "Ys II" expands this by allowing diagonal strikes as well. This creates a fast-paced, almost "bullet-hell" style of combat that requires precise maneuvering to find the optimal attack angles. Reviewers widely praise this unconventional system as surprisingly engaging and a unique alternative to traditional RPG battles.
While the first entry relies solely on the bump mechanic, the sequel introduces a robust magic system to complement the core combat. Players can acquire various spells that provide ranged attacks, crowd control, and other abilities to supplement their melee-focused fighting. Reviewers note that the addition of magic helps break up the repetition of constant bumping, adding more strategic depth to the battles.
A common thread in reviews is the punishing difficulty, especially when it comes to the boss encounters. These foes are described as having intense, "bullet-hell" style attacks that demand precise timing and positioning to overcome. The high challenge is often cited as a pro, providing a great sense of accomplishment upon defeating tough adversaries. However, the steep difficulty is also acknowledged as a potential barrier for more casual players, with suggestions to play on lower settings if the challenge becomes too frustrating.
As players progress, they can level up their character and acquire new equipment to enhance their combat capabilities. Reviewers highlight that the leveling system, while simple, is satisfying, with a level cap of 10 in the first game and no cap in the sequel. Upgrading gear and optimizing loadouts is an engaging part of the gameplay loop. However, some note that the games can become trivial once the player has reached a high enough level and gear tier, reducing the overall challenge.
Both entries feature extensive dungeons and overworld areas to explore. Reviewers comment on the lack of in-game maps, which can lead to occasional frustration with getting lost or needing to backtrack. However, the exploration is still praised as rewarding, with a sense of discovery in finding new areas and items. The backtracking, while sometimes perceived as a chore, is also noted as a core part of the classic JRPG design of the era.
About | Terms of Service | Privacy Policy
Copyright ©2024 by Totally Human Media