| Company | GameGuerilla |
| Website | http://www.gameguerilla.com |
| Country | United States of America |
| Email | submit@coderab.com |
| Os | Win95, Win98, WinME, WinNT 3.x, WinNT 4.x, WinXP, Windows2000, Windows2003, Windows Vista Starter, Windows Vista Home Basic, Windows Vista Home Premium, Windows Vista Business, Windows Vista Enterprise, Windows Vista Ultimate, Windows Vista Home Basic x64, Windows Vista Home Premium x64, Windows Vista Business x64, Windows Vista Enterprise x64, Windows Vista Ultimate x64 |
| Requirements | P-200, 32 MB RAM |
| Language | English |
| Release Date | 14 04 2008 |
| License | Freeware |
| Limitations | none |
|
PC:Windows:Games:RPG
Views 4 (+0) / Freeware By GameGuerilla
Arcana is a RPG for the SNES, by HAL Laboratory. It is known as Card Master: Seal of Rimsalia in Japan.
The halt was novel in representing all of its characters as cards, but it plays like a dungeon-crawling RPG, rather than a lineup based halt. In keeping with this metaphor, the death of a lineament resulted in a "torn" lineup, and the magical properties of some cards were used to explain abilities of the halt's characters. Arcana retained many conventions from earlier NES games and, as is vernacular in RPGs, the halt's spirit was to be difficult and challenging to the player, so as to create a spirit of honour upon completion.
Assuming a first-person perspective, the dungeons and towns of the halt were navigated from the viewpoint of the characters and, with a few exceptions, the conversations between characters held true to this as intimately. Battles within the halt were also portrayed in the first-person, displaying the agonist characters along the perimeter of the screen, with the enemies in the center. Arcana's battles, notwithstanding, were not graphically intensive and the characters' vivification was limited to, at about, fin frames. Breaking from the established format by Square Soft of displaying the scathe incurred by characters above their heads, this information was instead summarised in a text display at the bottom of the screen interchangeable to Dragon Quest games from Enix.
The map's tile based dungeons were, arguably, the about challenging aspect of the halt. Seeing often exclusively what was immediately before the characters, the player was free to travel in the four primary compass focus. Labyrinthine in their design, and often fraught with dead-ends and hidden dangers, the detail in the drawing of these dungeons compensated for their relative lack of vivification.
|