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Análisis de Voice of Cards: The Isle Dragon Roars

Drakengard 3, understood in Japan as Drag-On Dragoon 3, is an action role-playing video clip game established by Accessibility Gaming and released by Square Enix specifically for PlayStation 3. It is the third and also last main game in the Drakengard collection as well as an innovator to the original game. The game, like the remainder of the series, includes a mix of ground-based hack-and-slash fight as well as aerial fights. The tale concentrates on Zero, a woman who can control magic through track. Partnering with a dragon named Mikhail, Absolutely no established out to eliminate her 5 sisters, that rule the globe s areas. As she travels, the player uncovers real factor behind No s rampage. The game, produced to cater for hardcore parlor game target markets, was created by the very same group that developed the original Drakengard as well as collection spin-off Near, including producer Takamatsu Shiva, supervisor Yoko Taro as well as author Awake Satori. The songs were composed by Each Okay, that likewise racked up Near. Unlike previous titles in the series, the group established the game at Gain access to Gaming, due to the firm s experience at creating activity titles and the team s dream to attend to criticisms laid at the gameplay of previous Drakengard games. Drakengard 3 received blended to favorable evaluations and sales in Japan and also combined reviews in the west. The ground-based gameplay and also tale were normally applauded, while usual criticisms included the dragon gameplay, graphics as well as multiple technological issues.

Prodigious when she wants to look like a board role game, Voice of Cards light up when she sets too much on the RPG.

Voice of Cards: The Isle Dragon Roars Nintendo Switch Review!

Sometimes we demand personality in others without taking into consideration everything that implies. When a person, an animal or a work of fiction has a lot of personality means, necessarily, that many people are going to feel alienated by their presence. For each person who feels fascinated by his particular way of relating to the world, there will be at least one who will feel repelled, or even attacked, by the mere existence of it. Having personality and leaving the normative to forge a personal canon of what is normal is always a double-edged gun. And as with all double-edged weapon, as lustrous as dangerous, we are rarely aware of what we are actually asking when we demand personality in our surroundings. Not even when we talk about our creators.

Basic information

Developer: Square Enix Editor: Square Enix Platforms: PS4, Switch, PC Proven version: PS4 Availability: 09/28/2021

Yoko Taro, besides being a personality, has personality. In all the games of it we find sexualized characters, disconcerting spins, eschatological humor, and one more evident dramatic vein. That is what I define each of her games as his own, those elements that see them make us say this can only have done Yoko Taro.

Thanks to that it is possible to talk about Yoko Taro as a creator, as an artist. By the fact that he has personality. Because regardless of the game you do, certain aspects, obsessions and interests that we associate with the way of being of it are always glimpsed. And this is something that Voice of Cards: The Isle Dragon Roars is no exception.

The Voice of Cards plot is what we could expect from any fantasy game. We are a hero that, when the Queen calls all the adventurers in the region for help, runs raid to her side to discover that a real edict offers a generous reward for whoever death to the dragon that is causing havoc in the region. Now, this is a game of Yoko Taro. This means that it is not what you would expect in terms of plot, of which we will not talk but should be obvious to anyone who has played the Drakengard, but neither in terms of presentation, because in the world of Voice of Cards everything is made, literally, of cards.

The map through which we move, our characters, the team, the objects, and of course, the enemies, are letters with values ​​of life, attack and special skills. Nothing is something different from a letter. But again, Yoko Taro can not make anything exactly what it seems, and that s why Voice of Cards is a world where everything is made of letters, but it is not a game of cards. It is a RPG. But it is not exactly a classic RPG, because its greatest inspiration are the board role games.

In that sense, what is most striking about Voice of Cards is that there is a narrator or master. Someone who is narrating the story of Viva VOZ and makes us throw dice during the fighting or other unexpected events, thus exercising as a referee and master of ceremonies of everything happens. That s why Voice of Cards feels like the nearest experience that the video game has ever had to represent what a table role-play is, where there is always a person guiding us, adding physical aspects — like the dice, the figures, The letters and maps — not to make it more just and objective, but to help the immersion of the players by actively involving them in the narrative of history; Make them participate in the situation by having to take responsibility for their actions, even if it is something as trivial as having to give the data targeted on their characters sheets or make a die roll. In Voice of Cards, as in the role and pencil-roll games, its greatest virtue is its ability to make us imagine whole worlds and feel involved in them thanks to our involvement in the physical plane.

In fact, Voice of Cards extraordinarily replicated the physicality associated with the role plays, through the fact that everything is always visible, with some constant involvement on our part, not choosing commands, but performing physical acts, even if they are so simple How to move a figure in a plane or throw a pair of dice. That translates into Voice of Cards in extreme care in which each animation and each sound effect seem a perfect replica of its physical counterpart. In fact, they are so well resolved that it is easy to be able to visualize the movements they represent. EXAMPLE VOLGA An attack that implies that one of our characters be filled and ended up throwing against the enemy, crushing him with his weight, which with a combination of small visual effects and sounds, in addition to moving and turning the letter down the board, It makes it impossible not to imagine our character, in a somewhat comical way, crushing with his own poor enemy unsuspecting.

That is the ultimate beauty of Voice of Cards, which really seems a game of role, paper and pencil, because it replies to perfection the emotional implication and uncertainty that that physicality is. It is not the same to choose a command and freeze the enemy to throw away some dice and that, thanks to having taken more than 6 in them, have managed to freeze the enemy; It is not the same to move a lever to move than to have to give small blows, one each time, to move from letter to letter while revealing with a small animation. Emotion, the things that are reacting in our brain, is different and much deeper in the second of these cases, even if, ultimately, the only difference is that the NCR now has a physical representation in its obtaining the results.

In fact, where the game fails is where you try to embrace the most classic forms of RPG. Voice of Cards stumbles every time you try to be the definition of a video game, not getting the absolutely unique work that could be.

In Voice of Cards there are many random combats. A lot of. What at the beginning is not problematic, from the second half of the game, and especially in the final stretch, it becomes an authentic delirium of endless combat where it is not possible to give more than three or four steps without a new combat. This, added to the relative simplicity of it, makes the game become uphill at times.

It also does not help in this regard inventory management. Limited to thirty objects, with enemies and chests being generous in their rewards, we will find ourselves sooner than late having to sell or discard practically an object for each other that we achieve. This would not be tragic of not having a small problem and another much bigger. The small problem is that inventory management is tedious, slow and very poorly executed, making it so much sell the objects as discarding them always a more uncomfortable account process. The big problem is that if we have this in mind, and we liberate ourselves from the bulk of our objects, because we are aware that we are not going to use them as barely, we will meet brush with a final line that, without prior notice, requires intensive use, requires Well of these objects, or the skills we have not needed throughout the game until that moment, if not both at the same time. This can lead us to a painful backtracking in a game area where backtracking seems to be punished with even more combats and efforts not very well-thought-out.

That is why Voice of Cards is an exceptional game — and one of the maximum contenders for the best and most original game of the year — when you embrace what makes it closest to the board role games, but it is a game with problems and Loaded with vices when, perhaps by pure terror of alienating their audience, try to be as similar as possible to a whole-life RPG. What is it that ends up tilting the scale in their favor in spite of everything? The overwhelming personality of Yoko Taro.

That means that the game is plagued with turns, certain questions (unanswered) on where we put ethical limits on certain everyday issues, huge amounts of humor and, of course, extremely attractive people with a few clothes, on this occasion, distributed and equally Sexualized between genres. All this well-fitted from a precious art courtesy of the exceptional work in the design of characters of Kimchi Fujiyama, the music of a Each Okay that we did not see so fit from Near: Gestalt and the creative direction of Yoko Taro itself.

That is the balance in which we have to judge Voice of Cards. On the one hand, that of an exceptional game, of an overwhelming personality, which makes us see in our head clearly the actions of our characters only through words, sound effects and how the cards move; On the other hand, that of a game was too attached to the RPG Conventions, which can be drawn equally to gender lovers, by simplistic, as those who only have a superficial knowledge of it, by excessive. What does it weigh more? It depends on the person, although surely despite the first thing. But that does not cause the second to exist. And although that awkwardness when it comes to not daring to break everything with the genre to which it belongs is the only thing that can be attributed to Voice of Cards, it is undeniable that they are defects that can make the game less exceptional than what really is.

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