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PLATFORM
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PS3
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BATTLE
SYSTEM
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INTERACTION
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ORIGINALITY
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STORY
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MUSIC
& SOUND
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VISUALS
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CHALLENGE
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Moderate
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COMPLETION TIME
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60-80 Hours
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OVERALL
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+
Diverse and entertaining take
on roguelikes.
+
Interesting and original
story.
+
Complex upgrade system with
many options.
-
Odd pacing.
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Too heavy on anime tropes at
times.
-
Difficulty spike in the final
chapter.
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Click
here for scoring
definitions
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The Guided
Fate Paradox is a spiritual successor to
Nippon Ichi's roguelike, Z.H.P. Unlosing
Ranger vs. Darkdeath Evilman. Expanding on
that oddball title, Nippon Ichi has crafted a game
that simultaneously does new things with the
formula and provides an entertainingly interesting
story despite heavy anime trope usage. The way the
story and gameplay mix does create a frustratingly
slow pace at first that takes some getting used
to. Despite this, the end result is quite possibly
the best roguelike to come out of Japan.
The story setup
in The Guided Fate Paradox sounds like
something straight out of a stereotypical anime or
Saturday morning cartoon. Good natured high school
student Renya, known for his terrible luck at
lotteries, randomly enters one at a local market
run by a cute girl. He unexpectedly wins, only to
find out that the prize is becoming a God forced
to answer people's wishes by venturing through
randomized dungeons. Naturally the cute girl
running the lottery turns out to be an angel, and
along with her companions who fulfill various
well-worn tropes, she assists Renya in his new
job. It's a bizarre setup, involving lots of
technobabble, a machine called the Fate Revolution
Circuit, and eventually a battle against demons.
Something
strange happens once the story moves to the first
wish Renya has to grant. What involves
Cinderella's dissatisfaction with her role in the
venerable tale starts to feel a lot more down to
earth than what came before. This wish and the
ones that follow deal with real emotion, using
familiar and unfamiliar characters to tell a
string of mini-tales that are interesting and at
times even touching. Through these tales Renya and
his companion angel Liliel grow as characters so
that when the wishes finally move on to become
related to overall battle with the demons and
their powerful leader, the player is much more
likely to care about the conflict. The secondary
angels don't get quite as much development, and
many of their scenes feel like a waste of time
early on. Eventually they get some more depth, but
it would have been more welcome much earlier. It's
nice to see Nippon Ichi try a more serious tale,
and it largely works despite some of its typical
zaniness coming through, and writing that strays a
bit too much into annoying anime elements.
The
dungeons are colorful and widely
different in style. |
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The gameplay in
The Guided Fate Paradox adds a number of
different elements to the gameplay typically seen
in this kind of RPG. An energy bar slowly ticks
down requiring the player to eat food or else face
rapidly decreasing health due to starvation. Z.H.P.
previously saw players forced to deplete this
resource for skill use, but Guided Fate
Paradox adds an actual skill point meter in
addition to the standard health points and energy.
Every equippable item provides a skill of some
sort, giving players access to a huge assortment
of techniques, which is a big change from a
typical game in this sub-genre. Skills come in all
shapes and sizes, from wide-angled shotgun attacks
to status-inducing mushroom heads, giving the
player tons of options to deal with the many
challenges in the game's dungeons. The catch to
all of this is that no matter the player's level,
the max SP is always one hundred, making SP
another resource that needs to be carefully
managed along with energy.
Like Z.H.P.
before it, Guided Fate Paradox provides
some permanence to character advancement despite
the fact that Renya is returned to level one upon
starting any dungeon. Every level gained adds to a
cumulative total, which provides stat boosts at
certain intervals when increased. Any items
equipped when falling in a dungeon are lost, but
not any levels added to the total, so getting
knocked out is never a total loss. In addition to
the total level count, the game provides a grid
for installing tiles that upgrade each of the
game's four main stats. It also allows installing
artifacts that provide various effects such as
powering up Renya's equipment or reducing the
effectiveness of certain status ailments.
More space on
the grid is unlocked by increasing Renya's total
level. To unlock more tiles for use in the grid
players must "burst" equipment. Similar to the
durability of equipment in Z.H.P., each
equipped item will fill up a burst meter as it is
used. Once burst status is reached the equipment's
effectiveness will be somewhat reduced, but a tile
for one of the four stats will be unlocked for use
in the grid, and the equipment can then also be
upgraded, resetting the burst level. This
encourages using multiple sets of equipment in
dungeons to maximize the rewards. To facilitate
this, the game provides the ability to create
summon sets that can be called upon a limited
number of times, for a limited number of turns
during each dungeon run. These sets also will not
be lost should the player die, so it's a great way
to power up equipment, or just to keep handy sets
of utility equipment to be called upon in an
emergency.
These upgrade
options provide plenty of ways to downgrade the
typically steep difficulty roguelikes are known
for. With the addition of cheap exit items to
escape in a pinch, Guided Fate Paradox
packs high difficulty without the frustrating loss
of progress that these types of games often dish
out. The game never feels easy, and provides
additional challenge in the form of gimmicks in
each story dungeon. These range from a dungeon
where each floor constantly rearranges itself, to
one where each floor is a maze on a three
dimensional cube, to even a location on the ocean
floor where there is just open space connecting
the rooms instead of hallways. At the end of each
dungeon a boss encounter awaits, which generally
provides some sort of challenge such as defending
an NPC from a horde of enemies, or destroying
machines that constantly are spawning enemies.
Finding out what tricks the next story dungeon has
lying in wait for the player becomes an absolute
joy as the game progresses. For those seeking
additional challenges, additional martial dungeons
are available that provide many more floors than
the story dungeons and better equipment, and the
game even provides the ability to increase overall
enemy levels in any of the locations.
This is
not your parents' roguelike.
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Of course, Guided
Fate Paradox isn't without its flaws. The
primary one is an issue of pacing. Each of the
game's story dungeons contains ten floors, and a
story sequence is played after each one. Those
familiar with dungeons crawlers of this sort will
know that floors can often go by quickly, so this
pacing quickly slows the game down, especially in
the easier early dungeons where floors won't take
more than a few minutes. Eventually this issue is
eased somewhat as the dungeons become more complex
and challenging, requiring players to exit and
restart with fresh supplies. Since the story
sequences don't replay, these second runs feel
much smoother. It's a real shame because the story
and gameplay are so entertaining, but this pacing
will be off-putting for many. In addition to this
issue, though the difficulty curves nicely for
most of the game, there's a big jump in the final
dungeon. This will require most players to do some
grinding in the optional martial dungeons. Though
these bonus dungeons are just as entertaining as
the main ones to explore, those interested
primarily in the story are very likely to be
frustrated.
RPGs with randomly
generated dungeons often have issues with
presentation due to the required repetition of
graphical elements. While this can pop up in Guided
Fate Paradox if too much time is spent in
one dungeon, on the whole the different styles of
playing areas help to keep things interesting
graphically. Even the martial dungeons change
their style every few floors to keep things fresh.
These dungeon designs aren't always very complex
or attractive, but at least no one style overstays
its welcome. Character and enemy sprites on the
other hand are colorful and well animated, with
Renya and his angel companion's appearances
changing based on their current equipment.
Eventually some enemy sprites are re-used, and the
martial dungeons use the same enemies, so the game
could have used a little more enemy variety. The
music is a step above the typical Nippon Ichi
fare, with a variety of pieces from somber piano
to the rocking intro theme. There are plenty of
memorable pieces, and combined with the fine voice
acting the game on the whole is easy on the ears.
The Guided
Fate Paradox is an interesting game that
seems to call back to the days when Nippon Ichi
was a bit less predictable, making experimental
games like Phantom Brave. The story is
entertaining and original, and the gameplay uses
roguelike mechanics in a way that even its
predecessor Z.H.P. did not, creating
something fresh and fascinating. The pacing is a
bit off, and the story sometimes too heavy on
anime tropes, so it certainly is not for everyone.
For those that can stomach some frequently-used
tropes and are patient with the way it mixes story
and gameplay, The Guided Fate Paradox
is likely to provide a wild ride the likes of
which nothing else out there can really provide.
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