Test – Voice of Cards: The Isle Dragon Roars

departure from taro

From Drakengard To NieR: Automata, Yoko Tarot has always accustomed players to strong universes and stunning writing that systematically compensates for technical shortcomings that one might blame for their actions. Together Voice of Cards: The Isle Dragon Roars, the recipe evolves but does not fundamentally change. Although quite modern in its form, this new, much more modest RPG doubles down on its inventiveness and offers a surprising aesthetic packaging inspired by board games, where everything is physical by cards, a pawn, dice and a table. it happens. Game view from above. It’s not just the fights that pay homage to the playing of the cards, but actually the whole adventure, the dialogue involved, and it takes no more than five minutes to figure out what the idea, though not revolutionary, would make. card sound An unusual and spectacular title that appeals to the imagination of players.

Action lovers be warned, though: 12 hours of adventure that card sound Talkative and quite passive. near A visual novel, the smallest deeds and gestures of the epic are told by a narrator and game Master (Todd Haberkorn in the English version), which gives a certain cachet to the story and which reminds, in a less serious style, of enticing deepest dungeon, If random fights abound, especially during the last two chapters, if you take care to gain enough experience and visit each new village to update your equipment, including against any boss We’ll be sorry for the absence of a real challenge. We end up pulling ourselves away from the story by mixing up lovable heroes, a mysterious dragon, and some clever screenwriting twists.

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About the Author: Tad Fisher

Prone to fits of apathy. Music specialist. Extreme food enthusiast. Amateur problem solver.

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