MZ - Sacred Earth - Reverie

● ARCHIVED · READ-ONLY
Started by Archeia 23 posts Page 1 of 2 View original ↗

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    Sacred Earth - Reverie is a fantasy RPG with visual novel elements, inspired by both classic and modern JRPGs. Follow the story of a former knight of the kingdom as they go on a personal journey through the countryside in order to uncover hidden truths and long lost mysteries of the past.

    Explore dungeons, interact with your allies and the townsfolk, build your characters with equipment, abilities, and perks, and test your might against foes in fast-paced turn-based combat.

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    Utilize point and click functions to explore dungeons and study the environment. Seek treasures and interact with your allies to learn more about each other and your surroundings.
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    A colorful cast of townspeople await in the town of Istina. Learn about their daily lives and those of your allies as you pass the times together with them between bouts of dungeon exploration.
    • Combat
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    Engage in fast-paced turn-based battles against dangerous enemies utilizing various resources. Each character has a unique skill set with special interactions and conditional effects. Learn what each of your allies can do, Chain together Arts for big damage, and manage your resources in order to come out on top.
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    Your actions will decide the fate of these characters. Experience multiple endings depending on how you approach exploration and the story.
    • Partially Voice Acted!
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  2. Loved it!:LZSproud:
  3. Awh yeah. Love seeing an Archeia game post.
  4. Dang, been a hot minute since we got an Archia game.

    This is a must play!
  5. Thank you so much! I worked on it but @MirageV did majority of the work! But we do hope you still enjoy it! I also updated the opening post with the voice actors!
  6. Big thumps up, looking forward
  7. Hoo boy looks great! I have played the demo and I really like the visual art and the characters. Sacred Earth - Reverie is already on my wishlist ^^

    Good luck :kaoluv:
  8. I love the characters, they are very well done, even the design of the game is good!
  9. Wishlisted!
  10. I had a recent stream where I marathoned many games from RMW. This was one of the last ones I played, but I wanted to write the review for it first since it was the one that wound up the most disappointing.

    I think the biggest flaw in this games is how the marketing of the game itself does not at all align with what the game actually is - at least not in the 30 minutes I allotted for the game.
    30 minutes into playing and I had only made a single choice (which I'll come back to) while the rest was meandering dialogue that seemed to struggle with being interesting or concise.
    For those 30 minutes, I wondered where the "Classic JRPG" and "Turn based combat" would come into play and wondered why the "VN elements" seemed far more than just "elements".

    The game persisted, despite 3 perfect opportunities to let the player finally play the game, to prattle on and on, where admittedly the most interesting thing were the voluptuous melons that occasionally blessed the screen.

    The most baffling of decisions is the strange and incomprehensible thought process behind selecting your gender. Why a simple "boy/girl" choice could not be provided instead of masking this choice behind 2, seemingly inconsequential, lines on how the character perceives themself eludes me. Upon retrospect, these 2 lines also seem to have unintentional harmful messaging behind them; where, this choice as us, the player, are picking are gender, are being told how our gender should view themselves. Were it the character's own thoughts and not the words we are being forced to pick, I think would land better. Basically, it's weird to associate "I don't view myself positively" as the choice to be a boy and "I am in love with myself" to be a girl.

    Secondly, the choice would likely be influenced by the 15 minutes of dialogue that proceeded this choice; where all the previous lines painted our hero as a humbled knight, I feel that some players would more likely make the choice that matches the character that has been established through the story thus far.

    I can only hope that this choice is not permanent, and perhaps hopefully later the player is capable of having a more definitive method of choosing their gender and that this one moment acted more as an introduction to the game. When I replayed the game just to verify if that single choice truly was the gender selection my jaw hit the floor in disbelief.

    Seeing as how the gender choice was the only thing I did that was at all game play related (unless you want to count browsing the options menu), there is little more I can critique.
    In short:
    • I would highly advise adjusting your marketing language to better reflect what this game actually is.
    • I would completely revise how the gender selection choice is done and avoid using language that could be perceived as harmful.
    If you want to see my play session with you game, the VOD has been linked below. Your game has a time stamp and you should be able to skip to the chapter quickly.
    - YouTube
  11. Archeia said:
    Yes! It's available in steam and itch.io :3
    I missed this, I'm going to look it up and play it.

    EDIT: I found 3 Sacred Earth games on Steam. Which one should I play first, ya??
  12. Regarding the way that the character select choice is presented, this is the first indication that Cain and Abelle are different characters with their own personalities rather than self-inserts. The choices are the characters themselves saying what they think while looking into the mirror.

    The player choosing is simply deciding who they want to play as and follow. It's more a character select than a gender select. They are not 'you' and they are not meant to represent you. The fact that there is no prior indication to this choice is entirely intentional.

    Renzoffeyzenki said:
    I missed this, I'm going to look it up and play it.

    EDIT: I found 3 Sacred Earth games on Steam. Which one should I play first, ya??

    Hello. The other games you see are all their own thing. They tell their own stories without relying on any of the others. You're free to try any that you feel like trying. :thumbsup-right:
  13. @MirageV Hi! Awkay, noted. I think I will try this one first Reverie, as it is being commented on^^
  14. TheAM-Dol said:
    The game persisted, despite 3 perfect opportunities to let the player finally play the game, to prattle on and on, where admittedly the most interesting thing were the voluptuous melons that occasionally blessed the screen.
    Hello, Thank you for contributing to charity and trying out this game but even though my involvement in this game is on the systems and some of the art development like UI, I would just have to outright disagree with your post.

    Mir has already mentioned the design choice for the selection. I quickly watched through your VOD and you didn't get past the intro where more "exploration" elements will get unlocked. It did say it has "Visual Novel Elements." There are certain JRPGs out there with long Visual Novel Scenes before you get to unlock stages and that is a design choice by many developers (IF Games, Arguably the Persona series, Dept. Heaven (Riviera being a major 1-1 example) series, etc.). I'm surprised that within a few prose of text (I'm unsure if you are engaging on the story during that video or you are rushing to end the stream), you have judged the game as "bad" or "awful."

    From what I gathered, it's just not your type of JRPG.

    Also just in case, Yanfly in general, the text speed can be turned instant if you press it to the max. There are certain players that do like to micromanage their text speed choices due to disabilities or to avoid accidentally moving to the next dialogue option.
  15. Seeing this thread on the front page reminded me it has a demo, so I'll get around to trying it, but there's something I have to quickly comment on.


    Archeia said:
    There are certain JRPGs out there with long Visual Novel Scenes before you get to unlock stages and that is a design choice by many developers (IF Games, Arguably the Persona series, Dept. Heaven (Riviera being a major 1-1 example)
    Of these games, I have to note that not all Persona games leave you with no sort of gameplay until the prologue is over. P1, P2, and P5 all give you a taste of gameplay to tide you over for a bit.

    Also, Riviera wastes very little time in actually getting you going with gameplay, making sure to mix in the RPG gameplay basically from the start. It never hurts to give the player some small engagement early on, just in case they aren't jiving with the narrative parts.

    I withhold all judgment until I personally play it though.
  16. I'm outdoor at the moment at restaurant having lunch with family. When I get home I will give Reverie a shot.

    Although before that, I wanna say something from the get go.

    Going through the last few comments, perhaps that's why it is also categorised as Visual Novel. So of course you would see some collision of concept, styles and mechanic there.

    Aight brb
  17. Sword_of_Dusk said:
    Seeing this thread on the front page reminded me it has a demo, so I'll get around to trying it, but there's something I have to quickly comment on.



    Of these games, I have to note that not all Persona games leave you with no sort of gameplay until the prologue is over. P1, P2, and P5 all give you a taste of gameplay to tide you over for a bit.

    Also, Riviera wastes very little time in actually getting you going with gameplay, making sure to mix in the RPG gameplay basically from the start. It never hurts to give the player some small engagement early on, just in case they aren't jiving with the narrative parts.

    I withhold all judgment until I personally play it though.
    When we timed it within 30 minutes you should be already in the first dungeon even faster especially if you just decided to ignore all the town NPCs.
  18. I finally got back to sit before my laptop, will place my review on this space in about an hour or two.

    Edit:
    @MirageV @Archeia
    I played it for about 30minutes on nightmare mode. There is no nightmare. I figured the game would be more fleshed out as I'd go deeper into the game. But time envy my attention. To this point, there's just two things that bother me. When I visited the shop the game crashed after I explored the shop options abit, I forgot what the message was. One. Secondly, there was an instance my character, my male character, was addressed as swordswoman,when I was talking with one of the NPCs who was taking a tour around the town. The rest, I've never played much of visual novel, but if this is what you'd call visual novel, then I must say it's pretty done well. Your initiative to cut down the unnecessary walking by implementing "spotsightings feature" helped me to maneuver better around locations. I could see why it is both RPG and Visual Novel. The lore of the game, of the Demon Queen, the wars, and the epicly named relic Holy Sword Farewell ignited my creative spark (what I meant is I am inspired). I also really liked the voice acting. It really did draw me in into the game world. Too bad though, 30 minutes in and I got lost in the jungle, hahaha. You've got a potato 7/10 score. I enjoyed the game and the chatting. Good job.