Arcana

released on Mar 27, 1992

In this game you play as a young boy named Rooks. He's the only one that can save the world from the evil Galneon. With the power of the cards he begins his adventure. All of the people you fight with and against are displayed on cards. They can have an elemental attribute or not. Rooks is able to summon an elemental to aid him. He can only summon one type at a time, and he must find them before being able to summon them.


Released on

Genres

RPG


More Info on IGDB


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With the (very comprehensive) "Seal of Rimsala" patch, this becomes a very smooth-going DRPG with a proto-SMT summon system, though its main attractions are its stellar soundtrack and card-based visual presentation. Short, with an aggravating difficulty spike.

The polar opposite of Final Fantasy Tactics Advance. That game had the problem of not being focused on cards, while having cards dictate the flow of the game to the extent that without them sometimes you couldn't attack (or rather, you could, but would be heavily penalized for it).

Arcana's main flaw is that there's not enough cards. That sentence was going to be all I posted for this review originally as a shitposty blurb, but I genuinely think that this game's "gimmick" is so undercooked that all you're left with is a serviceable but entirely forgettable dungeon crawler. The card motif was this game's selling point, but in game it's relegated to either sprite borders or feels like you're using a consumable item.

It plays totally fine as a dungeon crawler. The music is pleasant and it's easier to navigate these dungeons than something like Shin Megami Tensei 1. If you had to sit down and play this game, you wouldn't be miserable. But why would you go back and play this over SMT1? That game is held together by shoestring and aged much worse than Arcana, but it's still a 5/5 because you're Doomguy with a small legion of hell/your girlfriend following you the entire time. In this game, you have a nerd with a dumb blue hat, that nerd's friend during specific levels (side note, this game's separated by levels to the extent that there's a level select option in the game), your girlfriend and at best one hellspawn (the monster fusion mechanic being the best part of the gameplay, more than anything relating to cards).

In an ideal world, HAL would have swung for the bleachers and made a JRPG that properly incorporated card elements that turned out like Unlimited Saga. It would have been total mess and we'd all gaslight ourselves into believing it was cool so hard, we'd forget that the plot of this game happened. Instead, we got a below average dungeon crawler and still forgot the plot of this game. At least we got a rare Kirby out of it.

About as simple of a dungeon crawler as you can find. User-friendly enough and chill if you just want to grind, but not really interesting beyond that. I got interested in it after learning HAL worked on it, but it's really not their finest work.

Graphics and music are good, but gameplay can be really frustrating especially considering huge difficulty spike the game undergoes in chapter 3. Not only will you fight alone what's usually the hordes of enemies for some time, but the dungeon of chapter 3 is a beast of a maze that the game won't ever surpass.

It's a game that constantly surprises you, but none of its surprises are good. Party members leave and join whenever throughout the dungeon (them joining isn't a positive because you have to equip them again), bosses just pop up from nowhere.

If you want a simple experience that's basically nothing but grinding, get yourself an emulator to save state or rewind if needed, and you might have an ok time.

The whole game is a war of attrition. Once your spirits learn their healing spells, dungeons become a simple matter of hoping the arbitrary encounter rate gives them enough time to recharge their MP before one of your human characters croaks. Readily available healing items do little to offset the linearity of the resource management, and the only meaningful choice is deciding whether to set aside some of the spirits' MP for their equally important multi-target attack spells. All of Arcana's constituent mechanical elements are simple, really; enemies and even bosses rarely have more than one option; combat is staged unfussily and reasonably well-paced, assuming there are fewer than five enemies in the group, which happens less often than you'd think; the dungeon design is spare yet offhandedly cruel, punishing the curious adventurer with long or complex paths that lead to marginal rewards (if any at all). No real surprise that Shin Megami Tensei would banish this to obscurity six months later.

To its credit, it certainly has more flair than your typical Might and Magic/Wizardry-like. Frankly I only played it because I wanted to enjoy some of Jun Ishikawa's early non-Kirby music and it's a more tolerable game than Alcahest.

ArCAN'T YA play a better game?

la historia de este juego es mas graciosa que la de todos los borderlands juntos