How Playable is Glorious Savior
This is my review of what we generally call "playability" (which excludes story, character, music, dialog, graphics, etc.) of Kemco's "Glorious Savior." I've played to completion almost every Kemco android rpg released in the United States, so I will try to place my comments in the context of these other games.
I'll begin with a list of the pros and cons of the play elements in the game. If the game element is the same as that in almost every Kemco game, I will use the word "most." If there are a few games where the element is different, I will use the word "common." As far as I can remember, there is only one play element that is unique to "Glorious Savior." You should know that the game engine is almost identical to that of "Revenant Dogma." I think total time to complete the basic (non-bonus) game is around 12-19 hours, and maybe 9-14 hours if you get some of the in app purchases (I'm guessing about that, because I didn't get any).
1. You can quickly save anywhere except in battles. MOST
2. You can always retreat from random battles without penalty. This is unusual.
3. There are no "missable" treasures, etc. That is, there isn't an important item, etc. that must be gotten at a specific point in the game or it is lost forever. MOST
4. All treasures are visible, and all significant NPC interactions are made visible. So you do NOT need to go around clicking on everything or waste time talking to all the NPC. COMMON
5. There is a mini-map for each dungeon. MOST
6. The story hints and world map always tell you the next step. MOST
7. Subquests are not critical. COMMON
8. Dungeons are easy to navigate, and you do not need to retrace all you steps to back out. COMMON (I dislike weird, difficult to find your way, no quick exit dungeons.)
9. Automatic restoration of parameters when leveling up. COMMON
10. Difficulty settings MOST (But beware, the settings above "Easy" are fairly tough and require considerably more grinding time.)
11. In app purchases are not necessary at all (almost everything is also available within the game), but they can knock off a few hours from the time required to complete the game.
12. The unique weapon system tends to prevent you making a bad choice that cannot be easily undone. Examples from other games may make this clearer. In many games you earn points which can be assigned to different character attributes (strength, wisdom, etc.). Sometimes this assignment cannot be reversed. Sometimes you have to choose whether to build up magic or physical power only to discover in the final major battles that, "oops, this boss blocks magic." There is one significant bad choice that you may make (if you don't read this, or are unfamiliar with other Kemco games): don't waste scarce money on buying weapons! Weapons are plentiful drops in battles and dungeons.
13. There are very tough bosses in the bonus game. MOST Why is this a "pro" and not a "con?" I'll use the boss "Guild Hero" in "Revenant Dogma" as an example. I like winnable battles that are touch and go where the outcome is uncertain, and a strategy that requires more than sheer leveling up to be successful. Players had to do some thinking and experimenting to discover ways (and there was more than one path) to defeat this boss.
1. Weak ending (both plot and easier final battles than some that came earlier)
2. Minimal strategy (see exception in the discussion of weapon enhancement below). In the basic game, almost all difficulties can be solved by grinding to level up. In most battles your characters usually just smash away. This is typical of most of the Kemco games. The silver lining of this feature is that it is hard to make a wrong choice.
3. Some of the rewards for battles and subquests come so late in the game they are not useful.
4. Although you can retreat without penalty from random encounters, you cannot get the items that allow you to avoid them until late in the game (and you will not want to use them then).
The Unique Weapon System
Skills are attributes of weapons, not characters. If you change weapons, which of course you do as the game progresses, you "lose" the skills of the weapon unless it is still equipped. Every character can use every weapon, so you are unlikely to be faced with a choice that might come back to haunt you. Weapons can be both "enhanced" (which means adding skills to it) and "upgraded" (which means its raw attack power gets increased).
Upgrading is expensive and for all practical purposes cannot be reversed, so you don't want to upgrade any weapon until you think you have one of the strongest weapons in the game. Enhancements can usually be reversed, but that can be very expensive. In addition, the enhancing and reversal process is somewhat random, so the try/reload/try again loop can be quite time consuming (like grinding).
The only real strategy in the game is making choices about what enhancements to use. You don't need to do ANY in the basic game if you just level up enough. The enhancement process is so expensive you will have to do some leveling in order to obtain the necessary funds. Also, some of the enhancements/skills have a very low probability of being successful so that you might just give up on them. However, I believe the most important enhancements do not suffer this way and are not too time consuming.
This process creates a significant difference in strategy from other Kemco games. In games where characters have skills, the skills will be activated. For example, if you cast "sleep" on an enemy, the only uncertainty is lodged in the defenses of the opponent, but in "Glorious Savior" there is the additional unknown probability of the skill even being activated. This does not apply to all enhancements (skills), but it does to many.
The Most Important Information
This website! The reviews are helpful, and if you scroll through the forum topics, you can get a lot of tips that will enhance your enjoyment of the game (unless you prefer to discover everything on your own). Most of the forum postings occur in "real time" as the player is progressing through the game, so can get a good read on what the player is thinking (and any points of frustration) as he plays.Posted in Kemco Games, Reviews