Fight and Heal’s misfortune is back, but we forgot how to write.
My main experience with the Sekaiju no Labyrinth series of dungeon exploration RPGs was for Japanese students summoning demons while creating maps. Mostly because of his chibi art style where certain classes in his 3DS era crossed the Atlas line twice. Specifically, it is the dancer class of “The Labyrinth of the World Tree”. IV. Still, I certainly have fond memories of a hot vacation spent playing the original Etrian Odyssey on my DS, and given the chance to review one of his in the Switch trio, I’m back to basics. felt it was the best. It’s still a solid dungeon crawler, but despite my best efforts, I just can’t get the map-making to work properly and think I can retire once I’ve played The World Ends With You: Final Remix. I ran out of styluses.
The original inspiration for the Etrian Odyssey series was Wizardry, but I’m sure the NES had more plot. You must roll into the labyrinth and explore as many locations as possible. that’s it. This is done by creating an adventurer’s guild and assigning him one of his nine classes based on classic RPG archetypes. Landsknecht is a standard warrior type, no need to copy and paste its name. Alchemists are aggressive magic users. The Medic is exactly what the name suggests. After creating a party of up to five people, you will be sent to complete various quests assigned to you by the local explorers’ guild or taken at a nearby pub. The 3DS remake of ‘Untold’ offered fixed party composition and story options, which were not retained in his Switch version. Between Pixel Remaster and Sekaiju was a bad year for Switch RPG remakes/remasters that included content from other versions of the game.
The labyrinth floor is laid out in a grid pattern, which is a perfect fit for the series’ trademark map design. Originally designed for use with the DS or 3DS bottom screen, most of the mapping is done automatically, but points of interest must be applied manually. As an example, you may need to show a door that cannot be opened because it requires an item by applying a closed door to a square, or a chest claimed by an open chest. The maze and battle scene take up most of the screen in the default view, but pressing X invokes the map for tagging. In handheld mode, adding to a map is easy via the touchscreen, but I would like to explain how to create maps using the buttons and how to create maps consistently in docked mode. couldn’t do it for the rest of my life. I stumbled upon one or two early on being able to tag something, but 95% of the manual mapping I did with him was with a stylus. While this may have been accurate when I was using the original, I expected a smoother experience for all Switch use cases.
Battles in Etrian Odyssey are loosely based on a “time” system. Each time a square is moved (or a turn is made in combat), the clock advances by two minutes. 30 steps or a turn is he an hour. When not in combat, there is an icon on the main screen that changes color from blue to green to yellow to red. At a constant shade of red, enemy encounters begin. Encounters are therefore pseudo-random, with a few caveats. Combat is a basic turn-based affair where each party member’s commands are entered, and attacks are carried out loosely based on the speed or “agility” of the combatants. It’s a very basic system, and he got through 95% of the encounters just by enabling auto-combat. The infamous mini-boss known as “FOE” – presumably short for “Formido Oppugnatura Exsequens”, but I’m sure there’s a more profane name that’s just as appropriate – is able to roam and maneuver certain paths. A visible enemy intended to be most of the time. Probably the early quests required him to spend 5 days (3600 steps) in the game on one floor and had nothing to do but just keep pushing, so I got them very quickly. I was able to work on Reaching experience milestones earns him skill points that can unlock higher growth and class-specific abilities. It’s worth researching skills before unlocking them. Putting in more points improves your skills, but some skills are basically designed to waste points. (I didn’t do this, but I found that I was essentially wasting points by trying to make the “taunt” skill unlocked by a Protector class character more useful than level 1. rice field.)
The Labyrinth of the World Tree will not only test your combat management skills, but your inventory management skills as well. The inventory is fixed at 60 slots, which includes recovery items, non-money treasures in the map, and enemy drops. This adds up quickly on long hunts, especially since you’ll need to bring enemy drops back to your base to unlock new shop items and equipment. Of course, you can store and sell things, so over-honing or relying on a Medic-class character can free up inventory slots, but in the end, you’ll end up with 5 out of 5 team slots on your expedition. The question becomes whether you want to use one of the Heal or rely only on potential heals on the map.
Aside from the character design style that makes it look like all the party members are cosplaying as 8-year-olds, the graphics in general are pretty well done in HD. There are plenty of types of enemies, and the labyrinth itself is a vibrant environment that doesn’t make you feel old. The soundtrack is just as good as it reminds me of the original Etrian Odyssey, with a special shoutout to the new FOE theme.
With the recent emphasis on preserving games, I never imagined that the “Labyrinth of the World Tree” series would be preserved in a form close to its original form. The fact that they thought it was worth bringing to the Switch is amazing, and while it wasn’t delivered entirely clean, it’s still worth fighting, healing, and the rest of the crew to dive into the dungeon once again. is worth returning.