– A robust character stat system that contains all the variety and ambiguity you could ever ask for. ![]() Methodology for acquiring rare drops usually involves killing specific enemies that may or may not appear during a battle depending on what order you kill your enemies in. – Rare drops that unlock certain chests, doors, areas that are both required and extra. Similar pieces of equipment can be melded together infinitely to create a stronger versions of that specific item (Falchion + Falchion = Falchion +1, etc.) You can also meld equipment with spell scrolls, which upon equipping to a character will allow them to use the spell. – Hundreds of different pieces of equipment, items and spell scrolls (character-specific and general) that drop at different rates from different battles. Many Matsuno’isms are healthily intact in Crimson Shroud. Giauque – still don’t know how to pronounce this shit I chalk a few of these decisions up to the game concept and I find that to be incredibly compelling, if not skillfully implemented. Trial and error, RNG and a devious GM can all be enjoyable parts of a table top experience. Not a game-breaker by any means, more of a minor complaint. Looking around for other opinions online I ran into more than a few others sharing a similar experience. I personally replayed a couple battles simple because I didn’t understand that I was looking for an item to unlock a door, and when the item did drop I didn’t even know what it was. All you really get is an extremely vague hint about what you’re looking for and are required at this point in the game to understand the obscure rules to the battling and loot drop systems in the game. And that’s if you EVEN KNEW WHAT YOU WERE LOOKING FOR IN THE FIRST PLACE, which you won’t because the game never tells you. Accidentally not choose the key item that’s required to advance in chapter-2 from the performance based loot screen after a specific battle? Well, fight that battle again. Take into account that said drops are reliant upon how well you perform in said battles and you find yourself in a situation where you absolutely must be paying attention to every single thing you do. Since there are no actual character levels, Crimson Shroud forces you to place an unhealthy level of importance on the weapon and item drops you get from the few battles you’ll face. But this is exactly my thing, and why I keep coming back to it all. It’s saturated with ideas that feel disproportionately complicated compared to the 6-8 hours your’re gonna spend with it. No-one seemed to think it was appropriate to minimize the complexity to match the miniature size of the game. ![]() I really enjoyed it and I think it’s safe to say if you’re familiar with the previous works mentioned then Crimson Shroud will make you feel right at home.ĭid the gambits from Final Fantasy XII confuse you? How about the multitudes of unclear stats/abilities/systems from Tactics Ogre: Let Us Cling Together? The weapon melding from Vagrant Story? If so, avoid Crimson Shroud. While the scope is clearly much smaller I still think they managed to create an abridged version of the amazing RPGs these creators are known for. Like all of these games Shroud is saturated with complex ideas and familiar themes. Tactics Ogre, Final Fantasy Tactics, Vagrant Story and Final Fantasy XII all set a thematic precedent for what you can expect in Crimson Shroud. ![]() Some locations simply offer narrative advancements, while most of them engage you in a fairly standard turn-based battle. The game takes place on the map of a palace, navigating locations you select with a pointer, moving your character ‘pieces’ as you progress. ![]() Sadly his stint was so brief that all they managed to churn out was this high concept ‘table top’ RPG. Crimson Shroud is a small scale 3DS game developed by Yasumi Matsuno (Vagrant Story, Final Fantasy Tactics) during his brief stint at Level-5.
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