RemiLore Lost Girl in the Lands of Lore Review | (Nintendo Switch/PS4)

Don’t be fooled by the visuals at first,
while Remilore looks a lot like Diablo 3, it plays more like a hack n slash action rpg
with a cut dessert theme tossed over it. That cute aesthetic is just about everything
it has going for it though because sadly this is a game with a cute presentation but really
nothing else. Remilore’s premise is straight forward,
shallow and really random to top it off. You play as Remi, a school girl that’s cleaning
her school’s library when she comes across a magical sentient book that transports both
of them to the world of Ragoah. The book whose name is Lore, explains that
his master has disappeared from the world and so now his homeworld is being attacked
by all sorts of monsters. With Remi being his only hope, the two work
together to clear out the world of all the monsters while trying to get Remi back home. Story-wise there’s not a ton to write home
about here as the narrative is only really here to provide a backdrop to the combat. You do have the occasional chit chat between
Remi and Lore that can range from charming to cringe. Some of the conversations seem relevant like
Remi’s character design and other moments you get random questions like this ____ that
are sort of just said and dropped afterward. I didn’t expect a lot out of the story going
into RemiLore and to that extent it lives up to my expectations but not for the right
reasons. Like just about everyone else with a video
game background, I saw RemiLore and immediately thought, oh this is anime diablo. I was very wrong, this is more of a mobile
hack n slash. It actually reminds me of a older Switch game
I reviewed before called Invasion Never Lose Hope only way more shallow and some very awkward
sound effects. I’m getting a bit ahead of myself though,
let’s talk gameplay. As Remi you have three abilities, 2 melee
attacks and a magic attack that’s done with the help of Lore. Depending on the type of weapon you have equipped,
the properties of these attacks can completely change. For example, each weapon has different battle
stats and even the timing of attacks can completely change for different weapons. So when you’re fighting enemies, a lot of
the technique to landing damage and not getting his is learning the attack tail of enemies
and learning the timing of each weapon attack. Every weapon has its own set of combo patterns
you can perform and they can get quite long so long as you don’t get hit. It’s a surprisingly deeper attack system
in terms of combos than you’d expect at the surface level but ultimately it didn’t
really get time to shine just because the enemies weren’t that challenging. Fighting enemies was as straight forward as
just attacking, reading their attack tail to dodge and attacking again. It wasn’t difficult and over time became
predictable and repetitive. There is some variety to be found through
the rpg mechanics that comes from collecting the food around you. Food is like the xp currency in Remilore and
it’s used to upgrade spells and chance rates on certain items. There’s an abundance of the xp to collect
just about everywhere so quickly leveling up isn’t as difficult as you’d expect. Overall this all meant that my time playing
through Remilore was easy, simple and just lacking in terms of any depth from the story
or the combat. It was a walk in the park, one that consisted
of a four-act set up that only took me about three hours to complete. Mid-stage and final bosses were the most challenging
parts of the campaign but rarely were they challenging enough to really make any significance
in the overall campaign. It’s a real bummer because you can find
a good foundation for some rpg mechanics here but the combat is lacking in difficulty and
mechanics that it really drains the rpg parts of the game. With that said there is some replay value
with the ability to come back for a new game+ or even take on the story mode with a friend
in local co-op, for those on the Nintendo Switch, single joycon support is available. Specifically for the Nintendo Switch, the
addition of a in-game achievement system is pretty nice since that’s missing on a system
level but without the challenging or in-depth mechanics, I wasn’t too motivated to go
back for another round solely for achievements. I played Remilore on the Nintendo Switch for
this review. The performance was mostly stable with only
a few minor frame dips beneath the 30 frames per second line and even then they were hardly
noticeable to me. Resolution looks like it ran at 1080p and
720p respectively between the dock and handheld mode. Although I thought its gameplay was lacking
what I did enjoy out of Remilore, for the most part at least were its visuals. While not jaw-dropping by any means, it has
a pretty solid lighting system that can create some beautiful looking visual pieces. Any time the sun was setting and the light
would be cast at an angle, it created is beautiful looking sunset view over the gameplay. From an art style perspective, a lot of the
environment sort of reminded me of Trine only now in a top-down view. It worked well and looked great at least when
objects weren’t disappearing. Now, this just might be a pet peeve for me
but I really don’t like that there’s this pop in when you get close to walls. I understand making the environment transparent
at sometimes but perhaps an easier fad transition would have been better. Having different elements of the environment
just quickly jump cut in and out of view just looks bad to me. RemiLore’s audio is just a big mix bag. I enjoy the voice work done for Remi and Lore,
I think they’re well done at least for the standards of a game like this with a lacking
story. They’re not incredibly performances but
they’re at least more than a simple sound reaction attached to long paragraphs of text. What I personally didn’t like was just about
everything else going on when they weren’t talking. The sounds of the attacks were generic and
unfitting. I don’t know why slicing throw a barrel
sounds like a punch. Getting the xp currency in the game creates
a chime that sounds like it was ripped out of a free asset library. Lastly, and this just might be me, but the
sounds that play when you get hit are just vastly uncomfortable. I mean I’ve played my fair share of anime
based rpgs, I’ve dealt with the awkward high pitch voice reactions before, RemiLore
just kind of finds a way to make it more uncomfortable. Perhaps it’s the fact that the reactions
happen with every hit and are the same sounds every time. It made me want to mute the tv, I’d rather
just hear the hd rumble react to my attack at that point. In the end, Remilore was an easy hack in slash
game that just didn’t bring much else to the table besides some cute visuals and a
bare-bones action system. As a low price quick indie game, it’s an
ok time for a train ride into downtown LA. However, this is a $40 full retail game that
just lacks polish and substance on so many levels. Don’t let its looks fool you, this is a
game that talks the talk but doesn’t walk the walk.

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