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Deep Labyrinth
For
all of the RPGs that get released on consoles and handhelds each and
every year, the vast majority of them use an overhead view of some sort
when displaying the action. Some
have fixed cameras, while others don’t, but in the end the one thing
that is certain is that players will be greeted with a third-person
perspective of the action in the game.
With Deep Labyrinth, Atlus is bringing the DS a role-playing game
that favors the rarely seen first person perspective a la Ultima
Underworlds. It’s a
change of pace, certainly, but will it be readily embraced? One
aspect of the game that may help with encouraging throngs of gamers to
run out and buy Deep Labyrinth is that Atlus brought in a pair of
well-established figures in the genre.
First there is Masato Katou as scenario designer.
Some may recognize him from his work on Chrono Trigger and Final
Fantasy XI. Also onboard,
providing the game’s musical score, is Yasunori Mitsuda, who has
worked on a small army of titles with notable soundtracks, including
Chrono Trigger and Xenosaga / Xenogears.
Already, Deep Labyrinth has a better pedigree behind it than many
other recent entries in the genre could hope for.
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Also, as mentioned earlier, the game is presented in a first person perspective, and with this will come some unique gameplay a la the DS’ touch screen. Instead of flailing away on the buttons of the DS, players will be scribbling away on their touch screen instead in order to perform attacks, and cast spells. The whole |
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process
sounds like something similar in concept to that found in the PC version
of Arx Fatalis, except substituting the touch screen for a mouse. While
the designers are attempting to implement some fresh ideas into the
title’s gameplay, Deep Labyrinth is going for a more traditional JRPG
motif with its anime-inspired look, and some nice lighting effects
thrown into the mix. In
some ways, the game is vaguely reminiscent of King’s Field…only
cuter.
Usually
we’re used to seeing top-down perspectives in console games, or some
other third person view with a controllable camera.
There just aren’t a whole lot of games in the genre that
enforce a first person perspective.
Hopefully when the game comes out, Deep Labyrinth will be able to
garner a bit more support for the seldom-used perspective. Mr. Nash (July 17, 2006) |
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All articles ©2000 - 2008 The Armchair Empire. All game and anime imagery is the property of their respective owners. |