Makai Kingdom: Chronicles of the Sacred Tome

Makai Kingdom: Chronicles of the Sacred Tome

released on Mar 17, 2005

Makai Kingdom: Chronicles of the Sacred Tome

released on Mar 17, 2005

Makai Kingdom is the fourth Nippon Ichi-developed tactical RPG on PlayStation 2 and it follows closely in the footsteps of the previous games of the same style, which are Disgaea: Hour of Darkness, La Pucelle: Tactics and Phantom Brave. Lord Zetta, the king of Netherworld, tried to rewrite the history of the land but didn't succeed, and in the process brought demise onto himself. Three evil Overlords appeared before Zetta and promised to help him in his quest to take over the land once more. The player takes control of Zetta and his army to return Netherworld to its rightful owner. The game mechanics consist of several stages in which the player must defeat the enemy or fulfill other tasks to advance to the next level. Fighting is done in turns, meaning that once the player has moved and attacked, it's the enemy's turn to move his troops one by one. When the battle is won, the next level becomes selectable. Between fights, you can improve your squad of fighters by buying better weapons, recruiting more soldiers and so on.


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Horrible de granjear.
Pero con unas ideas de jugabilidad muy interesantes.
Le tengo cariñito a su historia, pero la jugabilidad me echa mucho para atrás. Es tan tonto y loco como los Disgaea y eso me encanta.

Nippon Ichi brewed another synthesis of games on Makai Kingdom, but this time the ingredients are all theirs; a blend of Disgaea's aesthetics (over-the-top animations, inflated numbers, anti-villains, skits, casual dialogue, etc.) with the format of Phantom Brave (a mission-based gridless TRPG centered on a leader who summons hub-enlisted, class-oriented templates). Next to rehashes like skill/weapon mastery, tiered character advancement and throwing are two of its (more or less) major gameplay distinctions: Facilities, beneficial units that can carry and deploy troops; and extensions, special unlockable areas hidden outside the map. But mostly, this is a format in which players are subjected to an endless rosary of main missions, reruns and randomly-generated side battles, that produced quirky scenarios here and there (thanks in large part to the extension mechanic) but otherwise focused squarely on basic customization and grinding.

The badass freakin' overlord Zetta is great but not enough to make up for an otherwise okay game.

Played it and loved it. Characters are fun, story is fun, gameplay is decent but there's plenty of room for improvement, loved the concept of it tho.

I think NIS was pretty terrific on the PS2, but this is probably the most forgettable game they put out at the time. Still fun, though!