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Title: Deadly Sin 2
Genre: Casual, RPG
Dancing Dragon Games
Release Date: 2 Jul, 2010
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RPG Maker games are all over the place, and I've always been cautious about buying them. For me, RPG Maker games require two things: 1) good gameplay; 2) minimally, a passable story. I just don't want to spend 10+ hours on something I can't get into. Deadly Sin 2 scratches my old school RPG itch, big time.
I didn't play the first one, so I can guarantee you don't need to do so to understand this one. The story is pretty straightforward but told in a capable way. The second part and beyond really gets more detailed with the story, and though I wouldn't say I got extremely attached to any characters, I liked them all well enough and the story was good.
The gameplay is really good for an RPG Maker game. Battles are strategic affairs, especially some of the bosses. Your characters function, approximately, as DPS melee, DPS caster, tank, and red mage type character. You invest skill points as they level up, and some of the additional unlocks at higher level are really awesome. There's no penalty for resetting skills either, so you can experiment with your play style. I loved building an unstoppable killing machine in my party. You also customize equipment with "augments" that give benefits and require you to think through those decisions. Have you been dying a lot? In that case, would you rather give a character +500 HP on their armor, or give them a sweet +20 INT score to burn your enemies faster? It's not complex, but it scractches the itch.
My play time is a bit low as I played another 4ish hours offline. Based on my last save file I'd say this was a 16-17 hour game, in which I completed almost every side quest--at least, every one that I found.
Definitely a recommended game, especially on some of the cheap sales it goes on. I enjoyed my time.. Highly recommend this game. I though this game would have been done in 10h but the story keeps on getting better and better.
Combat system is nicely designed and there's a small skill grid which I find addictive.
Great mix between old and new rpg :). fun rpg tho easy mode is to easy love the storyline at this point only sad part is the weapon you get from your father legacy is nothing :P was hoping on some kind of lvl 1 weapon that troughout the story gets stronger oh well we shall see. Wow, this game deserves an awful lot more praise than it has received! While the story may be a bit on the average side compared to the best RPGs in history, for an RPG Maker game, this game goes above and beyond. Let's see some ratings:
Graphics: 8\/10 (for RPG Maker, of course)
Music: 8\/10 (Some really nice tunes here, great work Harmonic!)
Skill System: 7\/10 (It's pretty good, but not ground-breaking. Being able to refund and reuse points is a nice touch, though. Any customization in an RPG Maker game is welcome!)
Questing System: 9\/10 (Seriously, I really like the quest tracking system, and TONS of side quests!)
Augment System: 9\/10 (More of this in future games, please!)
Battle System: 9\/10 (This is where the game really shines, in my opinion, paired with the ability to augment your gear. Being in "complete" control of your enmity, or "hate", and really pimping out your tank character to take all the hits, aside from AoE, is very MMO-ish, and I found it quite enjoyable!)
Bonus: Monster Node Crystals. When you find these, they give you a shard you can use on any character to earn a skill point. Also, when deactivated, you stop getting into random encounters in that area! You can turn the crystal off and on whenever you want if you feel like getting some experience, otherwise you are able to explore without stopping every few seconds to fight!
Of course, everything isn't rainbows and gummy bears, though. I have 3 gripes with the game, 2 are very minor, but one is pretty bad.
1.) No steam achievements
2.) No controller button remapping (could use a remapping program to do this but meh)
3.) The end dungeon\/boss (spoiler free). I'm all for a challenging, decently sized dungeon to finish off a game, but when your final dungeon is about as time consuming as 1\/3 the total gameplay time it took you to reach the dungeon in the first place, its a bit overboard. I'll say that there are 4 or 5 "areas" that you have to clear, in order to open up a path that you would ASSUME leads you right into where you fight the boss. Well, you know what they say about assuming, it makes an\u2665\u2665\u2665\u2665\u2665out of you and me. After opening the path, you're met by ANOTHER huge, sprawling area filled with tough random encounters and enemies that love instant death moves. Didn't buy accessories to avoid this situation? Tough luck, son. Finally, you reach the area where the final boss is hidden away. After some dialogue, right before you fight, you're given a chance to access your menu, which I did, and chose to save.
....Maybe that wasn't such a good idea. After being unable to defeat the boss due to a mechanic I won't mention here, I decided "well, I'll just go grind some more", even though I couldn't bare the thought of walking out of that annoying area again, even without enemy encounters (by disabling crystal). So, I loaded up my save, but to my dismay an invisible "lol f-you" wall blocked my path and pushed me back. WHY ALLOW ME TO SAVE AT A POINT OF NO RETURN?? If I hadn't (accidentally mind you) made a 2nd save about an hour previous, I would literally have had to play the entire game again, just to be strong enough to beat the final boss!
TLDR - The final dungeon\/boss were almost enough for me to give this game a negative rating, even after I enjoyed the hell out of the rest of the gameplay\/features. (I've heard this ridiculousness existed in the first "Deadly Sin" game as well, with an end boss that was, at least at one point, impossible to beat under certain conditions)
Regardless, this game is still above average, and I recommend it to anyone looking for a nostalgic trip down RPG memory lane. The added features were really unexpected but definitely help to set it apart from other RPG Maker games. The end portions of the game are a bit poorly executed, but the rest is darn good. Hopefully there will be a continuation of the series in the future. Buy the game, even if you wait til its on sale, to support the developer and future releases!. Fun game put about 15 hours into beating it. Very solid old schol RPG made by RPG maker. Not alot of excitement or crazy plot twists but nicely executed without any serious jumps in difficulty or excessive grinding. The Monster stone system is great and really aids in not having to grind through monsters while retrecking through areas.. Pro
- Nice storyline (for the stage that I got up to)
- Well rounded main characters
-Difficult to find some quest areas. Would be nice to have names of places come up on the map (even if this required an additional step to be moved to the map). Also, some quest discriptions could have given more information of where to go.
- Little augment explanation. More specifically, no note of which augments give what benefit in the Item menu, or even from talking to the crafter. I could only find information online, which gives recommendations with the note that it depends on playstyle.
Combat is quite complex, and some battles seem to require that your team is maxed out in the areas that you use them in. If you're willing to go though and look at the numbers then that's fine but if you're a more casual player, pehaps that isn't too interested in combat and is more interested in the story, then this might not be the game for you.
Personally I found some of the quests hard to find, let alone complete, and had to turn to google to find out where I was meant to be in order to progress.
The augment system is very well done, it forms a central part of the combat and items. It must have taken quite a bit of work to put in and it is obvious that it wasn't just something that was tacked on. Though the feature was well designed, I personally found it added unnecessary complexity.
Overall, I think the game is well made. However, I lost interest in playing it as it became more and more frustrating to get things done and I found it got complicated rather quickly.. I have over 600 games in my Steam account, and the vast majority of them are still unplayed. So now I'm dedicating an hour to each of these games and writing a series of One Hour Reviews. An hour isn't very long to judge a game on, so think of this as more of a first impression, and take this review in the spirit in which it's given. Be sure to read other reviews from players who have spent more time in the game.
One Hour Reviews #44 - Deadly Sin 2
I've always had a bit of a soft spot for JRPG games. My first introduction to a JRPG was back on the Super Nintendo. A friend of mine loaned me his copy of Final Fantasy II (actually IV but the US numbered them different than Japan). I had no idea what I was in for. I must have sank 50 hours into that game. I don't remember any other game on the SNES I put as much time into, and I loved every minute of it.
Now thanks to the advent of RPG Maker, there are quite a few JRPG games to be found, such as this one. RPG Maker is really a mixed bag. I love it as a concept, and I think anything that makes it easier for people to make games is a good thing. But the flip side to this is that you also end up with a lot of content out there, and that content is not necessarily very good. When it's easy to crank out your own JRPG, it also means that it's easy to make it very cookie-cutter and not very interesting.
I think there are 2 big areas you really need to stand out as a JRPG. One of the hallmarks of a JRPG is frequent combat, which can quickly feel repetivive and grindy. Anything that helps set the combat apart from your standard turn-based options can help make the game stand out. But what really makes or breaks a JRPG is the storyline. Without a good story to really bind all of the combat and other encounters together, things can quickly get boring.
So it's nice to see that Deadly Sin 2 succeeds in both of these fronts.
I'll start with the story. It's hard to really judge the story from playing just an hour of the game, but I enjoyed what I went through. The first thing I appreciated was getting a simple introduction to the game, without getting clobbered over the head with an exposition dump. Instead the game takes some time to introduce each of the characters that will end up in your party. It starts by using a frequently seen storytelling method of starting in a bad situation (and thus an introduction to battle), followed by a jump back in time, to tell the story of how you eventually end up in that situation.
I liked the main characters, and enjoyed some of the banter between them as I explored the starting town. The town also contains a university where you can get a little more of an extended tutorial on how to play the game. I actually like the way this is broken out. The prologue of the game forces you to fight, so you immediately get introduced to the very basics of combat. But by keeping the university separate, you're not forced to go through a tutorial each time you start a new game.
Graphically the game looks nice. It felt like something I would have played on my SNES. My only complaint is the complete lack of any graphics options. I set my expectation bar pretty low for 2D games, but the game gives you no options at all. I did figure out that I could hit Alt-Enter to go into windowed mode, but the window is very small (relative to my 1920x1080 desktop), and the game does not let you resize the window, or set the resolution in game.
Combat looked like your standard JRPG turn based combat, but with some additions. Characters have a standard attack, and can use items or skills. Skills vary for each character, with a mix of offensive, defensive, utility, and passive abilities. I liked the fact that you can customize the skills for each character, through the use of skill points. Combat also includes a threat meter, so you can see which character is going to get attacked next, and the game provides skills to allow you to manage threat level. It definitely adds a little more to the typical turn based combat I am used to.
Another neat addition to this game that I liked is the concept of Monster Node crystals. You collect these in different areas, and it serves a dual purpose, both to give you a bonus for finding it, as well as letting you deactivate random encounters in that area. I like this mechanic of being able to turn off random encounters, but without it being like a cheat code. The first one I found was in a dungeon and I had to clear most of the floor before I found it.
By the time I ended my first hour, I had just added my 3rd party member (out of 4) after making it through a couple of dungeon levels. I really enjoyed my first hour and this definitely seems like a fun little romp. One last note, I don't know anything about Deadly Sin 1, but the way this game starts, I didn't get any kind of impression like I needed to know anything about the first one. I get the impression it's more like Final Fantasy where the games are all completely independent.
If your idea of an RPG is more along the lines of Skyrim or Dragon Age, then you might want to give this one a pass, especially if you are turned off by lots of reading. But if you like JRPGs you will feel at home here, even if you are normally turned off by RPGMaker games.
Virgo VS The Zodiac at BitSummit 7 Spirits this weekend!:
A big hello to all the Degica fans out there!
We here at Degica Games are proud to announce our publishing partnership with Moonana the team behind the unforgiving timed action turn-based JRPG Virgo Vs The Zodiac! (VVTZ for short!)
Get ready to "Embark on a cosmic quest to follow your fate, or defy your destiny" this Autumn 2019.
Along with the news of our publishing partnership, Degica and Moonana will be attending Japan's largest Indie Game event, BitSummit 7 Spirits, from June 1st & 2nd at Miyako Messe in Kyoto. If you are in Kyoto come on by and check out the special Virgo Vs The Zodiac demo we will have on display and meet the Moonana team!
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