RPG Maker Let's Play - The Magi Chronicles - Game Critique

RPG Maker Let's Play - The Magi Chronicles - Game Critique

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Published on ● Video Link: https://www.youtube.com/watch?v=JiyW1cYfSLQ



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RPG Maker (1997)
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Let's Play
Duration: 1:15:52
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Hello everyone! In this RPG Maker Let’s Play, we look at the RPG Maker VX/Ace game of “The Magi Chronicles” by DrassRay, an older project from a talented developer. Thanks for your support, Drass... we appreciate it!

At the start, this game is great with minimal issues, and a ton going for it. The level design is superb (the developer has proven time and time again to have impeccable graphical and level design skills), the mechanics are (for the most part) well balanced and executed, the Synthesis system is amazingly done (except for that “% chance of failing” thing), and the voice acting is unbelievable. It is so difficult to coordinate voice talent remotely, and DrassRay did an A+ job from start to finish. Excellent work there along with a great opening sequence.

However, game writing is where things start to fall apart quickly and is undoubtedly the weakest part of the game. Most NPCs in the first town don't add any life to either the world or the story, their comments and talking points are quite generic, and in some cases, the dialogue doesn’t even change based on where the player is in the story. The opening segments of the story are either rife with writer convenience (Carron shows up and just happens to need Daryl’s help) or rely upon unbelievable scenarios to move the narrative forward (no teacher worth a salt would ever just send out their pupil to a dangerous area alone). Also, for a “prodigy” mage, there isn’t much Daryl can do… although we do come up with ideas on how that and everything else can be fixed in the video.

Like we said, mechanically, the game is mostly sound. The second boss fight is horrendously unbalanced, and Daryl's wooden staff is presented so useless it might as well not even be included.

The visuals are amazing, however, and watching the way the visuals of the RPG Maker VX/Ace engine is stretched is a breath of fresh air.

What do you all think? How can the developer learn from this project and make this game, and the ones following it, the best they can be?

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