PlayStation 3 Reviews

The Witch and a Hundred Knight

Evil will always triumph…because good is dumb!

Millions of sorrow children from my era grew adult entertaining for Hulk Hogan. They’d tie on their oversized red-and-yellow bandanas, paint golden Fu Manchus on their top lips, and follow a 4 “demandments” of pro wrestling’s iconic, oiled-up hero.

Brother, we couldn’t stand that decaying phony.

No, my favorites in a squared round always wore a black hat. we cheered for cunning, conniving antagonists like “Mr. Perfect” Curt Hennig and “The Genius” Lanny Poffo. The former dubbed himself a hint of jaunty supremacy and even boasted that he could chuck a football to himself, while a latter was an purported educated Ph.D. and producer laureate who bragged about his supernatural mental acumenand who, in further to already vocalization 11 languages, claimed to be “learning Japanese.”

I travel a true and slight in day-to-day life. And, sure, we adore a tear-jerking, drastic delight as many as anyone. But in fiction, villainy is usually a lot some-more interestingand a whole helluva lot some-more fun.

That’s why, instead of enslaved in repulsion, we plainly embraced a cackling, shaping star of The Witch and a Hundred Knight, a cocky, ornery Metallia. She’s a Swamp Witch in a truest clarity of a word—a fiercely unapproachable recluse, she’s never left her marshy home in her 113 years of existence, instead relying on her thriving collection of leather-bound tomes to surprise her of a outward world. These books apparently embody several volumes of profanity-laden Hunter S. Thompson screeds, given Metallia sports a wording as coarse as you’ll find in gaming this side of Grand Theft Auto.

Nippon Ichi has a bent to gaunt toward a bold and crude, of course—that’s how they done their name among role-playing fans some-more than a decade ago with their flagship RPG, Disgaea—but those elements are maybe during their many impassioned for a developer given 2007’s Soul Nomad a World Eaters and a foul-mouthed, megalomaniac-trapped-in-a-sword antagonist, Gig. If a dim code of amusement was too many for we behind then, or if we even find Disgaea a tad extreme, it’s protected to contend you’ll be incited off by flattering many all that spews out of a evermore sullen Metallia’s mouth.

To hear Metallia tell it, though, she’s not evil. She’s simply a witch. She usually does rotten, nasty things. It is her raison d’être, nonetheless during slightest she’s adult front about it.

Or, as another one of my favorite childhood wrestling heels favourite to put it: “I’m a snake… Never trust a snake!”

Of course, after some-more than a century in a swamp, Metallia yearns to enhance her territory, and given she can’t tarry for prolonged nonetheless a poisonous stink of home, she concocts a familiar, a mythological Hundred Knight, to do her bidding. Think of a Prinny from Disgaea, solely that this critter can usually sign extravagantly instead of observant “dood” each fourth or fifth word. Oh, nonetheless suppose if a Prinny could indeed lay a pound down on someone’s keister instead of waddle around clumsily on a dual sticks-for-legs.

The Hundred Knight’s job? To broach “swampy justice” around a universe by activating an collection of pillars, that Metallia infuses with her toxicity as partial of her devise to control a world—step by step, post by pillar. Yep, that’s right: In essence, a diversion sees we do a behest of a cruel, crass, world-dominating witch. To a credit, The Witch and a Hundred Knight doesn’t unequivocally lift a punches and lets we know within a initial 60 mins what kind of float you’re in for over a subsequent 40-plus hours. Either we accept Metallia and all her assorted “eccentricities,” or you’re annoyed by a unequivocally suspicion of her and pierce on.

I should also supplement that a Hundred Knight isn’t totally mindless—or totally stupid. While Metallia’s manly sorcery apparently lacks a ability to extend speech, a critter lets out several grunts and can voice a complacency or exasperation flattering clearly. At several points in a story, in fact, a diversion offers a possibility to use a creature’s energy of self-assertion to accept, reject, question, or conflict in overpower to several discourse prompts.

This is a good small fold to supplement to a already outlandish Nippon Ichi script—only it’s not used scarcely as many as I’d like. A late-game preference determines that of a game’s 3 endings you’ll receive, nonetheless a other choices via a query don’t matter. Sure, they’ll impact a dialogue, and Metallia’s responses competence be infused with a small some-more or a small reduction fury depending on possibly you’re a constant or discontented servant, nonetheless it’s mostly usually for show. It’s an engaging concept, though, and I’d adore to see Nippon Ichi enhance on it in a destiny RPG.

The Witch and a Hundred Knight also differs from many of a developer’s prior efforts in that it doesn’t revolve around plan or strategy on a grid, nonetheless instead focuses on hack-n-slash movement in sprawling fields, forests, and dungeons. If we had to collect something that a knowledge many resembles on a extraneous level, I’d select the Ys series, utterly a new standout entries on a PSP and Vita.

Unfortunately, a Hundred Knight is no Adol Christin—in some-more ways than one. Falcom’s iconic red-headed favourite always has a ladies swooning for him, while a Hundred Knight seems calm to let them trainer him around. Adol’s also simply a lot some-more able with a arms in his hand, uniformly dodging, twirling, and rupturing opposite hordes of foes. While a Hundred Knight can positively container a belt with 5 opposite arms forms and a ability to supply a quintet of swords, spears, and staves during any one time (resulting in some flattering manly combos), fight always feels a bit delayed to rise and lacks a quick-hitting movement you’ll find in a best of a genre. It’s never an undisguised slog, and a Hundred Knight is a able adequate soldier that we generally enjoyed rupturing by foes, nonetheless it never reaches a full potential, either.

Also, given a Hundred Knight needs Metallia’s energy to survive, he can usually try on his possess for a singular duration of time, indicated by a countdown timer that runs down fast if you’re exploring new domain nonetheless that slows to a yield if you’re in an area you’ve already mapped. Your predestine isn’t wholly adult to a humour of a clock, though, given we can supplement some-more time by gobbling adult enemies—or, in a game’s parlance, “quick-time eating.”

While a suspicion of an meaningful countdown time in an action-RPG competence be a turn-off for some, it’s not that irritating in practice. I’d generally diverge behind to a home bottom of Metallia’s engulf after a 10-to-15-minute foe-flogging event anyway, and this setup usually unequivocally becomes troublesome in a after areas, where checkpoints are needlessly distant apart.

The usually truly botched fight aspect is a camera—not so many in how it controls, nonetheless in how it interacts with a world. I’m evermore beholden that Nippon Ichi wanted to uncover off a poetic tree-leaf tech here, nonetheless when a environments meddle with a camera angle and force me to demeanour during a collection of leaflet instead of a action, I’d usually assume that winter come and blow a damn things off a branches. These problems are utterly troublesome in one of a latter areas, a infuriating obstruction that requires we to activate switches and open adult doors. It’s roughly as if a developers came adult with a thought for a certain form of cave nonetheless never satisfied it couldn’t have been some-more unsuitable for a camera mechanics they’d implemented.

As a Hundred Knight creates his approach opposite a world, a story becomes a small some-more fleshed out than Metallia simply unleashing her verbatim swamp on several hills, forests, and towns—this is a Nippon Ichi game, after all, and she’s distant from a usually decaying one around. The story sets adult a small too slowly, generally given a singular series of repeated characters—this isn’t accurately Game of Thrones in terms of complexity—but a account manages to intrigue, and we never knew utterly that instruction Metallia’s story would go. Meanwhile, a ancillary expel isn’t Nippon Ichi’s strongest, nonetheless they uncover some-more abyss than we competence expect. And while a some-more coarse elements are what will squeeze headlines, we was indeed some-more amused by some of a subtler amusement than by Metallia’s over-the-top rants (though she does broach a handful of artistic insults that unequivocally work in certain scenes).

I commend that some players will be incited off by this diversion within a initial 10 minutes, and that’s positively their prerogative. But as someone who’s grown sap of a rote Disgaea regulation over a past few years, I’d rather Nippon Ichi take risks and try something opposite than run out nonetheless another sleepy iteration on a same template. This isn’t my favorite Nippon Ichi diversion by any stretch, nonetheless it’s good to finally be astounded by them again. If you’ve enjoyed any of their divergent outings over a years, The Witch and a Hundred Knight is really value a shot.

After all, even Hulk Hogan finally embraced his middle baddie, right?

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