A couple notes before I get started. One, because of my present working situation I’m only around my actual computer during the weekends. Since I’m writing/posting this in the middle of the week, I will not be able to put up screens. I’ll try to take some and edit this post with them when I’m able. Until then, you can see some of the default stuff over here – http://www.playatlantica.com
Second, this is the setup for my computer: P4 2.2 ghz processor, 1gb DDR 333, 256mb AGPx8 video. Yeah, budget. My rig is an e-machine that’s a few years old. I added 512mb of the ram and the video card myself, everything else is factory spec.
Alright, lets get this review started! The first thing to note is that the patcher and loading screens are pretty suave. Gives a good initial first impression, at least. The glitter doesn’t last for long though – while there are loads of classes to choose from, the ability to customize your character is sorely missing. Just a few factial, hair and hair color options (and of course gender) and you’re on your way.
The graphics are just plain sexy even on performance settings (since, as I’ve said, my rig is strictly budget). Even when zoomed in for quest conversations and passing folliage, the graphics are dang nice. A nice change of pace is the folliage – when the camera encounters a tree, it shows nice detail on the leaves and cones. Not the usual green-and-brown blotches and splotches that are only designed to look like trees from a distance. Of course, having that much detail while moving slows the framerate to a crawl, but it’s almost worth it.
Atlantica uses mercenaries in battle. Moving around the world, you only see yourself, other people, and monsters on the screen. But once you engage a monster in combat, you and your mercenaries appear on a battle grid (3×3 on both sides) and combat begins. You’re given between 15 and 30 seconds to act and if battle camera is turned off you don’t really need that much time. Battle camera is nice, because you get nice dramatic camera angles as units act but giving orders to other waiting units becomes troublesome – so I keep the dramatics low and keep to the bird’s-eye view. Speaking of which, the camera is pertty much completely customizable so you can easily achieve a point of view on the battlefield that will easily allow you to see all the enemy units as well as your own.
Battle itself is done on an ability point system. At the beginning of your ‘phase’, each unit is given ability points. If any units then have over 100 ability points, they are able to act on that turn. Actions can be taken virtually simultaniously. As soon as you give orders to one unit, it begins to act and control is passed to the next. Therefore, you can have all your units acting within a few seconds of eachother and finish your phase well before the time is up.
There are a couple downsides to battle. One, any scrolls and potions you take into battle (you only have two slots per unit for battle items) actually take a while to take effect. If you find yourself in need of healing and you don’t have a shaman (or she’s not able to act that turn, or she’s dead), don’t expect that healing potion to take effect for a while. If you really need it, use it and move to the back-line behind another unit until the timer runs out. Oh, and hope that the unit you’re fighting aren’t gunners/spearmen(who are able to target a column) or archers (who can shoot over the front line).
Crafting is a little wierd. Once you have the skill, you can start crafting anywhere. All you need are the materials. Once you designate what you want to make and set aside the mats, a small purple square appears at the top of the screen that indicates progress. How do you advance progress? By battling! Well, while it isn’t exactly intuitive or logical, it’s nice to be able to make progress on your quests and craft at the same time.
Cities (real world counterparts! Hong Kong, Beijing, Sapporo, New York, Berlin, Rome, etc etc) are able to be owned by guilds. The guilds can then develop the city and get wandering NPCs to join the city. While in the limited time of a closed beta I don’t think this will be explored much (the minimum bid is pretty high), I’m excited to see what the various guilds will be able to do.
All-in-all I’d say this is worthwhile a worthwhile. The turn-based system throws me back to the “golden times” of the rpg, and the time limit with simultanious actions keeps the action fast-paced. The graphics are beauitful even on a slow system, and the crafting system ensures that even making things doesn’t get boring.
Graphics: 9/10 – Beautiful on a budget. I’m sure it’s even greater if you have a performance machine.
Sound: 8/10 – Good music and each unit has a voice as well as some NPCs. It gets a little stale, though, listening to the units give their ‘ready’ and ‘attack’ lines over and over.
Control: 7/10 – Auto-move guides you into the area you need to be to work on the highlighted quest. With the battle camera, there’s some issues with trying to target an enemy that is ‘behind’ a unit already attacking, causing you to select the attacking unit instead of the enemy. With looting, you have to click the body and not the circle that represents the hypotheical location of the unit. Some units fly back when killed, causing them to leave the camera range and forcing you to pan around until you get the auto-loot skill around level 12-14.
Playability: 9/10 As you progress through the levels, you gain the ability to add new types of units to your ‘party’ as well as having the party size itself expand. There is storage provided, if you have the ‘licence’, so you can shuffle around with your party makeup. That being said, when you first recruit, the recruit starts at level 1. So, it takes a while for the unit to become useful, but on the otherhand, it softens the grind because if feels like there’s always advancement.
Overall score: 8.5/10 – Definately worth a look