Lord of Arcana

Lord of Arcana

released on Feb 25, 2011

Lord of Arcana

released on Feb 25, 2011

Lord of Arcana is an all-new brutal action role-playing game from Square Enix for the PSP (PlayStation Portable) system. Dive into a world filled with vibrant visuals and non-stop multiplayer action in this new brutally visceral action RPG game Multiplayer gameplay available for up to four players, allowing you to team up with friends to slay tough monsters and battles together. The stunning monster artwork in the game has been designed in collaboration with many well-known illustrators who have been successful both abroad and in Japan, including some renowned Square Enix staff. With incredible visuals and non-stop action, mixed with great multiplayer co-op and creatures designed by a variety of world-famous illustrators, LORD OF ARCANA is not to be missed when it comes to the PSP system.


Released on

Genres

RPG


More Info on IGDB


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Uma esquisitice que não sabe para o que apelar. Bizarro como qualquer merda demora uma eternidade pra matar, o loop de gameplay é tedioso e os controles são irresponsivos, tudo isso pra (talvez) tentar forçar o coop ou um grind gigantesco.

Além de ser o jogo mais anti-goblin que existe, coitados.

My intro to the Monster Hunter/ Dungeon Crawler genre of games. Perfect gameplay loop of fighting (somewhat repetitive) missions to get upgrade mats and then come back to town to gear back up. Really cool story, gothic fantasy setting with some really nice graphics for the PSP, kinda standard aesthetics insofar as the dungeons are concerned, a lot of different colored caves as well as your standard jungles, deserts and grasslands maps. I felt like there was always something a bit extra though, from the interestingly carved out paths of the desert inferring some long gone water or civilization to the sparkling caves glittering with some sparse mineral, the devs really threw some funk into the meshes or textures to get at something a little more unique. Weapon selection is kind of low and the grind really is monotonous for how few missions/mission types there are. The only thing that makes the grind more viable is the chance to distill rare materials out of the monster's corpse, complete with glistening rays of magic for a success to a dark and bloody collapse upon failure. This can end up doing more harm than good though, as many components can only be obtained through this transfiguration, causing a lot of repeat missions due to a failed transfiguration, I think there was a stat to help with this but it may have been a fixed chance. Never finished this one, wasn't given much of a reason to honestly, weakest part of the writing is the protagonist's motivations beyond MORE POWAAAAH

I'm swinging a sword that's the size of a car and wailing on this itty bitty goblin for like twenty minutes while it barely reacts to any of my blows and in fact is dancing around on occasion as if to mock me.

That's the entire game btw. You pretty much fight these goblins. On occassion there's a boss and the boss will annihilate you if you tried to slack on grinding against the aforementioned goblins.