Avalon Code
- Plot changes based on the player’s choice of either a male or female lead character, who can regardless make enemies, alienate friends, and even fall in like.
- Unique item creation and alteration system owing to the mysterious Book of Prophecy.
- Developed in conjuction with top teams associated with Final Fantasy III, Final Fantasy IV and the Harvest Moon and Rune Factory series.
- Highly detailed characters, landscapes and monsters fuel the addictive nature of capturing different monsters to complete your book¿s pool.
- An immersive storyline in which players can lose themselves at a moments notice.
Product Description
A crimson sky… You stand tall atop a tower looking down upon a world consumed by flames. An ancient man beside you opens his mouth to speak; “Time has expired for this world, but the records of this book shall make the next…” Your eyes snap open. You jump out of bed, covered in sweat. It was only a dream. “That dream again…” You’ve been having this weird dream quite often lately. Was it really only a dream? Dazed, your eyes wander about the room when you notice a book atop the desk. The pages in it are all blank… “What is this?” A spirit arises from the book and enlightens you on the prophetic nature of the book you behold. Upon the insistence of the spirit, you leave on a journey to complete the book and change the world.Amazon.com Product Description
From the creative minds behind Rune Factory and Harvest Moon with the development studio responsible for the Final Fantasy III and Final Fantasy IV DS remakes comes Avalon Code, a release player action RPG boasting incredible graphics, a deep and engrossing tale and innovative game play mechanics. Using the main character’s ‘Book of Prophecy,’ players can save items and modify the rules of engagement during battle as well as change weapon and monster attributes. The player even has control over the tale as it changes, depending on which gender the player chooses to play as, enhancing the ability to immerse themselves into the tale.
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The Tale
From out of nowhere as you look around and all you see a crimson sky. You stand high atop a tower looking down upon a world consumed by flames. An ancient man beside you opens his mouth and speaks:
“Time has expired for this world, but the records of this book shall make the next…”Suddenly your eyes snap open and you jump out of bed, covered in sweat, but not necessarily surprised. It was only a dream, but unfortunately an all too familiar and frightening dream that you’ve been having quite often lately. Dazed, your sleep-filled eyes wander about the room as they always do when you wake, but something is different this time. There is a book atop the desk, a book full of blank pages. But this no empty tome. It seems that a spirit of sorts named “Rempo” is bound to this book and as you are drawn closer it enlightens you on the nature of the book you behold. It is known as the “Book of Prophecy” and upon the insistence of the spirit, you leave on a journey to to fill its pages and in the process make an impact on the world, the likes of which you never could have foreseen. Gameplay
The connection between your dream as the main character and the book you are shown by Rempo is that the world has been slated for destruction, but only temporarily. The powers that be be going to to recreate what they ruin, but require a blueprint for this, which is the purpose of the book. It is your job to seek out all the things that are to be recreated and note them in the book. But not anything is so straightforward in an RPG. There are forces in the world that would keep you from your appointed task. You must foil them by using the book itself. Although the Book of Prophecy does serve as a storage device, it is much more than that. It is player’s main tool, having a part in nearly every aspect of the game. It takes a wide-ranging snapshot of no matter what it comes in friend with. This can be things as different and disconnected as a blade of grass and a sword. But as this is happens players will see that not anything is quite what it appears. All items are made up of a pool of attributes, many of which go unobserved in their natural state. Once broken done into their separate pieces and laid out in the book, not unlike LEGO in the hands of a outcome or genes under the microscope of a scientist, these can recombined as the player sees fit to alter the strengths and weakness of enemies, solve puzzles, etc. Another added gameplay element that players will delight in relates to the gender of the playable hero/heroine they choose. Although the beginning scenarios faced by either will be very similar, their end points may be quite different, allowing for hours of extra game time and replayability. Key Game Features:
- Top-Level Development Talent – The experienced Nintendo DS development team behind the Final Fantasy III and Final Fantasy IV remakes, Matrix Software, is at the helm together with the creative minds behind the Harvest Moon and Rune Factory series.
- Alter the Game World to Your Advantage – By collecting information on the various monsters, inhabitants, plant and locations found in the game world and filling out the pages of the mysterious Book of Prophecy, players can influence a heap of parameters, from monster attributes to weapon strength.
- Enticing Graphics and Game Play – Highly detailed characters, landscapes and monsters fuel the addictive nature of capturing different monsters to complete the book’s pool.
- Immersive Tale – Players can lose themselves in the game’s grand, sweeping storyline. Choosing between either a female or male protagonist, start on a quest to either save or doom the world. As the main character, players can make enemies, alienate friends, and even fall in like.
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I thought this would be a fun game but after playing the game, it sucked…hard. I know a game has to be challenging sometimes but there is a difference between challenging and tedious. The Second boss was the FINAL straw. He was aggravating, it doesn’t make any sense to make a boss that can’t be beaten. It doesn’t make sense for me to spend 10 minutes on ONE boss just to beat him. Some sports meeting have bosses that can be beaten 6 times. I also HATED the point system. It doesn’t also help that the makers didn’t have info on how many points it takes for a boss to be beaten. The boss also would jump in the air and you don’t know where he would glide, he always flys towards the character and kills her. That was when I had given up on the game.
This game was not user friendly at all.
Rating: 1 / 5
I like playing it. I do it for enjoyment and relaxing, but it’s also challenging.
Rating: 4 / 5
In case my title doesn’t quite express my opinion of the game, let me first say this:
This is the best DS game ever released. Hands down.
That said, prepare for a Zelda experience as much as for an RPG. From dungeons filled with puzzles to a main character with small expressed personality (and in green even, should you choose the boy) to an actual charged sword spin attack–yes, they even went that far–this game has more of the most classic Zelda trademarks than you’d really expect to find in a supposed RPG.
It also doesn’t feel a bit like a Zelda game.
To start with, you’re given the Book of Prophecy, which comes to a new owner every time the world starts to decay. Your task, even should you choose not to accept it, is to travel the world and find what’s worth recording for the new world that will come after this one’s death. This involves a lot of smacking plants, enemies, and people with a giant book.
This NEVER gets ancient.
The book is where the game really shines. You don’t need to pay too much attention to it if you just want to get owing to the game, but the level of customization and detail that it allows is incredible.
Everything and everybody you smack with the book gets recorded in it, and they all have “codes”–chunks of raw materials that you can map together on their page to produce different effects. These codes fall into four categories – Attributes (Fire, Forest, Lightning, Ice, Light, and Shadow); Material (Stone, Copper, Iron, Gold, etc.); Concepts (Freedom, Justice, Fate, Fame, Illness, etc.); and Animals (Dog, Cat, Snake, Fish, Bug, and Bird). You’re given a three by three map to start with (which by the end of the game has expanded to four by four), and you can place these codes together on the map to get different effects. It doesn’t have very much impact on the NPCs you scan (which is what the game calls smacking people with the book); but it does affect monsters and your weapons quite a bit. For instance, putting iron on a weapon will generally strengthen its attack, and putting it on a monster increases its HP; while putting the ILL code on a weapon or monster will have the contrary effect. Combining codes makes other kinds of effects–two metals together will make an alloy, for instance, which are weaker than the metals taken separately. Fire and stone together will make the “Bursting” effect, which greatly strengthens weapons or monsters you add it to. And there are specific combinations, called metalizes, that you can use on your weapons or items to make a unique weapon or item. Adding a specific combination of shadow, iron, and snake to your default sword, for instance, makes it into the Black Sabre, which, if balanced correctly, continues to be one of the most powerful swords in the game well into the final chapters.
The major conundrum with the book is probably the largest conundrum with the game, being that there’s no system present for locating a specific kind of code. Unless you keep detailed clarification or a specific system of organization (which I don’t), you’ll often find yourself hunting owing to every page in the book that has a space for codes before you find exactly the right size of the right kind that you need–and late in the game, this can take a while. The game is flexible enough to allow you to simply ignore this feature once you’ve gotten yourself a excellent enough weapon, though, and you can generally come back to mess around with the codes any time you feel like it, so it’s not a hindrance to the flow of the game–unless you want it to be.
I don’t want to spoil the plot, but there’s a brief cycle where you’re deprived of the book, and the game does a really brilliant job of making you feel just how devastating that in fact is, while not making the gameplay absurdly hard without it. One of the boss battles you have to fight during this cycle can be irritating, but once you’ve recovered the book, you can in fact go back and do again any non-secret boss battle you like, giving you ample opportunity to smack any offensive bosses around again once you’ve gotten the hang of how to kick their bottoms out their faces.
The plot’s excellent. It’s no Persona 3 or Final Fantasy VIII, but it’s a solid tale with some twists that you won’t see coming. The characters are a small unadorned, but a lot of them are likeable, and there’s a splendid deal of honestly amusing comedy that’s been place into the character interactions. The world, the characters, and the tale are fun, and that’s one of the most vital aspects of any RPG.
The graphics are brilliant for the DS–probably the best three-dimensional polygon-based graphics I’ve seen for the system. The artstyle is well represented, and things are generally cute without being offensively cutesy.
The music for the most part isn’t really outstanding, but it’s a excellent complement to the world, and not really irritating anywhere. You won’t find yourself humming it on the plane, but you’ll probably still have your headset on.
Gameplay, the book aside, is moderately unadorned. The X and Y buttons are your default attacks–X for your left hand, Y for your right. There are four basic kinds of weapons–swords, hammers, projectiles, and bombs (though you can also fight barehanded, or use a shield). The four schools each have a special attack (that you’ll unlock usually as soon as you gain access to that kind of weapon) that you activate by holding down the relevant attack button until the charge is complete–for swords, a spinning attack; hammers and axes allow you to glide around the screen in a chosen management; projectiles produce a homing… pigeon; and bombs will charge to become remote controlled mines. The weapons aren’t that well balanced, unfortunately–aside from some enemies (and bosses) that have very strong resistances and weaknesses, and certain kinds of switches that can only be flipped by a certain kind of weapon, the sword is by far the most useful, thanks mostly to its ability to quickly combo and its charge attack.
The A Button tosses your enemy up into the air, and by following that up by hitting one of your attack buttons, you can juggle the enemy higher and higher into the air, until you’ve killed it, if your timing’s excellent. The game calls it Judgment Link (and there’s a minigame based on it). This is frequently a way of getting a bonus score for puzzle rooms, so it’s a excellent thought to devote some time to perfecting it early in the game; plus, it’s pretty satisfying once you first start knocking the enemy so high that you can see the entire earth. It’s also the only way to get cash (called Mystic Jewels) out on the field, though since there’s very small that you in fact need to buy (and since winning cash by gambling is so simple), you don’t typically need to agonize about being strapped for cash. The B button allows you to scan things, and you will find yourself spamming it around town. As I mentioned before, smacking things and people with a gigantic book never gets ancient.
With most NPCs, you’re given three options of interaction–speaking, offering presents (vital for raising their affection, which unlocks secret events and sidequests), and challenging them to a round of Judgment Link, in which you toss a monster up in the air back and forth between the two of you. I don’t reflect there’s in fact any real point to the minigame, except practising for the Judgment Link tournaments, which allow you to win recipes for items you wouldn’t be able to get otherwise. A few NPCs give you another option, depending on their specialty (Kamui will examine different flowers that you’ve scanned, and Vis will give you like advice, as examples); and there are four each of “heroes” and “heroines,” who are your like interests (depending on whether you’ve chosen to play as a boy or girl). They have small real impact on the tale or gameplay, but interacting with them often provides comedy gold, even if (and sometimes because) the development of their romantic interest in you is sometimes a small stilted.
Your life develops much like heart containers in a Zelda game. Everytime you beat a plot-related boss (and most secret bosses, too), a tablet appears. Scan the tablet, and your hit points increase by one (represented by leaves on a vine). Most enemy attacks deal one hit point of hurt to you (which is a small disconcerting late in the game when you’re dealing 999 hurt a hit to some enemies), though there are a few enemies that can deal more hurt per hit. Your MP will increase by scanning those same drug, as well, but it works in a more traditional RPG system–you’ve got lots of MP (I’ve currently got 300 towards the end of my second playthrough), which you deplete gradually moving codes around the book, casting offensive spells, or making items to heal yourself with or to give away as presents. There’s no MP restoring items, but you can get some back owing to Judgment Link. You don’t level up, but your proficiency with weapons does the more you use them, so that you deal more hurt, have shorter charge times for their special attacks, and can 2x charge. There’s a point in the game at which you can choose between the different schools, and I believe this affects which one you want to dedicate yourself to in, allowing you to level in it more than the others. You can die, but death is handled in the same way as a Zelda game–you start back at the beginning of the room you were already in, with half shape and low MP. It’s not something you generally have to agonize about at all, except with the more hard bosses.
The book also levels up as it gains CP, though I’m not sure it has any effect on gameplay. I’m not sure what CP stands for, in fact, but every page (maps, character, weapons, items, monsters, flowers, etc.) has a certain number of “max” CP (which you can frequently go beyond, in fact), and a contemporary CP count that you have for that page. For characters, weapons, and items, this is generally affected by the kinds of codes you have set; similarly for monsters, though flourishing Judgment Link tosses and defeating them can also raise it. Maps are generally raised by either completing a relevant puzzle or task to that map with a excellent time (or by fulfilling certain bonus supplies), or by finding hidden tidbits of knowledge around that map (some of which are essentially impossible to find without an guide). Increasing CP for a certain page–especially maps–can have individual benefits, such as giving you access to new metalizes; and increasing the book’s CP as a whole gives you access to various secrets, sidequests, or new rewards for minigames.
So, I guess a summary of pros and cons would look something like this:
The Excellent:
– Unadorned, but deeply customizable gameplay options.
– A fun world and tale.
– Decent soundtrack, even if a small forgettable.
– Brilliant graphics (as far as the DS goes, anyway).
– Dating sim elements can be cute, and are often hilarious.
– Smacking items, monsters, plants, and people with a giant book.
The Terrible:
– Finding codes and navigating the book can be tedious.
– Though it never feels too much like it, there are some classic Zelda elements very obviously ripped off.
– Some bosses aren’t very challenging.
– Most mini-sports meeting aren’t very fascinating.
Rating: 5 / 5
The only unenthusiastic thing I have to say about this game thus far is that the maps are like of each individual room and there’s no real collective map to show you where you are relative to another area, and I’m terrible with directions to start with, but other than that it’s a very fascinating, entertaining game.
Rating: 4 / 5
Splendid game, splendid graphics, and best of all splendid storyline. Avalon Code is a game that will quickly suck you into a whole new world. Unlike most sports meeting you play, you are not trying to save the world, but help build a new one. You attain the book of prophecy and learn that this world is gonna end soon, so you have been chosen to help make a new one, and so your tale starts. This game gives you a groundbreaking new way of playing, everything runs by codes that you gain by scanning certain things. (like weapons, people, flowers etc.)Owing to codes you can make new types of weapons weaken enemies and even change how the new world is gonna become. If your like me and delight in fighting sports meeting with a splendid storyline, this game is exact for you.
Rating: 4 / 5