This is a sequel to my first game Holy-Chaos, but because this one will be done first I’ll make that a prequel.
Unlike most of the new RPG3 projects that focus on fancy variable tricks and mini games Prophecies puts the focus back on what RPG’s are all about, the story. Not that the other stuff is bad or anything, but it seems like the new thing is to twist the systems capabilities. While instead HC-P is all about redefining the basics.
The game has a fairly linear plot, but is filled with deep side quests. Some so deep they could almost have their own game. Each one goes beyond the basic get an item and give it to a guy. They all heavily reflect the plot of the game. Because the story is so deep it expands two slots.
Every map except one is detailed down to the last touch. (The one was a preset map I edited so it doesn’t count.) Everything is as realistic as possible. They also reflect the fact that they had gone through disasters.
Every story needs well developed characters and HC-P has them. I have thought out why each character would act they way they do. Whether it’s something that happened in the past or if they are under someone else’s orders. Even the NPC’s have their own personalities and reason for saying what they do.
Even though the game is linear it prompts exploration. You never know what lay’s around the corner. It could be a new weapon or a powerful new skill, maybe even a hidden boss. Because the game is split onto two slots it gives me plenty of extra memory for detailing.
You play as Lausen Basberg a young cadet in Nahara’s military. You start out defending your land from the so called outsiders, but it suddenly erupts into a three way struggle to determine the future of the planet. You will encounter many playable character as you play through. There are many, many unexpected twists that happen. Only the youth of the land can discover the truth behind the Neo Cryolite.
Unlike most of the new RPG3 projects that focus on fancy variable tricks and mini games Prophecies puts the focus back on what RPG’s are all about, the story. Not that the other stuff is bad or anything, but it seems like the new thing is to twist the systems capabilities. While instead HC-P is all about redefining the basics.
The game has a fairly linear plot, but is filled with deep side quests. Some so deep they could almost have their own game. Each one goes beyond the basic get an item and give it to a guy. They all heavily reflect the plot of the game. Because the story is so deep it expands two slots.
Every map except one is detailed down to the last touch. (The one was a preset map I edited so it doesn’t count.) Everything is as realistic as possible. They also reflect the fact that they had gone through disasters.
Every story needs well developed characters and HC-P has them. I have thought out why each character would act they way they do. Whether it’s something that happened in the past or if they are under someone else’s orders. Even the NPC’s have their own personalities and reason for saying what they do.
Even though the game is linear it prompts exploration. You never know what lay’s around the corner. It could be a new weapon or a powerful new skill, maybe even a hidden boss. Because the game is split onto two slots it gives me plenty of extra memory for detailing.
You play as Lausen Basberg a young cadet in Nahara’s military. You start out defending your land from the so called outsiders, but it suddenly erupts into a three way struggle to determine the future of the planet. You will encounter many playable character as you play through. There are many, many unexpected twists that happen. Only the youth of the land can discover the truth behind the Neo Cryolite.








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