At first I thought it was a game made by setting, about which he remembers one and a half of her tendency, including. And why did the dudes from the Team Ladybug studio decide to take up this? From great love or something? Well, as it turned out – yes.

Wikipedia minute: Deedlit in Wonder Labyrinth is a game in the world "Record of Lodoss War". It was invented in Japan and was originally used for desktop role -playing semblance of D&D. Then novels, manga, computer games and animated adaptations appeared. The latter are also known in our country. This is the 1990 OVA series and TV series from the 98th.

And it seemed to me that that’s all, the setting was bent and sunk into oblivion. But no! Just in our info he does not pop up anywhere. If you dig a little, you can find out that literary works come out more or less stable, and starting from the 88th time a couple of years (well, maybe not quite a couple) some interactive entertainment appears. This time, Deedlit in Wonder Labyrinth appeared.

What you need to know about Didlit?

In general, if you want a more complete emotional experience from the game, then it’s nice to familiarize yourself with at least OVA 90th. Then I will call it the "original" because I am so more convenient for me. The group of adventurers, which contains the main character of this game, is just there, the highest elf did Didlit is.

In general, in the original work, the protagonist – presented below at the illustrations of the guy Parnish. And, it seems, it is logical to make it a player avatar. But he is some kind of incompetent in these his armor … He lacks individuality? Naturally, I am still the specialist in the design of the characters, so I will say: among the entire group, Didlit stands out with the brightest appearance. I think for a reason. On most official promotional materials, it occupies quite a lot of space. Your attention is focused on it. Apparently, the idea is that the female character sells a better product. Given the fact that his target audience is mainly male. Because of this, the elf became something like a brand mascot. You can also add that the didof turned into an anime-elf image template for many titles for many years. In short: the young lady, at one time, inherited it thoroughly in a mass culture.

My claim is addressed rather to the colors used in the design of the Parn. It always seemed to me that he had rusty armor and it looks somehow not very heroic. On black and white sketches it turned out even more successful. But Didlit, on the contrary, is perceived much better than "painted".

My claim is addressed rather to the colors used in the design of the Parn. It always seemed to me that he had rusty armor and it looks somehow not very heroic. On black and white sketches it turned out even more successful. But Didlit, on the contrary, is perceived much better than "painted".

My claim is addressed rather to the colors used in the design of the Parn. It always seemed to me that he had rusty armor and it looks somehow not very heroic. On black and white sketches it turned out even more successful. But Didlit, on the contrary, is perceived much better than "painted".

My claim is addressed rather to the colors used in the design of the Parn. It always seemed to me that he had rusty armor and it looks somehow not very heroic. On black and white sketches it turned out even more successful. But Didlit, on the contrary, is perceived much better than "painted".

My claim is addressed rather to the colors used in the design of the Parn. It always seemed to me that he had rusty armor and it looks somehow not very heroic. On black and white sketches it turned out even more successful. But Didlit, on the contrary, is perceived much better than "painted".

My claim is addressed rather to the colors used in the design of the Parn. It always seemed to me that he had rusty armor and it looks somehow not very heroic. On black and white sketches it turned out even more successful. But Didlit, on the contrary, is perceived much better than "painted".

In the game itself through a pixel spray, its character is well conveyed due to the correct animations. It acts inside the game world exactly as you expect from it: with the desired degree of lightness and grace. And the cloak gives additional dynamics and airiness. The whole image of Didlit creates additional gallop. She still calls on all fairys so that they explode about enemies. In general: well guessed with a protagonist and realized his idea well.

Plot, visual and a little about sauundise

The story in the game begins with the fact that Didlit wakes up in a circle of stones-this is clearly some place for the ritual or something like that. Why she was here is unknown. The same applies to the reality of what is happening in general. Nothing is not clear at all, but everything is beaten quite interesting.

The exposition at the casinoandfriend.uk beginning is not served too informative, after a couple of windows with text. Because of what, the characters appearing in the course of the game do not form a proper binding and there is no clear understanding of who they are at all. This does not affect the gameplay, of course, but after passing the puzzle of history, it may not work out in your head. Myself The plot is not without intrigue By the way, what is pleasantly surprising. I think that familiar with the original of the lady and gentlemen must appreciate.

The visual style is generally designed so that you easily draw parallels with the drawing of the series. Otherwise, it is pleasant, without anime pretentiousness and acidic colors. The same monsters fit well well in the setting and not look foreign. This impression is additionally intensified due to creatures and characters who moved here from anime.

The game generally looks very juicy, and some stylistic solutions of the original helped her become more original.

The game generally looks very juicy, and some stylistic solutions of the original helped her become more original.

Separate elements of the type of lights or air flows may seem simple, but this is the essence. They quickly read when they fly into you. The task of such a solution is to give a signal about the danger. And it works. You almost immediately get used to the visual marker and you have enough time to react properly. Simplicity, in this case, is omitted information.

The music is here … unusual. I can’t say that I like this, but it very accurately falls into the style and atmosphere. And in her sound, she tries to resemble games from the nineties. As a result You get a product with greater artistic integrity, that only positively affects his general perception.

But the voice acting of dialogs is not enough of course. There are only windows with text. This could be compensated by different sound effects of subtitles in various characters. For example, for dragons, this sound could be made by a lower rumble. How it turned out on the release is not bad, but the option I have given would better work for the atmosphere.

There is one aspect that makes a dissonance of gameplay with a narrative. Attention: now fierce subjectiveness will go! The adventure of Didlit is not enough feeling of loneliness. Lost in the maze, devoid of friends, she is almost constantly surrounded by crowds of enemies. And how would everything be correct, the Action-game they are talking about this! But here the appropriate accents are important, more emotionally revealing history, giving a sense of ownership and more involved in you. I am not from scratch now, in the game there are staging moments where you have to roam alone on such surreal locations. But there are literally a couple of pieces. Here the idea is cool! But they did not dull.

In one of the staged episodes, you will have to run through the location with high -level enemies, being the first level.

Game process general information

As I said: the game takes place in the labyrinth, which is why metro-vaning has become suitable for it by the genre. Here Most of the time you will spend on the study of the world. Of course modest by the standards of representatives of the genre, but no one will become worse from this. There will be a lot of back -creping here, which stretches the passage. But this does not bother it, there is even something meditative in this. Briefly speaking: You can relax under the game, And this, a kind, is an achievement.

There will be many locations, the locations will be diverse. Each with its own design and set of opponents. Due to the magical nature of the labyrinth, the usual fantasy forest with the ruins of the temple in the desert mixed in it. Moving around the game you constantly get new impressions. The scenery is not bored, and the eye rejoices even despite the fact that the Didel will find himself in places quite typical for fantasy setting.

Focus on the map is quite convenient. There are not many types of key marks that it helps to keep all the information you need in your head.

The metroid formula has been worked out with due diligence. You feel like a researcher During the passage. The significance of objects and spells that you find in the secret corners of the Labyrinth is obvious to you. You will have time to play enough and get comfortable with new revealing abilities (if you carefully study the game world). In addition, you can still find out the details of the events of the past. In other words: Inquisitive, you will be awarded a more complete picture of what is happening at the end. But the original is better to know anyway!

About gameplay more specifically

Much attention in interaction with the game world is paid to switching two elements – Fire and air. Depending on what kind of spirit-famillar is accompanied by a didlite, she will receive immunity to the specified element. Sylph – from the air, the salamander – respectively from the fire. Regardless of how the element manifests itself: a wall of air, lava in the bowels underground or attacks of opponents. At the same time, the familiar is able to absorb energy from his element and transform it into mana. And already mana can be spent on spells and long -range weapons. That is, to bring down the boat of arrows on the boss, standing in the wall of fire created by him. The game even encourages this approach.

This is also indicated by the levels that each of the spirits has in the amount of three pieces. They increase when lupasy enemies. Upon reaching the mark with the number "3", HP Didlit gradually recover. And the weapon in her hands receives the strength of an active elemental element. If you get damage, then the level drops by one unit and you have to fill it again. So You are forced to play more carefully and better possess the character. I will not say that it is difficult to learn this, but you will have to make efforts. In replacements, you get the opportunity to completely avoid damage, arrange spectacular fights with bosses and deadly whirlwinds to rush through locations.

The spontaneous attacks are very actively using bosses, forcing to constantly switch between families, carefully monitor the situation in battle, feel the rhythm in attack patterns. AND All this is normal so loads brains, that for action games is an undoubted plus. The levels of families can be increased only when they are inactive. That is, the air is active – fire increases and vice versa. This mechanic makes an additional stress factor and adds another variable for which you need to follow.

Active familiar is changing the color of the cloak of Didlit. This facilitates the adoption of the right decisions both in battle and in interaction with the game world.

Active familiar is changing the color of the cloak of Didlit. This facilitates the adoption of the right decisions both in battle and in interaction with the game world.

Thanks to the above battles with bosses are the main decoration. They are complex, tense, often demanding and balanced. The game is small and here they will be quite normal. Yes, some of them can be repeated, but when this happens, you have to study the expanded set of attacks and adapt to it already. By the way, the bosses could be thrown more than the numbers to the value of the damage, otherwise some are felt by some thin. It would be possible to stimulate you even better to play better, since all the necessary tools are given to the player for this.

Periodically will meet and Puzzles. Basically, everything is tied to onion firing at gears to drive some mechanism in motion. Or with a ricochet, drive out an arrow along a certain trajectory, knocking down the desired target. You are unlikely to creak over such tasks for hours, but they bring diversity to the gameplay. And change the dynamics, Switching your attention from other gameplay tasks.

Is there any minuses in the game?

Wandering around the labyrinth, Didlit picks up a bunch of junk. Mostly Different types of weapons. Each is characterized by damage, speed and animation of the attack. What will allow you to find your play style. The easiest way, of course, is to use onions and destroy opponents from a safe distance. And there is a certain imbalance behind this, because enemies die before they manage to answer with something. It would be partially solved by the problem of adding to some of them the maximum resistance to arrows. Either the damage would pass only when the spontaneous level reached the mark "3" and the weapon intensifies.

There is another minus from onions, namely Animation of the shot cannot be canceled squat or evasion. And it does not look like a conscious decision for the sake of balance, rather a shortage. Moreover, with attacks in close combat, everything goes well. I think this is due to aiming mechanics, which, for some reason, does not allow certain actions to weave. AND you grab such a non -such frustration, when one movement should obviously cancel another, but this does not happen!

If we analyze other Abidlit abilities (moving in the air, double jump, tackle, et cetera), then you can understand that The set of gameplay situations you meet could be much more complicated and more demanding. For example, you can come up with some staging stages where you need to quickly overcome obstacles and, along with this, run away from something. Let’s say from the collapse in the cave. Most often, it is necessary to juggle abilities in battles with bosses. And this is a great way to encourage you to study the game character, but it is better to hone your skills in different circumstances with different conditions. And such moments are usually well remembered and form a brighter emotional picture from passing.

At the same time There are interesting enemies who could perform a function of a function. Here, for example, dude, who become vulnerable only when you turn to them with your back and you need to catch the moment when he gets close enough to you to turn around and hit you. Or look for a place where the arrow can fade down and get along it. Or use a boomerang that is able to fly behind your back. In short, the idea of ​​cool, implementation too, But these opponents are arranged so that your life is not complicated from the close neighborhood with them. This does not apply directly to all enemies in the game, but this case has deprived you of inventive tasks.

The game generally does not seek to punish for mistakes. Afraid to create excess inconvenience or something? A lot of checkpoints are scattered, you do not need a special imagination to outwit a strong monster. And negative effects like poisoning quickly fall, not having time to spoil the nerves. Because of this, you do not feel that you have mastered the game, overcoming, adapted. You just passed it. Someone will be enough for someone, but I don’t think this approach is good for action. Still, they focus on the player’s self-improvement. And so progress is felt worse and hits a lot of involvement.

You can calmly stand under the belly of a basilisk and he will not do anything to you. Would add him an attack with his front paw at least.

The result and to whom the game is suitable

Fortunately, these individual details do not affect the overall impression. Playing something in Deedlit in Wonder Labyrinth is still interesting. But who is specifically interested – this is another question. First of all, it is designed for fans of the Universe "Record of Lodoss War". It doesn’t matter in what manifestation: desktop role, novels or anime series. Besides, If you, for some reason, have never played in the metroid, this is a quite good start point. With an example, you can study the basic elements of the genre and understand their work.

The game has a huge number of pleasant little things, And the little things form a general picture that remains in memory. Even in Deedlit in Wonder Labyrinth there is some kind of good fantasy fairy tale, for which I appreciate the similar settings. The guys from Team Ladybug managed to grab this important feature of the original and transfer it to their creation. And in general, the people there are clearly not without talent. Let’s see what successes will wait for them in the future.

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