Alcahest (Intro)
Bout presents: Alcahest (Intro)
Alcahest is a 1993 action game developed by HAL Laboratory and published by Square for the Super Famicom. It is one of the titles Square did not develop but did publish. Controlling the swordsman Alen, who embarks on a journey to stop the demon tribe led by Babylon, an emperor planning to conquer the world with his imperial army and the titular demon god who revived from his previous defeat a thousand years ago, the player explores and search for items to progress and power-ups, fighting bosses and minibosses. During gameplay, Alen meets Guardians that aid him with their power, and allies that join him along the way.
Past and future are connected in a way mortals do not understand... A star was glowing up in the sky, and the demon god Alcahest appeared, bringing chaos and destruction to the world. A single swordsman stood in defiance. The four powers that protected the world, the Guardians, gave him their power from him, and with it the swordsman slew the demon and restored peace in the world. Thousand years have passed. And a new battle is already on the way. A cruel emperor leads his troops towards conquest. The kingdom of Panakeia is defending itself with the aid of its knights. Once again, the ominous star shines in the sky, indicating the demon's revival. With the help of Alcahest's power, the evil emperor wants to conquer the world. But the new generation also brings the new hero - the brave swordsman Alen. Aided by the Guardians, Alen must stop the Empire's evil plans and destroy Alcahest once again.
First announced in 1992 under the tentative name Guardian Blade, Alcahest was created by HAL Laboratory, known for their work on the Kirby franchise. It was directed and designed by Atsushi Kakuta, with late Nintendo president Satoru Iwata serving as producer. The music was composed by Jun Ishikawa, known for his work on the Kirby series. The game was supplemented by a strategy guidebook. Though it was not officially published outside Japan, an English fan translation was released in 2002. It never received an official soundtrack release unlike other Square titles, although its main theme was included as part of a compilation album published in 2017.
Alcahest was well received by critics who reviewed it as an import title–praise was given to aspects such as its graphics engine for eschewing the super deformed style prevalent on Super Famicom; intuitive controls, blend of action and role-playing elements, the variety of partners, diverse and flowing level design, simple but dynamic arcade-style gameplay, accessibility due to the light use of Japanese and challenge. Reviewers also noted that the game's style and combat system were reminiscent of Zelda and Soul Blazer, but most felt mixed regarding the music, while criticism was geared towards its puzzles, lack of proper character interaction, short length, scenario and repetitive dungeons.
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Release: December 17, 1993
Platforms: Super Nintendo Entertainment System, Super Famicom
Developer: HAL Laboratory, Inc.
Publisher: Squaresoft
Director: Atsushi Kakuta
Producer: Satoru Iwata
Designer: Atsushi Kakuta
Programmer: Hiroaki Suga
Artists: Hitoshi Kikkawa, R. Ishida, Satoshi Ishida
Composer: Jun Ishikawa
Rating: Teen (ESRB)
Game Mode: Single Player
Genres: Action, Adventure, Role-Playing Game, Fantasy
Super Nintendo Entertainment System, Super Famicom
Alcahest was well received by critics who reviewed it as an import title. Public reception was also positive, receiving a 21.2 out of 30 score in a poll taken by Family Computer Magazine, indicating a popular following. Famitsu's four reviewers gave it a 27 out of 40 rating. Electronic Gaming Monthly's Terri Aki regarded it as a "great counterpart" to role-playing games by Square like Final Fantasy II and Secret of Mana due to its top-view perspective, setting and plot, noting that the game's style was similar to Zelda and SoulBlazer.
Joypad's Jean-François Morisse praised its audiovisual presentation, animations, controls, balance between action and adventure, as well as the variety of partners, stating that the combat system was reminiscent of Soul Blader. However, Morisse noted that the Japanese text might be inconvenient but does not prevent from going through all the levels. Super Play's Tony Mott commended its visuals, sound, action-heavy gameplay and flowing level design, but criticized aspects such as the puzzles and lack of proper character interaction.
Computer and Video Games gave positive remarks to the varied graphics, "gorgeous" sprites, sound effects and simple playability, but criticized the music for not carrying atmosphere and repetitiveness resulting from the game's simplicity.
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