

And without them, you're pretty much useless in combat. But instead you pretty much have no sense of whether you're eventually going to run out before they can be replenished over an entire dungeon. If it were a case of balancing them as a resource within each fight, it would make sense. Instead you rely on the tiny scraps you recover with each successful battle, which are often fewer points than the cost of letting off just one spell. Potions heal health, but not magic, and the white pools that let you restore it all completely are extremely rare. They're not well balanced, and recovering them is remarkably difficult. The other issue with combat is Magic Points. I know this is in large part a personal taste thing, but why can't I safely clear out a particular route or passage? It doesn't make much sense that retreading the same ground leads to combat, until it suddenly doesn't. When that's 30 encounters, as in the Ghost Forest, it can start to feel arduous, rather than fun. It means that I've ended up counting down the battles, itching for them to be over so I can just relax and explore the area for any missed treasure chests or hidden items. Instead each location is limited to a certain number of encounters, which once reached means they stop entirely unless you voluntarily select to fight from the in-game menu. It doesn't seem impossible that the game could have scattered enemy units around so you'd know you were heading into battle - perhaps even have them move according to your own party movement. While there are obviously legions perfectly okay with such an approach, I've never liked it, and here it feels out of sorts. Rather than having enemies placed in the world as you explore, instead the encounters spring up from nowhere. Rather unfortunately, these are all random attacks. Because battles get extremely tough, meaning you have to properly think through your attack choreography. Do you take a new spell that attacks multiple enemies more weakly, or focuses on one very strongly? Perhaps you'll choose between increasing your attributes, or upping your maximum hit and magic points? Then of course you need to judiciously apply them depending upon the enemies you're facing. These get added to as you level up, with two-way choices given for each character.

Each character has a basic attack, then Tech and Magic abilities. Later your party gets busier, with increasingly odd characters coming along for the ride, meaning that combat becomes even more complex. She also comes equipped with some impressive abilities, including the ability to put enemies to sleep during battle. While Cthulhu starts off pretty underpowered, you're immediately joined by Umi, a "maiden" you rescue, who turns out to think your tentacled face is incredibly attractive, swooning as she follows you around. However far through the game I may be, and I've been playing for many hours, I've encountered literally hundreds of unique enemies, each with particular fighting styles, their own mini-bios, animations, and a special look for when Cthulhu turns them insane.Īnd combat is pleasingly detailed. The variety of monsters to fight alone is utterly extraordinary. And while it's undoubtedly a spoof, it also remembers to be a coherent, detailed RPG in its own right.

This comes in the form of a top-down, old-school RPG, reminiscent of Nintendo classics, as you wander pixel lands, visit pixel towns, and conquer pixel caves, all in the search of heroic deeds. Here the impotent Cthulhu is motivated to do anything that society might perceive as good natured by his ultimate goal of killing everyone in the world. A theme that allows the game to justify those silliest of RPG tropes, where your central character so selflessly takes on the tasks and quests of any passerby. The only way to get them back, he learns from listening to the game's narrator, is to become a true hero.Īnd so it is that you set off on a paradoxical attempt to regain evil powers by being as virtuous as possible. Except he's instantly zapped by a wizard, who removes all his powers. The mighty Cthulhu, after centuries asleep under the sea, rises once more to destroy the Earth. The core idea is enough to sell it, really. So, despite the fact it barely matters at that price, here's Wot I Think of Cthulhu Saves The World.
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Price doesn't affect quality, but when it's less than the price of a bottle of water for two full length games, it's a competitive factor. Except, actually, for that price you get two games, the other being Breath of Death VII: The Beginning. No matter what I write about Zeboyd's Cthulhu Saves The World, even if I were about to launch into a scathing attack on the RPG, it still wouldn't be able to combat the price.
