Wielding the mystical book, you have the power to scan monsters, characters, items, and other objects throughout the game to preserve their code. This is done by heftily pummeling them over the noggin with the tome. Anything you scan stays within the book and can be accessed at any time by flipping through the pages via the touch screen. More importantly, the book lets you tinker around with the code of things youve scanned to impact their properties in the game world.For instance, you can imbue a weapon with a particular elemental property (to create a flaming sword or a lightning hammer, etc.), use hope and faith codes to save mortally ill characters, and even drop illness codes onto monsters or bosses to weaken them in battle.
Codes types come in different puzzle shapes and can be swapped out on a small square grid that accompanies the page for everything youve scanned. As you collect different combinations, youll also uncover recipes for creating specific items or solving certain challenges, but its often hard to tell what different code types actually do unless its explained in-game.As excellent and creative as the Book of Prophecy system is, its not without its faults. A small bit of magic power is consumed every time you move code around in the book, which means you often run out of mojo during lengthy combination sessions. Also, progressing deeper into the game yields tons of scans that pile up in the book. Even with a table of contents that organizes scans by type, hunting for different codes youve dropped elsewhere in the tome can be a seriously time-consuming task. The slight delay that crops-up when turning pages slows the process down even further. Combining codes to create unique powers, leveling-up the book itself, and concocting new items is a pleasantly engrossing addition, but its too easy to become obsessively absorbed in the code matching process and bogged down by it.Avalon Code is a beautiful and visually varied game.
From the omnipresent interactive book on the touch screen to smoothly animated cutscenes done with the games engine and the action-centric combat portions, the game looks great. The characters and environment designs share a very similar, stylish appearance to the Final Fantasy DS remakes, yet the game is different enough to stand on its own without coming off as a copy. Simultaneously walking the beaten path and wildly straying from it, Matrix Software has created a diverse action-RPG thats very satisfying. The blend of both familiar and completely new gameplay elements in Avalon Code improves the experience rather than detracting from it. The games originality and its problems stem from the unique Book of Prophecy system, yet the issues are by no means crippling.
Avalon Code forum. Join our community and participate in a collection of forum threads, questions, answers, and other discussions about Avalon Code. Avalon Code action-RPG coming to DS from the creators of the Final Fantasy III & IV DS remakes, Rune Factory and Harvest Moon.
With additional work to shore-up some of the looser aspects of the design and a little tweaking to nail the formula just right, another go around with a stronger sequel would be a greatly welcomed.ByNathan MeunierCCC Staff Contributor.
Which CAN BE reliable in PvP as Nara will not activate the ability agains't enemies that are not below 40% HP. (However, Coffin does not interrupt Roar)► Nara: is another strong counter to Brutus as her Ultimate ability goes through shields and invincibility. Disney heroes best arena team. An effective way of denying Brutus from using his ultimate ability.
Manipulate data to create new items!In addition to being able to collect data from throughout the world, Yumil also has the ability to manipulate it, changing the attributes of pretty much anything he encounters. He does this by manipulating the code fragments that exist on a particular item, enemy, or character’s page. Code fragments come in many different types and many different shapes, and by removing and adding them, different effects are applied. If code fragments are added in the right quantities, the specifics of which can be learned from the many, many tablets throughout the game, a basic item like a sword or hat will transform into something more powerful, and usually with a unique appearance as well.There are dozens of tablets to discover throughout the world as well as many, many sidequests, learned not only from the Book of Prophecy, but also by talking to the various characters in the game. In addition, by actively speaking to and giving gifts to a particular character, the player can form a relationship with him or her, unlocking additional sidequests and also changing which characters are involved in certain events during the game. With so much to do and find, it is unlikely that anyone will discover it all in a single playthrough, giving the game an impressive amount of replay potential.Unfortunately, the great concept is hampered a fair deal by certain design flaws in its core mechanics, but mostly by the cumbersome way the Book of Prophecy menu system is handled. To be fair, what exists in the game works perfectly and would be fine were it not for the extraordinary number of pages that the player will likely have to flip through by the end of the game.
What the menu lacks is a search utility, and this is a game that really, really needed one. By the end of the game, there are easily over a hundred pages of monster, character, and item data to sift through. While the player can use the index page to quickly jump to a particular category, a welcome feature that does help save some time, there is no way to search for a specific type or shape of code fragment, which means regularly flipping through the book searching for one in order to create new items. In addition, the player can only hold four loose code fragments at a time, which means that for some of the more complicated recipes later on in the game, flipping back and forth from one area of the book to another becomes necessary and rather tedious.Other strange design choices come into play as well. For example, every time a code sample is added or removed from a page, it costs one MP. If the player runs out, it’s surprisingly difficult to restore.
Tic-tac-toe (American English), noughts and crosses (British English), or Xs and Os is a paper-and-pencil game for two players, X and O, who take turns marking the spaces in a 3×3 grid.The player who succeeds in placing three of their marks in a horizontal, vertical, or diagonal row is the winner. The following example game is won by the first player, X. Ultimate tic tac toe wikipedia video. Ultimate tic-tac-toe (also known as super tic-tac-toe, strategic tic-tac-toe, meta tic-tac-toe, tic-tac-tic-tac-toe-toe, or (tic-tac-toe)²) is a board game composed of nine tic-tac-toe boards arranged in a 3 × 3 grid. Players take turns playing in the smaller tic-tac-toe boards until one of them wins in the larger tic-tac-toe board. Compared to traditional tic-tac-toe, strategy in this game.
Sleeping at Yumil’s house will only restore half his HP and fifty MP, and the only other way to restore it is to kill enemies with a particular move or find and break a restoration jar, which generally only appear right before boss fights. Fortunately, this issue is little more than a pointless inconvenience for the most part.
Death does not result in a game over, and the player can choose to continue from the last room he entered. The puzzles or battles there reset, which prevents the game from being excessively easy, but continuing has the added benefit of allowing the player to restart with fifty MP. If out of mana and not wishing to run back through a dungeon in search of an enemy or restoration jar, jumping off a cliff until dead serves as a handy, if somewhat ridiculous, cheat. Despite these issues, it rarely affects gameplay to the point where it becomes overly bothersome. The game’s many puzzles, terrific boss battles, and huge variety of things to discover can easily keep one thoroughly entertained in spite of its interface problems. More fun than you can smack a book at!Avalon Code‘s combat is very simple and reminiscent of old, 2-D Zelda games. Yumil can equip two weapons at a time, drawn from five basic types: Swords, hammers, bombs, projectiles, or good old fisticuffs.
The Y and X buttons allow one to attack with whichever weapon is in the corresponding hand, and holding down the button will charge a special attack unique to each weapon. The player can also gather data on enemies by getting behind them and hitting them with the book. Finally, the player can initiate a Judgement Link attack with the A button, which tosses the enemy into the air and begins a surprisingly fun mini-game in which the enemy is juggled and kept afloat for as long as possible. Attacking an enemy consecutively with the same weapon will toss it higher and higher, while switching weapons will bring it back down to a low height. As it flies higher, the game rewards the player with an amusing vignette of the enemy flying into the sky, off the map, into orbit, and even out of the galaxy. When defeated this way, enemies provide MP restoration. MP is not only used to manipulate the book, but also to unleash elemental spirit attacks and to use the data of items the player has found, restoring health.The simplistic and fast combat keeps the game flowing well, and the various types of weapons all handle rather differently, which allows the player to develop his own preferred playstyle.
Boss fights, however, generally require some fairly specific strategies in order to defeat, so players shouldn’t expect to be able to use their favorites throughout the entire game. The player will also be rewarded for sticking to a particular group of weapons, as continued use will cause them to level up, providing various bonuses such as improved attack power or improved special attacks.On a visual level, Matrix once again proves they’re the masters of the DS hardware. The character models are fantastically detailed, and although they tend to get a bit pixellated when shown close up, the detail and expressiveness of the designs aren’t lost. Unfortunately, there is a fair bit of repetition in the level designs, with several rooms in each dungeon having identical layouts. This gets irritating quickly and can also make navigation a bit confusing.
The audio is also quite good, with a catchy score that’s easy to listen to and a fairly large amount of decent, anime-styled voice acting. To be fair, these aren’t Oscar-worthy performances, but the lines are all delivered with gusto, enhancing the game’s already eccentric characters.Avalon Code is a quirky, highly original action adventure that will probably appeal most to fans of the Legend of Zelda series or Harvest Moon‘s relationship systems.
The glaring interface issues detract from the experience somewhat, but for the most part aren’t much more than a minor irritation and can be alleviated with a bit of storage management on the part of the player. There are also a handful of localization errors that make a small number of the recipes unusable, though with experimentation players might be able to track down the correct code combinations. The terrific exploration and experimentation-driven gameplay manages to hold up in spite of these things. The game itself is also fairly lengthy for a handheld title, clocking it at roughly thirty hours with plenty of replay potential. In addition, after the closing credits, the player can continue playing and explore the world of his own volition.
Avalon Code is certainly not the greatest RPG available for the DS, but at the same time it is far more than a simple Zelda clone.