Photos
Jennifer Alyx
- Mieli
- (English version)
- (voice)
Johnny Yong Bosch
- Ur
- (English version)
- (voice)
Darrel Guilbeau
- Werman
- (English version)
- (voice)
- …
Kate Higgins
- Rempo
- (English version)
- (voice)
Xanthe Huynh
- Fana
- (English version)
- (voice)
Erika Lenhart
- Tia
- (voice)
Mona Marshall
- Valdo
- (English version)
- (voice)
Marin M. Miller
- Anwar
- (English version)
- (voice)
- (as Marianne Miller)
- …
Tony Oliver
- Georg
- (English version)
- (voice)
Julie Ann Taylor
- Rex
- (English version)
- (voice)
Cristina Valenzuela
- Sylphy
- (English version)
- (voice)
Storyline
Featured review
A pretty, but ill-conceived mess
(www.plasticpals.com) Avalon Code is an Action-RPG in the vein of The Legend of Zelda, with a twist. At the outset, the player has the choice between a hero or heroine who is destined to change the world. They alone have the power to alter the Book of Prophecy – which eventually lists pretty much everything in existence. How you alter its contents effects change immediately, and will also determine what happens when the world is born anew. It's an intriguing premise that certainly could have brought something new to the genre, but the game largely collapses under the weight of its own ambitions.
Central to the story and game play are the Avalon codes themselves, which are shaped like Tetris blocks and act sort of like genes or DNA. Almost every character, monster, and item in the game can be catalogued in the Book of Prophecy, each with its own semi-unique code. The player can alter an entry's code, either by removing or adding as many code blocks allowed by a grid, with some interesting effects.
There are numerous types of code, starting with those based on elements such as fire, water, earth, and air. Some are based on materials such as iron, bronze, silver, and gold. Others are based on animals like cats, dogs, snakes, and birds. With such an incredible variety of codes, and each individual piece having its own shape, the challenge is fitting the right kind of code into the available code space.
You can weaken enemies by removing the codes that give them their strength, and replace them with codes like Snake, which poison them. This has the unfortunate effect of lowering the amount of experience points you can earn for killing them, but makes doing so much easier. Some enemies are invincible until you nullify and remove a piece of code. Friendly characters around town are often afflicted with some sort of problem, from sickness to cowardice, that you can alter by messing around with their Avalon code. And newer, more powerful weapons and armour can be forged by mixing various codes together.
To begin with, simply dealing with chunks of code is a nuisance because the game only allows you to hold 4 individual pieces on hand at once. Meaning, if you try to remove a code piece and you already have 4 pieces in your inventory, you're simply not allowed until you unload spare pieces into other pages of the book. That means you'll need to find entries with enough space, or ones that you don't mind altering by adding the unwanted spare code pieces.
And the game doesn't make it clear what types of code will solve any specific problem. Combining certain types of code yields entirely new unforeseen effects. While some experiments are common sense (adding "fire" to a sword creates a flaming sword), others don't seem to have any effect whatsoever.
At first you'll only have a few dozen pages, but eventually you'll have more than 200. Now imagine trying to find a specific character or enemy, or worse yet trying to remember where you left a certain piece of Avalon code that is just the right size and shape for a specific problem. Like real books, the Book of Prophecy has an index which makes skipping to specific categories faster, but you'll still need to flip through countless pages to find the one you were looking for. There is no thumbnail view for characters, monsters, or even items! You don't notice it until a few hours into the game, but it becomes virtually unplayable due to boredom, frustration, or some combination of the two. Instead of being a fun system that lets the player freely alter the world and its contents, it is punishing and poorly conceived.
With intimate knowledge of the Nintendo DS, Matrix Software produced one of the best looking games made for it. However, in the final analysis Avalon Code's flashy visuals and enjoyable soundtrack don't make up for its overly ambitious and counter-intuitive core mechanics. Had the designers kept to a simpler formula or abandoned the coding altogether, it would have gone a long way towards saving it. As it is, I couldn't bring myself to finish it despite getting pretty far into it – and I really wanted to enjoy this game!
Central to the story and game play are the Avalon codes themselves, which are shaped like Tetris blocks and act sort of like genes or DNA. Almost every character, monster, and item in the game can be catalogued in the Book of Prophecy, each with its own semi-unique code. The player can alter an entry's code, either by removing or adding as many code blocks allowed by a grid, with some interesting effects.
There are numerous types of code, starting with those based on elements such as fire, water, earth, and air. Some are based on materials such as iron, bronze, silver, and gold. Others are based on animals like cats, dogs, snakes, and birds. With such an incredible variety of codes, and each individual piece having its own shape, the challenge is fitting the right kind of code into the available code space.
You can weaken enemies by removing the codes that give them their strength, and replace them with codes like Snake, which poison them. This has the unfortunate effect of lowering the amount of experience points you can earn for killing them, but makes doing so much easier. Some enemies are invincible until you nullify and remove a piece of code. Friendly characters around town are often afflicted with some sort of problem, from sickness to cowardice, that you can alter by messing around with their Avalon code. And newer, more powerful weapons and armour can be forged by mixing various codes together.
To begin with, simply dealing with chunks of code is a nuisance because the game only allows you to hold 4 individual pieces on hand at once. Meaning, if you try to remove a code piece and you already have 4 pieces in your inventory, you're simply not allowed until you unload spare pieces into other pages of the book. That means you'll need to find entries with enough space, or ones that you don't mind altering by adding the unwanted spare code pieces.
And the game doesn't make it clear what types of code will solve any specific problem. Combining certain types of code yields entirely new unforeseen effects. While some experiments are common sense (adding "fire" to a sword creates a flaming sword), others don't seem to have any effect whatsoever.
At first you'll only have a few dozen pages, but eventually you'll have more than 200. Now imagine trying to find a specific character or enemy, or worse yet trying to remember where you left a certain piece of Avalon code that is just the right size and shape for a specific problem. Like real books, the Book of Prophecy has an index which makes skipping to specific categories faster, but you'll still need to flip through countless pages to find the one you were looking for. There is no thumbnail view for characters, monsters, or even items! You don't notice it until a few hours into the game, but it becomes virtually unplayable due to boredom, frustration, or some combination of the two. Instead of being a fun system that lets the player freely alter the world and its contents, it is punishing and poorly conceived.
With intimate knowledge of the Nintendo DS, Matrix Software produced one of the best looking games made for it. However, in the final analysis Avalon Code's flashy visuals and enjoyable soundtrack don't make up for its overly ambitious and counter-intuitive core mechanics. Had the designers kept to a simpler formula or abandoned the coding altogether, it would have gone a long way towards saving it. As it is, I couldn't bring myself to finish it despite getting pretty far into it – and I really wanted to enjoy this game!
helpful•20
- robotbling
- Nov 24, 2012
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