Just over a year after laying the foundation stone with early access, Record of Lodoss War: Deedlit in the Wonder Maze is now a complete building. The independent project by Team Ladybug and Why So Serious, which made us salivate with its seductive pixel art, can finally be discovered in its entirety. But does it go further than suggested in March 2020?
A series of Hroc fantasy novels signed by Ryo Mizuno that went on to become Manga or even OAV (the first that Kaz said in France in 1994). The Chronicles of the Lodoss War Get out of the RPG field they worked in on MSX, PC Engine, Super Famicom, or even Dreamcast for a style close to Castlevania: Symphony of the Night. Sorry, let’s be more specific: the encounter between this universe and the genre of Metroidvania is more of a plunder. Konami’s classic 2D exploration action game is everywhere. First in the approach of the heroine, which was completely modeled on that of Alucard, including dodging. Likewise in the bestiary made of manticors, goblins, harpies, living plants or pes and other gargoyles with known attacks. And then the sounds, some backgrounds, and even the stasis effect as you get some level of experience. In short, we have already said it: everywhere. But is it really bad?
What are you drinking Dido Blanket?
The answer to the question raised above becomes obvious when we focus solely on the strengths of Deedlit in the wonder labyrinth. His neat pixel art fits his universe perfectly, as does his melodies – although the curls look very short and boring. The sprites are mostly raised. Ct animations, no complaints, it’s neat. And lead? A delight in ease and maneuverability, which means that a fairly skilled player can easily get out of the brawls that await them. The sometimes gigantic bosses present routines that you can get out of without too much damage. They are in fact the fan base of in addition to a phone call Lodoss to Senki and its folklore, the game’s only real challenge.
Unfortunately, the smaller creatures, who haunted corridors that are bloody emptier than expected, rarely have the right to express themselves before they have delivered the blows that make them disappear. Understand that they’ll stay pretty static as long as you’re not a sprite or two of them, and go in large numbers or on the final stage when they can spit out intricate rays to avoid while making us dizzy and not very dangerous. This slight general difficulty can prove to be a strength for lovers of the high elf and his companions who are not entirely familiar with the controller in hand. For others calling for Metroidvania seekers, this will add to the disappointment. And there are many.
Closed a little vann
We talked above about environments that aren’t full of elements to interact with. There could have been so many secrets, mechanisms, and objects that needed to be restored. But no. Deedlit in the wonder labyrinth is content with the bare minimum by suggesting a basic level design with no surprising side resistance or platform – aside from shooting on a rope with rebounding to open certain do ors. We acquire the powers that go higher or further without great enthusiasm. The use of the colored elementals Sylph and Salamander, which offer skills related to wind (white) or fire (red) and sometimes require a switch to deal damage or take no damage, like Outland or Lords of Shadow, remains very limited. The measuring devices of the soul current connect these two beings and guarantee a constant recharge as long as one hits without being touched. This seems to be secondary to the gnawing use of magic and vials of life bought by Ghim.
Ct booty, it’s perfectly calm. On the one hand, because we don’t have to worry about equipment other than a rocket weapon and a bow, which we change through a menu from a different age. No, not even an object that has special abilities to offer, just magic that is often somewhat hidden. On the other hand, because the enemies only drop a few new instruments of death. And seldom interesting on top of that. All of this leads to a mechanical advance without really expecting much from a damn controlling title that we discover the six stages (for so many chapters) and the depths of the map in less than six hours without really being convinced. All for what For a cryptic plot that, in the end, after final clashes with no idea, if it moves the emblematic characters of the anime well, after final clashes without ideas and not very sharp, unsatisfactory explanations. At least we can believe that a sequel is looming and that it will have more leeway. And maybe more personality.