Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Dungeons themselves in RG aren't particularly complex however, and I would say that of Experience's games that I've played (Operation Abyss, Demon Gaze, and Stranger of Sword City) that RG has by far the most simple design. As mentioned before, RG has the same sort of tricks up its sleeve as any of the rest. Damage floors in this game cost you AP rather than HP. Some teleports are the marked kind, others are the unmarked kind. Pits will drop you down floors, while ladders can take you up or down. Movement panels will force your path through areas and make getting to treasure tricky, while one-way paths are used to create mazes in small areas. The most unusual of Experience's trap types is the confusion panel, where upon stepping on it your vision is set in a random direction, and you have to make sure you're facing where you wanted to go before moving on.
Unfortunately, the dungeons are for the most part pretty simple, with only a few of them being complex at all and fun to explore as a result. For the most part there are way too many enemy encounters, and the dimension variants not having any chests in them makes them all the more dull to go through. Puzzles rarely amount to more than "kill this enemy" or "find all the switches to open the locked door". One of the best parts of Operation Abyss was its dungeon design, so seeing how simple RG is is depressing.
Back to the story, the Gigants are aliens, the Yorigami joined together to defeat them 65 million years ago and they blew up the dinosaurs while they were at it, and the Gigants were actually just running from Ray Gigant, the biggest and baddest Gigant, and they just kind of accidentally totalled Earth while doing it, sorry bro, we didn't mean to. All the Yorigami users get together which restores the Yorigamis' memories and they all go after Ray Gigant and beat them up, but not before someone else tries to become totally-not-a-Gigant.
The big problem I have with the story is that it's incredibly shallow. The characters are entertaining and bounce off of each other well, but the story itself is poorly developed, with very little exploration of the state of the world, the groups supporting the various agencies throughout, the motivations of not-Gigant man above (and certainly not his processes), or the relationship between Ray Gigant, the other Gigants, the Yorigamis, and humans. It's all surface-deep, barely touched on as you go from dungeon to dungeon following the same gameplay loop until the whole deal with Ray Gigant suddenly comes in in chapter 17 and is then over incredibly quickly.
From a gameplay point, it's pretty low budget, with everything being told visual novel style but there not being many CGs to show events. While I like the character art, every character only gets one pose and a few expressions, except for Ichiya who gets a second fist pump pose that is used a whole two times, for some reason. Also, despite the visual novel format, the game completely lacks the standard functions of the genre, and has no backlog or auto mode, so it's not great for those sensitive to carpal tunnel or RSI. There's a skip function achieved by holding down A or B, but it activates super quickly and it's easy to accidentally skip a line as a result, and with the lack of backlog, you can't see what it is that you skipped.
Amusingly, in a legendary example of acttil's quality standards, the credits lists the staff responsible for the "Engrish Localization".