Aside from Maps, all (or nearly all) RPG games share some basic features. Hit Points, Magic Points, enemies, and healing items are some of the almost universal features of Role-Playing Games, and are all found in LifeWeaveR. But there are many other features I wanted to include that I'd wished were in some of the games I had played previously, or that I'd found useful, or that I thought really enhanced the game as a whole. This includes, but is not limited to:
The "Shard" System
| Ami learns about "Shards" |
In LifeWeaveR, Shards work the same way except they cannot be transferred between players. What this means is once a character uses it, the skill is instantly learned and permanently added to the characters list of available spells. You cannot remove it once it has been learned, and not every spell in the game can be learned through Shards. Some you're going to have to get the old-fashioned way.
Experience and Level Supplements
Everyone hates "grinding" in RPGs, myself included. The fact is though that unless you're playing Undertale, you're going to have to at least to some degree. LifeWeaveR is no different; If you don't gain levels and build your stats, you're not going to beat it. Just like with the Maps and Locations, I tried to find a middle ground between "Grinding is necessary" and "Grinding is tedious, boring, and frustrating".
And I did, through items called "Crystallized Wisdom", of which Cascadia has three kinds: Crystallized Wisdom adds 1000 experience to your party. Pure Crystallized Wisdom will add 6,000, and Divine Crystallized Wisdom awards 15,000 exp. In addition, there are other items known as "Enhancement Crystals". Using one of these boosts the entire parties level by 1, and there are 10 of them in the entire game.
Additional exp and stat bonuses can be found by reading the red books found throughout Cascadia. Some will give bonus Exp, some will raise a stat such as ATK or DEF. Some will even upgrade your enemy item drop rate or give you more money from defeating enemies.
In addition, there are many "side quests" and mini-games that you can accept or play that award you additional Exp. It may be small amounts such as 50-100, or it could be 500-1000 or even higher. Even small amounts are very useful because any Exp earned this way means less time spent having to grind.
Equipment Compatibility
I personally love the older RPGs more than the newer ones. Nearly every RPG gamer I've ever known started with an NES (Dragon Warrior/Quest series, Final Fantasy, etc...) or an SNES (Chrono Trigger, etc..). My first game was Dragon Warrior III for the NES, which I still play even to this day because it is my favorite title in the series. But it had an enormous flaw that seems to have become less of a flaw and more of a standard feature. To put it simply:
The Wizard/Mage's selection of equipable weapons and armor is unbelievably limited.
DWIII is probably the biggest culprit of this that I've ever seen. Wizards start with clothes and a wooden stick and it's nearly 8 towns/villages/cities into the game before you can buy them anything half-decent to use. I understand it's that whole "What they lack in equipment they make up for in magic attacks" deal but that shouldn't mean they can't wear a leather hat or carry a knife. LifeWeaveR reduces set-backs like this by using the [Universal] class of weapons and armor, and by widening the range of equipment they're able to use.
[Universal] weapons work fine in the beginning, but there are only a few that fit into that category and they're limited in effectiveness. Every character has their own signature type of weapon. Tysessor uses mostly axes, William mostly spears, Cecelia mostly bows and arrows, etc.. Also, every character has a special skill they can learn based on the weapon type they have. Ami, for example, receives the Razor Wind Sword technique after returning to Vhespia and finding it destroyed.
[Accessories] are worn in addition to the standard head/body/shield/helmet set-up. Their effects cover a wide range and include reduced damage from elements, increases in AGI, immunity to poison, boosted DEF, and many others. There is even a rare accessory called a 'Halo' that regenerates a characters MP and HP every turn in battle.
Party and Options Menu
LifeWeaveR features a non-standard Options menu that allows the player to change the music/sound volume, control the menu colors, enable/disable battle animations, change how text is displayed, and more. The Party menu is also non-standard and allows the player to have five members in the group instead of the standard four. Both of these scripts were created by the highly-talented Yanfly as part of the Yanfly Engine Ace library.
"User Friendly" NPCs
I know that sounds a little confusing so I'll explain it. LifeWeaveR tells you right from the start that talking to people is vital for advancing the story. I think it's safe to say that 99% of players would have talked to NPCs on their own even without prompting from the game. This is an RPG after all, you're supposed to talk to people. The problem is a lot of the time, they don't tell you anything of actual importance, and you're basically thrown to the wolves.
In LifeWeaveR, nearly all of the hints and help needed is obtained by talking to various people. Going back to DWIII again, I realized a long time ago that if it wasn't for online FAQs, I'd have never finished the game because you literally have almost zero idea of what to do or where to go. The NPCs you talk to usually don't say anything worthwhile and even when they do, it's vague. That said, LifeWeaveR isn't going to put up signs telling players exactly where to go and what to do. The information you need is there, but you're going to have to work in order to find it.
The "Destiny Bell"
Shortly into the game, Ami encounters this situation for the first time (Shown on left).
The first time is relatively minor. Whether she chooses to help the cat or not, the cat leaves after her decision is made and does not return. As the game progresses, the impact of her choices become more and more obvious. .
| You should probably think about this one for a minute. |
Although none of the choices will actually change the games ending, a good deal of them change how much trouble you have GETTING to the ending. The situation on the right is a good example of a choice with far-reaching consequences. This situation is more-or-less "obviously important", but there are others just as important as this one that by all appearances seem insignificant and irrelevant. Try to keep in mind that the Destiny Bell tolls AFTER a choice has been made, not before. Therefore, you're advised to give any situation where choices must be made some thought.
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