Some will appreciate the move to a combat system that encourages chains and high combo counts while others will lament the loss of a more methodical combat system. Equip yourself with the right items, and you'll rarely be on the defensive. The banishment of the attack meter drain means that the action is much quicker, and you can play far more aggressively. Battles were strategic in nature since you had to get in as many devastating hits as possible before going on the defensive. Fully draining the meter resulted in you becoming dizzy until part of the meter recovered. In the original version, every attack took up a portion of a meter, with some of the fancier attacks taking up more meter than others. There's no longer a meter dedicated to governing your moves. Those who have played the original will immediately notice a major change to the combat system. Potion transformation is an invaluable mechanic and makes the more common potions a little less useless to pick up. With the ingredients collected, you can construct your own potions from scratch, but you can also strengthen an existing potion or change it into something different. You'll find a number of these potions via merchants and on the field, but the more interesting option is alchemy. While you can depend on your attacks to get through most foes, boss encounters require some potion use if you want to get through them comfortably. You've got plenty to choose from, whether it's simple healing and poison resistance to attacks like releasing elemental and poison damage for a short range and period of time. The focus on mostly melee weaponry is balanced out by an equal emphasis on potions. Defensive blocks are available, but you'll likely use dodges to get away from trouble since you'll bash on buttons instead of thinking about holding them. Sliding kicks, diving attacks, and air combos all flow smoothly from your fingers thanks to a rather uncomplicated setup, so you can easily handle small enemy hordes. It seems simple enough, but positioning and directional presses in conjunction with the buttons provides you with enough moves to make the game feel deep. Your attacks are limited to one primary attack button and one for spells. Though the game is labeled as an RPG, Leifthrasir feels more like an action title that became the groundwork for the developer's later titles, like Dragon's Crown and Muramasa: The Demon Blade. By the time you get to the fifth book and traverse the same areas, the polish would have worn off, and the excitement is only kept alive by the end story and gameplay systems. This seems inevitable considering the nature of the tale being told, but it is worrisome when you notice that the enemies and bosses possess the same attack patterns as before. You won't see it happen in the first book, but once you reach the second book, you'll see the same environments and enemies you've faced before, albeit from the viewpoint of a different character. Having said that, this setup also causes repetition to creep in as the overall tale progresses. This also sets up some interesting scenarios, since the characters often meet one another, and the line between hero and villain flips depending on who you're controlling. The conceit works well since each character's tale is separated into individual storybooks, so there is a focus on one character for long stretches of time instead of constantly jumping between them. The story is told through the framework of a child reading the tales in an attic. Soon, her tale has you crossing paths with several other characters, including a forest witch, a fairy princess, a prince, and a knight who is rumored to have sold his soul to dark forces in exchange for power. You start with Gwendolyn, a Valkyrie who seeks death in battle to win the approval of her father. The artifact is also important because it either starts or prevents the coming of Armageddon, depending on who you believe. Leifthrasir tells a tale of five different characters, all of whom are tied together by a massive cauldron that is said to bestow power on whoever controls it. Nearly 10 years later, the game resurfaces on the PS4, remastered with the subtitle Leifthrasir. Such is the case with Odin Sphere, Vanillaware's cult classic that didn't quite much of an audience since it appeared on the PS2 in the first year of the PS3's life cycle. While this means that the titles have mastered the quirks and limitations of the platform, it also means that a decent chunk of players missed out on them unless the newer console supported backward compatibility. The PlayStation family of home consoles has always had long life cycles, with some of the best and quirkiest titles coming in at the tail end.
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