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Ikenfel Review (Switch Ishop) | Nintendo Life

Ikenfel Review (Switch Ishop) | Nintendo Life

There is definitely no shortage of turn-based RPGs on the switch these days and the number of retro-pixel indie attempts to display their strategic stunts in the most used 8 or 16-bit graphical style is even greater. Honestly, we really love them, but it’s a little tiring at times as you prepare yourself to step into one of these oh-so-beautiful SNES-SQ escapes. Happy Ray Games’ Ikenfel Is More In addition to the console’s library there is a slot in this style and it’s really a testament to the quality of writing and combat here, despite our slight reluctance, we’re pretty much hooked on this for ten minutes. It may seem like another beautiful RPG adventure, but here’s actually a complicated short story, which takes some surprisingly emotional turns and is strengthened by a turn-based fight, which makes it easier for you before it presents you with the right challenge.

Eicenfel tells the story of Magritte, who finds her sister Safina, a talented and famous witch who went to AWOL from the Hogwarts-esque Eicenfel School of Magic she attended. Aikenfell was placed in an emergency lockdown – as we all can now recognize – as strange events and magical disasters engulfed the campus and as Magritte approached, she was challenged by the school’s guardians, revealing that she also had the ability to perform powerful magic in the process. Magritte is a heartfelt story to learn more about herself, her sister and the true nature of the strange world that Safina left behind through friends, enemies and acquaintances.

From the very first moments here, Magritte’s adventure really catches you, with a real sense of wonder, full of hidden magical possibilities and filled with differently well – written characters, many of whom are gay, trans, or struggling with their own self – worth, identity or in some way in the world or With other locations – and all of which are flooded with more compliments through a neat combat system that makes them face a lot of enemies. Tactical for the duration of the story.

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Here turn-based battles take place in the grid system and start by allowing yourself – and eventually two other characters to join your party – to place yourself in the highlighted area before you choose what attack or object you want to use. As you develop and unlock new magical abilities and characters, each of which has a different area effect, will be highlighted on the grid when you select them and should be taken into consideration when deciding where to place them. The character before you hit. Things start well enough here and you will spend the opening hour of this 10+ hour adventure, landing her attacks by placing Magritte squarely on her enemies’ heads. Your default fire attack, for example, affects only the enemy directly in front of you in two grid locations, and if its AoE is only one square it affects the second spell cross-shaped area you learned and damages many nostrils in its range delay.

It’s a neat system and revolves around a designated battlefield, placing your characters to get as much damage as possible in a single turn against a group of enemies, making it more difficult and satisfying because the game is at the forefront and introduces playing enemies to dirty, invisible traps that lock large areas of the grid or The cast calls the servants who keep the letters, which affect your ability to move freely. Ikenfel then adds a paper mario-style timing element to all of these, so you need to press a button at the right time when attacking or defending, to minimize the damage you do to the dish or to minimize what you take from an enemy attack. The perfect time to attack and you are greeted with a little action bubble surprise “Great!”, Keep confused and you will earn yourself “Oops!”. It is a simple little wrinkle but, along with a constant need to observe and consider the positions of you and your enemy on the battlefield, gives the whole thing a much needed strategy.

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There is really a lot to fight for here. You need to be careful about friendly fire, especially when setting your own environmental traps and take into account that enemies always have a new element to their attacks. You may find yourself against a group of enemies working in unison, for example, if one is uming the character of the assailant, the other two will provide the regions of health and armor, you need to deal with them in a certain order to be successful. Others like the first boss battle you encounter cannot be directly damaged in a meaningful way and therefore you need to attack the exploding servants at the right time.

All of these are further enhanced by an impressive array of enemy types, each of which has unique attack patterns and spells to get the handle on, meaning things never slip into a monotonous state, no matter how many of the most avoidable ones you decide to involve yourself in researching the causes of Ikenfel. This admirable variation on enemies also means that you are constantly being introduced to the newest attacks and everyone has their own bespoke short animation which affects the hit timings and you are more likely to find exactly that button before you hit yourself hard while blocking incoming damage. It’s not a very big deal, and we’ll definitely take the bonus of having so much variation on the negativity of having to re-art war again and again, but it’s frustrating to find yourself because you can not. The time of the attack may have been known in advance.

Fortunately, for those who find the fight tough or strenuous, or who want to continue the parade in the story instead of fighting for too long, Ikenfel allows you to activate and activate the instant win option through its adventure. Choose to immediately win over your opponent without firing in any battle, you will also earn a little XP and equalize your party in the process. If this sounds too helpful, Happy Ray Games also offers the option to change the timing mechanics between manual, semi-auto and full auto modes, meaning there is a level and challenge level that will suit any player.

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It’s an impressive versatile system, we thoroughly enjoyed fighting through all the encounters that took place here, some of which are genuinely tough – especially in some boss fights where you get to the next level – but we can fully see how some people like it. Stretching through. We should also pay tribute to the wonderful soundtrack of the game, the work of Ivy and Surasha – both of whom are well known for providing music Steven Universe – Magritte presents a majestic seventy-five track effort here, including some stunning vocal attempts that perfectly emphasize a few more emotional moments in the journey of self-discovery.

The performance of the switch, as expected from this retro pixel style game, is perfect in both docked and handheld modes and overall, it’s a cute little adventure with a story that hooks you up quickly, keeps you entertained with plenty of access options to suit players of all levels Is appreciated by the war system.

The end

Ikenfel is a beautiful short turn-based tactical RPG that quickly hooks you up with a well-written story and strong characters and locks you in its duration with a surprisingly complex combat system. There are access options here to suit a player of all levels, a good idea considering how tough some battles can be, and overall, it is a heartfelt and unique entry into its generation that is highly recommended.