Redemption Reapers is set in a grim, apocalyptic world with some great turn-based gameplay. It has a shorter length delivered strictly in chapter-based combat encounters, but I really enjoyed it because of that. It's a precise experience that doesn't overstay its welcome. It's a bit of a shame that the game only manages to be a solid, even just OK experience as everything other than the gameplay feels like a missed opportunity. It's a game with themes rarely found in other games (also I'll play any of the rarer "dark medieval" games that come out of Japan). Tragedy, guilt, redemption (hehe). However, these are just overused to the point that you just get tired of it. Over time, the game quite literally becomes a perfect case study of fatigue! Every character has a tragic background, forming this "squad of misfits" as they share little else, but that's all there is to them and they don't really interact in interesting ways. They all cope with their pasts etc. by just being miserable and staying silent. No funny quips, no humor, just an endless, hopeless fight leading to more hopeless sad fights. Furthermore, the focus is solely on the predictable, single-layered storyline delivered by 1D characters instead of the larger world or the characters' interesting backstories hinted at by the lore entries and such. Also, because this is a very focused, the cliches of the plotline at the beginning stand out more (Village raid! Mentor dead! Oh no we are so sad!). Towards the end, right when the more interesting details of the plotline come to light (The mystery of what they are doing in the graveyards and churches, who is this leader of the Mort, etc. as well as if they are coordinated, what are their goals?) the game reaches its abrupt conclusion. :(( It's a shame, really. The lore entries that you find around the maps show that the developers had some good writers on board, but it's as though someone was constantly screaming at them NOO EVERY MILLISECOND OF THIS GAME MUST BE SAD AND GRIM AND DARK AND GRIMDARK. I think any artist that dared use a lighter color promptly got beat up in the middle of the office for all to see. It gets tiring. I haven't played it enough to judge properly, but I think Ender Lilies suffered from this too. Someone please get the Adglobe guys some therapy. A daily shipment of a box of chocolates must become mandatory for the Adglobe office. Do the characters help the story? I don't think they are badly written, but there is just no space to develop the characters as there is just chapters after chapters of combat. The lore entries again come to the rescue, but even if I could appreciate them, they are still shrouded in this endless tragedy, suffering, etc. The same goes for any mid-combat dialogue the characters might have. So... Why do I recommend this game? Of course, the gameplay! The part of this game that comes to the rescue. The fundamental gameplay is clearly adapted from Fire Emblem, and improves on it in almost every regard. Characters attack together if they are positioned to do so, and so with good positioning you can get multiple attacks from the same character. Much more satisfying than "chains" or something giving simple stat boosts in FE. Each character also feels very different from the others with a clear specialization intended for them. No one feels useless. Also, you can move AFTER attacking too, which makes kiting or other interesting tactics such as attacking, and then taking position to trigger a linked attack for your other character, or defending another character etc. possible. Despite the options and tools made available to you, the sheer number and variety of enemies never makes it feel simple. In fact, its likely harder than FE. On top of that, I loved that there are systems that encourage staying together, but also constant pressure to split the party. As mentioned before there are follow-up attacks, or later on abilities that allow for proximity-based synergy between the characters. Meanwhile, to get an A in the level, you must beat it within a speciifc time limit, not to mention there is just so much to collect around the levels. This prevents the player from going around in a single boring blob, but characters still rely on each other, and so an interesting dynamic between staying together and splitting up forms. The levels themselves were well done, with branches and interconnected sprawling sections etc, but there wasn't that much novelty between them after a while. Not that many level-specific gimmicks etc, but that's fair enough in a shorter title like this one. It got the job done and was well made, if not allowing for reinforcement maybe a bit too often. And they really cooked with the monsters designs and artstyle. Sinewy, messed up creatures with protrusions here and there, it was really enjoyable to fight against. Of course, the enemy variety was awesome too, with varying levels of strength, quantity, range etc. The highlight for me was the Shambler and the odd Fellbirth grandma thingamajig spawning these suicidal creatures. It really highlights the aspect of calculating enemy threat ranges well in these games, because if you don't, you will have a fragile shambler steadily shamble to you and turn you to shambles as it explodes in your face, denies you XP, and most likely oneshots your character. Although the gameplay is solid and the artstyle/themes etc. are great, not a crazy amount of novelty exists as you progress. There are new enemies, but not that many new mechanics, or new characters for you to control etc. Or any evolutions similar to FE for example. This wasn't too much of an issue since it's not a long game, but it does leave you wanting for more and can be a point of, well, once again fatigue. So, all in all, a great iteration on the fire emblem formula that just suffers from a lack of story delivery, characterization, any sort of variety in the mood, and novelty towards the end-game. Solid 6/10 that could have been a 9/10 if it had more time in the oven. Unfortunate.
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