Being a fan of the Real Time Strategy genre is tough. Over the last
few years we have been presented, or perhaps I should say assaulted,
with clone after clone of generic RTS titles. Oh sure, they’re not
necessarily bad games, but they aren’t representative of anything new,
either, only serving to provide something fresh in the form of a new
franchise or storyline continuation from a previously released game.
Developer Vanillaware has accomplished what I would have sworn was the
impossible; created a new way to play RTS games. Vanillaware is
probably known among most in the United States as the developer of Odin
Sphere, a game which shares several things in common with their latest
title, GrimGrimoire, which I will now tell you about!
Put simply, GrimGrimoire is a 2-D, side-scrolling, sprite-based RTS
game. This is significant for two reasons: Firstly, in typical
Vanillaware style, the game features absolutely gorgeous artwork,
similar in both style and beauty to Odin Sphere. Characters are
illustrated with luscious color schemes and flowing lines, and
environment artwork is similarly well designed. The second reason of
the game’s significance is that Vanillaware has managed to preserve the
fundamental basic mechanics of PC RTS titles in a 2-D console game.
This is nothing short of a monumental achievement in terms of
cross-platform game design, and it warms my heart to see that there are
a few developers and publishers in Japan both willing to try something
new and publish it in the American market, where originality and
innovation aren’t as valued.
As you start playing GrimGrimoire, you may be caught off guard by
its rather blatant use of established material from the first book of
the Harry Potter series, or at least, its obvious influence from such
material. The player takes the role of Lillet Blan, a young student of
magic just enrolling in a prestigious magic school, the Tower of the
Silver Star. The School’s most powerful professor, Gammel Dore, is
charged with defending the powerful Philosopher’s Stone from the forces
of evil. While all of this may sound suspiciously similar, the
similarities end there. As Lillet proceeds through her first four days
of class (basically a tutorial), she’s awoken on the fifth to learn
that everyone in the school has been massacred. Before she succumbs to
the demonic forces attacking the tower, she is propelled back in time
to the night of her arrival at the school, retaining all of the
knowledge she attained over the last four days, including magical
abilities. The story continues in this fashion, with Lillet being sent
back in time every five days, uncovering more mysteries and truths than
she’d initially dared hope. FUN FACT : Every character in the game is
named after some form of hard alcohol!
The game is played on a single flat plane broken up by two dozen or
so floors in descending and ascending altitudes, with the player
usually starting somewhere around the middle. In this manner,
Vanillaware was able to create an expansive playfield while maintaining
the two-dimensional aspect of this novel approach to the genre. All of
the fundamental gameplay mechanics of RTS games are present; resource
nodes to collect mana (the game’s currency), harvester units that both
collect mana and have limited build capabilities, fog-of-war to shroud
the map, defensive turrets, etc. GrimGrimoire’s tech tree is divided up
into four schools of magic in a rock-paper-scissors arrangement, each
having inherent strengths and weaknesses to the corresponding magical
school. These four schools, Glamour, Necromancy, Sorcery, and Alchemy,
have three spell books, or grimoires, each, and learning the contents
of them allow for the summoning of more powerful units. Glamour magic
is capable of summoning nature-oriented creatures such as elves,
fairies, and unicorns. Necromancy magic is capable of summoning astral
units, like undead knights and ghosts, which cannot be harmed by
physical attacks unless brought into the physical realm with special
abilities. Sorcery magic is the stuff of hellfire, enabling the player
to summon demons, imps, and powerful dragons into the fray. Finally,
Alchemy magic, probably the most powerful of the four, allows the
player to summon monstrous creatures with powerful ranged attacks, like
homunculi, golems, and fearsome chimera.
Gameplay of the game itself runs pretty much like other RTS games
do; find resource nodes, build some harvesters, earn some cash,
construct build some units, and kick ass. The more mana you collect and
enemies you kill, the more upgrades you’ll have available to strengthen
your characters during that level. Most units that the player can
summon are on foot and must take the stairs connecting each floor to
traverse to the next, however flying units are exempt from this
requirement, as are the chimera and dragons, which are so large (each
fills about a quarter of the screen) they can simply walk from floor to
floor as if it was flat ground. It’s the rock-paper-scissors design
that adds difficulty to the game’s many levels, meaning that even the
most powerful units have their weak points, and it’s important to
combine units of all four schools of magic to supplement any weaknesses
the CPU might try to exploit. Each of the game’s levels provides a
different challenge the farther in you go. Unfortunately, it’s the
level design which leads to the game’s first disappointing aspect; a
general lack of level diversity. Every single level of the game, every
one, features the same cut-away medieval backdrop and art. The only
difference between each stage is how the stairs are arranged and how
barriers and gaps are placed across each section of floor. Considering
the effort Vanillaware went to produce the artwork, elegant control
scheme and thoughtful creature concepts, why they felt a lackluster job
on level design was required is up to anyone’s guess. The least they
could have done is provided different level backdrops, but even that is
left out. While it’s not a crippling problem, and the game plays fine
and still looks gorgeous using the singular medieval backdrop, it still
speaks of either a lack of effort or a forced publishing of the title.
The game features a robust assortment of English-speaking voice
actors to provide a full dialogue track during the story sequences.
However, in classic Vanillaware style, they have thoughtfully included
the complete, brilliant Japanese voice track in the game, which earns
them points bordering on the brobdingnagian scale. The player can
switch between the dialogue tracks at any point during the course of
the game, which is fortunate for those of us that are unable to
appreciate the inner-ear damaging “talent” of most American voice
actors. Similarly with Odin Sphere, GrimGrimoire features a musical
composition that starts out well but slowly whittles away at your
patience as you hear the same track look over and over again for just
about every level in the game. Unit specific audio design is generally
robust and different for each branch of magic, with the most powerful
units sounding appropriately monstrous, and demonic units sounding evil
and damning. However, units like Elves, Imps, and Fairies, which
possess high squeaky voices, will probably give you a headache after a
few minutes as they continually repeat the same high-pitched
acknowledgment and confirmation sound bytes over the course of an hour
long stage.
On a straight play-through, the game will probably take you about
twenty to twenty five hours to complete. Of course, once you beat a
certain mission you can always return to that stage, and there are
usually about five bonus missions in every chapter, as well.
Considering the length of time some of the bonus missions take to
complete, it could theoretically take a player several hours to
complete just the tutorial section. In other words, there’s a lot to
do! The game is rated E for everyone, but it’s seriously doubtful if
anyone in their teens or below would have the patience to play through
this entire game. GrimGrimoire is quite possibly the most innovative
take on the real time strategy genre in years. Not only that, but it’s
a fun and sufficiently different experience that simply exudes style
and creativity, that hopefully everyone, including non RTS fans, can
enjoy. GrimGrimoire is in stores now.
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