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Main Walkthrough Sections:
- World Map
- Hints and Tips
- Location Walkthrough
- Skills and Magic
- Monster Guide
- Bonus Material
Very polished game.
Fernz Gate features a somewhat interesting story. While the main plot is a generic “overthrow the evil guys”-type plot, it does possess an interesting subplot as the main characters attempt to figure out what happened to them immediately before they arrived in Fernland. Another good aspect of the story is the protagonists; they possess depth and have varied personalities. Furthermore, they do not simply fit generic molds. Unfortunately, the same cannot be said for the story’s antagonists.
From a mechanics standpoint, the game is different from most in that there is no magic bar or similar resource. Instead, every skill and spell possess a cooldown time. This prevents players from spamming the same (potentially overpowered) skill or spell over and over again, which is a good thing from a design standpoint.
The balance of the game is okay, but it suffers from a few flaws. First, some skills and spells are clearly overpowered for their given cooldown time, and this is exacerbated by the ability to reduce cooldown time. Second, since HP is restored after every battle, and there are no mana points to manage, it is easy to auto non-boss battles, even on expert difficulty.
Overall, Fernz Gate is a good game, but it is somewhat pricey.
- Highly polished; it feels like a good game.
- Protagonists possess depth.
- Cooldown system is different from most Kemco games.
- Curio system makes grinding less of a pain.
- Some skills are overpowered.
- Generic evil characters.
- Expensive game.
This is the first kemco games that I played so for me it is the best RPG game that I played so far except for the physical attack/skills is pretty useless for me and maybe on others too because why bother to use physical attack/skills if you are too OP on using Magic attack and moving on The buddy system is pretty pretty good mechanic/system (I’m confused to what to call it ) of the game
and for the record being OP in this game is pretty positive points for me
Again for the record the last boss is pretty weak and easy to defeat
- Awesome storyline
- Cool buddy system
- Pretty Pretty OP mgc skills
- The magic unison thing is pretty strong
- The ending (i doesn't like it)
- The last boss is pretty pretty weak
Probably The Best Exe-Create Game Thus Far
======== Considerations About This Review
I’m better finding points to improve, than points to praise.
So assuming that anything I’m not criticizing is probably worth praise is acceptable.
======== First Impression
This was too long ago. The game seemed fine, although I was a little weary with the story.
The commander wrote me the following advise letter: “If you enjoyed Asdivine Menace, Cross, and/or Antiquia Lost, I think you’ll like this one. In fact it may be the best Kemco release since Asdivine Cross.”
======== Comments After Playing
The battle mechanics are pretty much the same from Asdivine Hearts II, except for the Rubrix (or whatever it was called) – Fernz Gate is back to the 2+1 rings. If you absolutely hated the team system, you may not stand this game (although Auto is very effective most of times).
There is a new monster type, too. If I were to complain I would say something about I defeating the True End Boss in two hits… And how useless were the physical skills?
Well, although I rarely (almost never) used physical skills, and because my OP magic I didn’t used BGS either.
The game is great no matter how I try to look at it. I’ll write “They actually put effort into this game” as a Pro point, because you can’t compare this title with, say, Asdivine Hearts 2. The game is much better in every aspect.
======== Rating Summary
Gameplay is decent (Although I crit! so often with magic skills, I totally forgot what metal monsters are), Controls are intuitive and there is no hindrance (eg. 200 taps to save, or things at “odd” places), Story is neatly done (and I laughed a little at points – well written!), there were some minor, meaningless typos you most probably won’t find while playing (unless you are actively seeking for them).
Magic skills can get overpowered quite easily, specially the unisons. After thinking deeply and comparing with Asdivine Cross, I really must give only 4 stars for skills.
The buddy/team system seems to have taken quite some time to craft, and in my opinion is a good system. (Although I still prefer games without it, I do prefer this system over having members outside my party)
Only thing I hate about it is that only the sub may use items.
======== Monetary Worth
I did bought the premium version for the standard price, and have absolutely no regrets.
Unless any of the points I wrote really despise you, this game is worth its price.
- Story is not tiring
- They actually put effort into this game
- The "curio" system, to adjust encounter rate and fight random monsters
- I love this game.
- Item usage in battle is difficult to use
- Magic Skills Combos are the only skills you need
One of Kemco's finest
Fernz Gate is definitely one of Kemco’s better games. Anyone who’s played the Asdivine series will feel right at home with the controls and battle system, and yet the story is unique and original (and for once, NOT at all cheesy… don’t get me wrong, I like the cheese in Asdivine, but it’s refreshing to see an absence of cheese in this game).
The main characters come to Fernz Gate from “other worlds,” and must defeat the Overlord in order to return back home. The story, and the dialogue, are top notch, and while you can usually “Auto” battle the random encounters, the bosses in late stages do present a good challenge.
The game has a Normal End and a True End (True End adds about 1.5 hours), and another 6-8 hours of really cool bonus material grinding in various dungeons.
- Exceptional story and dialogue
- All 4 party members are actually "likable"
- Fun bonus material
- Good assortment of skills and magic
- The game ends... :sad face:
- Magic (especially magic unisons) is far more powerful than character-specific skills