regen win

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Wouter Groeneveld 2018-07-31 15:17:16 +02:00
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06/2018
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No &copy; reserved - sharing is caring. <a href='https://github.com/wgroeneveld/jefklakscodex' target='_blank'>Hack away!</a><br/>An integral part of <a href='https://brainbaking.com/' target='_blank'>Brain Baking</a>.
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@ -55,17 +55,21 @@ The Codex has a long history, I&rsquo;ve always felt the need to proclaim my def
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<a href="/articles/aria-of-sorrow-retrospective/">Castlevania Aria of Sorrow: a retrospective</a>&nbsp;
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07/2018
</span>
</li>
<li>
<a href="/articles/switching-to-the-definitive-nostalgic-console/">&#39;Switch&#39;-ing to the definitive nostalgic console</a>&nbsp;
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<a href="/articles/etrian-oddysey-review/">Etrian Odyssey Review</a>&nbsp;
<a href="/articles/etrian-odyssey-review/">Etrian Odyssey Review</a>&nbsp;
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<i class='fa fa-calendar'></i>&nbsp;
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03/2007
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07/2018
</span>
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<li>
<a href="/articles/switching-to-the-definitive-nostalgic-console/">&#39;Switch&#39;-ing to the definitive nostalgic console</a>&nbsp;
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<a href="/articles/etrian-oddysey-review/">Etrian Odyssey Review</a>&nbsp;
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03/2007
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@ -63,14 +63,16 @@ Only the new and young generation of gamers might not be familiar with Apogee So
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<a href="/articles/aria-of-sorrow-retrospective/">Castlevania Aria of Sorrow: a retrospective</a>&nbsp;
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<i class='fa fa-calendar'></i>&nbsp;
07/2018
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<li>
<a href="/articles/switching-to-the-definitive-nostalgic-console/">&#39;Switch&#39;-ing to the definitive nostalgic console</a>&nbsp;
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<a href="/articles/etrian-oddysey-review/">Etrian Odyssey Review</a>&nbsp;
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<a href="/articles/riviera-review/">Riviera: the Review</a>&nbsp;
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03/2007
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07/2018
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<a href="/articles/etrian-oddysey-review/">Etrian Odyssey Review</a>&nbsp;
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07/2018
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<a href="/articles/etrian-oddysey-review/">Etrian Odyssey Review</a>&nbsp;
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07/2018
</span>
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<li>
<a href="/articles/switching-to-the-definitive-nostalgic-console/">&#39;Switch&#39;-ing to the definitive nostalgic console</a>&nbsp;
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@ -203,7 +210,7 @@ if (!doNotTrack) {
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<a href="/articles/etrian-oddysey-review/">Etrian Odyssey Review</a>&nbsp;
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07/2007
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03/2007
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<h1>Castlevania Aria of Sorrow: a retrospective</h1>
<p>Calling Aria of Sorrow the best handheld Castlevania is no small feat: they&rsquo;re all great in their own way. But after replaying this again (and again&hellip;) I&rsquo;ve made up my mind: it is <strong>the best</strong> Castlevania - period. It&rsquo;s the second best Gameboy Advance title of all times according to IGN. Yes, I am insinuating it&rsquo;s better than Symphony of the night. And yes, I know of the inverted castle&rsquo;s greatness and the rip-off in Harmony of Dissonance. Soma&rsquo;s gameplay mechanics: the soul system, is simply more engaging to me.</p>
<h3 id="what-exactly-draws-me-into-this-game">What exactly draws me into this game?</h3>
<p>According to Jane McGonigal&rsquo;s <a href="https://www.goodreads.com/book/show/7821348-reality-is-broken?ac=1&amp;from_search=true">Reality is Broken</a> book, we the gamers are looking for a way to &ldquo;fix&rdquo; the real world by escaping into worlds that reap higher immediate rewards. It&rsquo;s a very interesting read and reflects my love with the Castlevania (Metroidvania) genre quite well.</p>
<p>The <strong>sense of progress</strong> while exploring the castle keeps you pushing forward. After unlocking special abilities like being able to walk over water (or walk underwater, for that matter) makes it possible to dig deeper into the castle that also will require quite a bit of backtracking. But that backtracking is never a real problem or a chore in any way: when Soma levels up and finds better gear, the feeling of being more powerful than an hour ago while passing through the same corridor is great. Instead of hesitantly dodging and crawling you&rsquo;re confidently jumping and hacking away, maybe even yelling &ldquo;out of the way, minions!&rdquo; at your Gameboy. I know I did.</p>
<p>Bringing up this argument might sound weird coming from someone who hates certain jRPGs with a passion: the obligated level grinding completely ruins the fun for me. The difficulty spike isn&rsquo;t levelled at all in games like Dragon Quest (VIII): you can clearly feel the hick-ups in each &ldquo;new&rdquo; area of part of a dungeon. You can almost hear the designers whisper to you &ldquo;Go back and grind some! You&rsquo;ll suck at the boss!&rdquo; - ignore it at your own peril. Of course Aria of Sorrow includes <strong>a lot</strong> of grinding to grab each monster&rsquo;s unique soul. But that grinding is completely <em>optional</em> - nobody is telling you to get all souls (except 2 to get the alternate ending).</p>
<p>I want to grind when I feel like it, not when the game tells me I haven&rsquo;t encountered enough enemies yet to progress through that part of the map. That indicates a design flaw to me - or a way to artificially lengthen the game, as it did in the NES days. The Dragon Quest formula hasn&rsquo;t really changed since then. I don&rsquo;t mind: I&rsquo;m a retro gamer. But as McGonigal points out: we need to be <strong>intrinsically motivated</strong> to do anything well, from playing a game to doing chores in real life.</p>
<p><img src="/img/articles/aos_stats.jpg"/>
<center>
Yay, stats!
</center></p>
<p>Running around to reach new places can become boring if the world is empty or if it takes a long time to go from point A to B. Aria of Sorrow has neither. Even without Black Panther to dash, a quick travel system allows you to jump from one area to the next and even those aren&rsquo;t too far away if you decide to do things on foot. Hollow Knight, a great and highly acclaimed modern Metroidvania, doesn&rsquo;t offer quite the same: there are a lot less but more dangerous enemies and it&rsquo;s a bit too large to reach one of the edges for my liking. Souls aren&rsquo;t readily harvested so punching the same monsters in the face again and again will net you something interesting instead of simply gold.</p>
<h3 id="getting-better-or-seeing-progress">Getting better or seeing progress?</h3>
<p>Why choose if you can have both? Since Iga&rsquo;s Metroidvania system, the protagonist levels up and has a bunch of stats one can look at every few minutes. Old school castlevania&rsquo;s like the recent <a href="/articles/switching-to-the-definitive-nostalgic-console/">Bloodstained: Curse of the Moon</a> are also great but offer less sense of progress because the player keeps on being just that: the player. Soma evolves towards Dracula - even in the story.</p>
<p>Getting to the end boss does net you a scrolling stage select screen that also gives visual feedback on your progress. There are also semi-hidden permanent potions that increase your mana or health pool but that&rsquo;s about it. Hitting a particularly difficult enemy with your whip feels awesome thanks to two things:</p>
<ol>
<li>The fact that the enemy dies and you don&rsquo;t.</li>
<li>The &ldquo;LEVEL UP!&rdquo; text that appears after racking up enough XP points</li>
</ol>
<p>Without #2, Diablo wouldn&rsquo;t exist. Why would anyone be motivated to do Nightmare or Hell runs in Diablo 2? To gain experience quickly, and to find nice items in the form of monster drops. Aria of Sorrow enemies also drop items and it&rsquo;s also a rarity that could be increased with the right soul or support items. Another reason why backtracking isn&rsquo;t bad here.</p>
<p><img src="/img/articles/aos_top.png"/>
<center>
Almost to the Throne Room, again&hellip;
</center></p>
<p>&ldquo;Getting better&rdquo; also means getting more flexible: unlocking a double jump, or being able to fly with the Giant Bat soul. Soma literally strengthens on the screen, separate from the statistics only visible in the character screen or in the health bar number. The implementation of all those things combined yet to be matched in my mind.</p>
<h3 id="what-about-other-castlevania-s">What about other Castlevania&rsquo;s?</h3>
<p>Handheld Castlevania&rsquo;s have the added bonus of being portable: that&rsquo;s a huge plus for me and those 2D platformers are a perfect match for handheld systems. <a href="/articles/handheld-castlevanias/">Everyone agrees</a> Aria of Sorrow is the pinnacle in the series on the Gameboy Advance: Harmony of Dissonance squandered the CPU on flashy graphics and Circle of the Moon on the soundtrack. The result is a barely audible game and a barely visible game. Harmony of Dissonance borrows the castle design from it&rsquo;s bigger brother Symphony of the Night and Circle of the Moon&rsquo;s gameplay mechanics simply don&rsquo;t evoke the same feeling of progress as Aria of Sorrow.</p>
<p>Dawn of Sorrow on the Nintendo DS is a real competitor but the obligated touch controls ruin the fun. Killing off a boss forces the player to stop mashing buttons and grab a stylus to draw some kind of pattern - and quickly too, otherwise the boss will regenerate. Dawn of Sorrows&rsquo;s character art system also made a weird - and unjust - move to anime that diminishes the atmosphere. I&rsquo;m ignoring the last 2 DS games because of the completely different castle design: a big non-linear map, it is not.</p>
<h3 id="that-gets-me-to-atmosphere">That gets me to&hellip; atmosphere</h3>
<p>The last piece of the puzzle why Aria of Sorrow is one of the best Metroidvania&rsquo;s ever made is this: atmosphere. It&rsquo;s a big word that encompasses everything: from monster and character design to pixel art and of course the epic soundtrack. The word &ldquo;<strong>epic</strong>&rdquo; is something else very interesting in McGonigal&rsquo;s Reality is Broken book, defined as a feeling to be part of something that is bigger than yourself. Like entering a castle infested with Death&rsquo;s helpers while slowly becoming his Master, Dracula. The &ldquo;<em>powerful and compelling scenario</em>&rdquo;, according to <a href="https://en.wikipedia.org/wiki/Castlevania:_Aria_of_Sorrow">Gamespy</a>, is the best in the series since Symphony of the Night. Knowing technical details of GBA development myself, the color palette range is even more appreciated compared to others on the GBA.</p>
<p>Aria of Sorrow&rsquo;s <a href="https://www.youtube.com/watch?v=t6i-D60cxt0&amp;list=PL5312754A0D082327">Soundtrack</a> is a masterpiece that still sounds amazing, 15 years later, ripped from the Gameboy Advance. The opening song, &ldquo;Castle Corridor&rdquo;, sends shivers down my spine every single time I hear it. To be fair, all the Castlevania DS soundtracks are at least as good, as is of course the Playstation instance.</p>
<p><img src="/img/articles/aos_map.jpg"/>
<center>
Aria of Sorrow&rsquo;s map: lot&rsquo;s to discover!
</center></p>
<p>So, would I burn through this game again anytime soon? It can be over in 5 hours, with the map reporting &ldquo;97,5%&rdquo; explored. I neglected to mention the map! Another great piece of the puzzle that is required in games like this. The castle map that slowly becomes more and more visible also serves as an immediate graphical feedback on the feeling of progress. Games like <a href="/articles/etrian-odyssey-review/">Etrian Odyssey</a> add another dimension to this mechanic by making you draw the map edges yourself, but the core concept remains: each &ldquo;block&rdquo; is slowly automatically discovered when you enter that particular area.</p>
<p>I can keep on talking about this game and friends even start to shake their heads when I start sentences with &ldquo;In Castlevania&rdquo;. So instead of putting more words down here, I think I&rsquo;ll take on Cirlce of the Moon again. Time to pick up the whip and start hunting&hellip;</p>
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<p>First, protection from magic weapons and protection from energy stops physical attacks and area effect spells cold. (since the smarter lich script casts and stacks protection from energy, it is completely immune to elemental spells and spells like abi dahzim&rsquo;s horrid wilting) Then spell immunity abjuration will stop remove magic(dispell magic, including inquisitor dispell) cold. So now you must remove the spell immunity so remove magic (or dispell) can work, right?</p>
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<span class="sidebar-date">(31 July)</span>
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<a href="/articles/handheld-castlevanias/">Handheld Castlevanias</a>&nbsp;
<span class="sidebar-date">(12 January)</span>

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<span>Game: Etrian Odyssey</span>
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&nbsp;Genre: FP RPG<br/>
&nbsp;Release year: 2007<br/>
&nbsp;Developer: <a href="https://en.wikipedia.org/wiki/Atlus" target="_blank">Atlus</a><br/>
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<h1>Etrian Odyssey Review</h1>
<p><img src="/img/Guides/EtrianOdyssey.jpg"/></p>
<p>Old School dungeon crawlers. It has been a long time since we&rsquo;ve seen these types of games properly released. Veteran Roleplaying players should remember Eye of the Beholder, the Bard&rsquo;s Tale, Might &amp; Magic, Wizardry and other series, released upon different non-console platforms: DOS, Commodore 64, Amiga, &hellip; These games all used to have a few things in common, as explained in the Roleplaying Concepts article. The most intersting gameplay mechanic is without a doubt the &ldquo;dungeon crawling&rdquo; principle. Enter a tomb, defeat lots of bad guys, loot items, get to the next level, defeat lots of bad guys, rest, loot items, get to the next level, and so on.</p>
<p>Lately, several attempts have been made to bring the genre to Handheld systems. For instance, the Mazes of Fate Gameboy Advance game. Atlus decided to give it a go too, thanks to the growing popularity of the Nintendo DS. Etrian Odyssey is a First Person Dungeon Crawler, with heavy japanese RPG influence (which was originally influenced by the above listed games!). Can people who enjoy Wizardry also love this game? Read on, you&rsquo;re about to find out.</p>
<h2 id="basic-gameplay-mechanics">Basic Gameplay Mechanics</h2>
<p>First and foremost: Atlus, the American publisher, is known for releasing heavily japanese flavoured games. If you for some reason can&rsquo;t stand the look of &ldquo;anime&rdquo; characters and art, be prepared to run far, far away. If this reduces your fear somewhat: only the character (your party and the enemy) art is drawn in anime style. The game world itself is rendered in fluid 3D and the town (yes, no plural!) background art looks okay. Just as the classic dungeon delvers, by entering an inn you&rsquo;ll encounter the bartender who talks a bit about the situation. There is no interaction at all, you see a very old-school menu &ldquo;talk/buy/sell/&hellip;&rdquo;, the character portrait of the bartender and a text balloon. No animation, nothing. Etrian Odyssey is very restrictive, it does not try to implement fancy stuff.</p>
<p>While we&rsquo;re at it: by &ldquo;basic&rdquo;, I mean&hellip; very basic. There are a wide variety of skills present, but all entries are accessible via the same menu, which does not makes things easy to navigate. Battling can be done via another menu: attack, defend, skill, item or run. You cannot set your prefered actions for each team member, and you&rsquo;ll have to mash the button again and again, it&rsquo;s fully turn based. While there is a boost bar present, to dish out som extra damage on very much needed times, all core strategy lies within skill selection. I wouldn&rsquo;t say &ldquo;development&rdquo; since pumping a skill point you aquire per level into a certain skill simply unlocks others. Navigating in the dungeon (yes, no plural again. There&rsquo;s one enourmous forest to explore, with 10+ levels) is done via the D-pad. Although navigation is very smooth thanks to the 60 frames per second, the map is still divided into individual squares, just like the classic games.</p>
<h2 id="the-big-difference">The big Difference.</h2>
<p>What&rsquo;s different in Etrian Odyssey? You draw the dungeon map yourself using the DS stylus. You can create notes, add waypoints, trap notifications etc to the lower screen map as much as you&rsquo;d like. It&rsquo;s a very nice addition to the core game, but individually navigating with the map is very clumsy. Instead of providing a way to scroll up/down or left/right, you have to tap <sup>1</sup>&frasl;<sub>2</sub> or A/B, treasure chart index style. Touch input has been restricted to map drawing only, all menu&rsquo;s are activated via the buttons. Meaning a stylus and another hand is needed, there could have been a option to at least skip conversations by pressing the touch screen. There is no treasure to collect in the dungeon, only mere monster parts. Bring and sell them back to the shop if you get out of the forest alive, and the shop will magically restock with better equipment. I can think of better ways to implement forging.</p>
<p>Apart from the easy battle system, the game itself is ridiculously hard. By hard, I mean insanely difficult. My tank, equpiped with the best starting armor and shield, died in my very first battle, before I could even hit any enemy. Is that annoying or what. You think &ldquo;no problem, run back to town, revive your party members and whack away!&rdquo;. Indeed, this is correct. If you can make it back to town, without a very high level portal spell. Backtracking to town sometimes can be ver harsh, especially with the difficulty. All monsters appear randomly, by the way. WHAT? Yup. It&rsquo;s a japanese RPG thing. You&rsquo;ll hate it. A blue orb indicates whether a new ambush is awaiting you a few steps further by blinking green or red. If it&rsquo;s red, and you need to revive your tank, prepare to throw the DS out of the window. The run option doesn&rsquo;t always trigger when needed.</p>
<h2 id="conclusion">Conclusion</h2>
<p>Aside from those frustrating moments, the game <em>is</em> beautiful. Apart from the anime paperdolls. And mostly enjoying, because of the classic throwback. But considering all of Etrian Odyssey&rsquo;s strong and weak points together, Wizardry and other &ldquo;recent classic RPG&rdquo; games perform much, much better. If you&rsquo;re dying to play a classic FP RPG dungeon crawler, I&rsquo;d recommend to take a look at Might &amp; Magic VI, VII, Wizardry 8 and others. That is, if you did not play those yet.</p>
<p>Review-Cat says: Let me rephrase that: If you&rsquo;re dying to play a dungeon crawler on your handheld, Etrian Odyssey certainly is worthy. The game is very unforgiving and has a lot of flaws compared to other dungeon crawlers. Be prepared, I cannot recommend the game for everyone.</p>
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<li>
<a href="/articles/aria-of-sorrow-retrospective/">Castlevania Aria of Sorrow: a retrospective</a>&nbsp;
<span class="sidebar-date">
<i class='fa fa-calendar'></i>&nbsp;
07/2018
</span>
</li>
<li>
<a href="/articles/switching-to-the-definitive-nostalgic-console/">&#39;Switch&#39;-ing to the definitive nostalgic console</a>&nbsp;
<span class="sidebar-date">
@ -184,7 +193,7 @@ if (!doNotTrack) {
<li>
<a href="/articles/etrian-oddysey-review/">Etrian Odyssey Review</a>&nbsp;
<a href="/articles/etrian-odyssey-review/">Etrian Odyssey Review</a>&nbsp;
<span class="sidebar-date">
<i class='fa fa-calendar'></i>&nbsp;
07/2007
@ -209,15 +218,6 @@ if (!doNotTrack) {
</span>
</li>
<li>
<a href="/articles/riviera-review/">Riviera: the Review</a>&nbsp;
<span class="sidebar-date">
<i class='fa fa-calendar'></i>&nbsp;
03/2007
</span>
</li>
</ul>
@ -275,6 +275,34 @@ That healthy cocktail left a lasting impression - and netted me the Codex (and g
<h3>Featured Codex Articles</h3>
<div class="row box-masonry" style="margin-right: 10px">
<div class="col-md-4">
<a href="https://jefklakscodex.com/articles/aria-of-sorrow-retrospective/" title="" class="box-masonry-image with-hover-overlay with-hover-icon">
<img src="https://jefklakscodex.com/gif/aria-of-sorrow_still.gif" alt="" class="img-responsive img-inactive">
<img src="https://jefklakscodex.com//gif/aria-of-sorrow.gif" alt="" class="img-responsive img-active">
</a>
</div>
<div class="col-md-8">
<div class="box-masonry-text">
<h4 style="margin: 0; float: left;"><a href="https://jefklakscodex.com/articles/aria-of-sorrow-retrospective/">Castlevania Aria of Sorrow: a retrospective</a></h4>
<span class="sidebar-date" style="float: right;">
<i class='fa fa-calendar'></i>&nbsp;
07/2018
</span>
<div class="box-masonry-description" style="clear: both;">
<p>
Calling Aria of Sorrow the best handheld Castlevania is no small feat: they&rsquo;re all great in their own way. But after replaying this again (and again&hellip;) I&rsquo;ve made up my mind: it is the best Castlevania - period. It&rsquo;s the second best Gameboy Advance title of all times according to IGN. Yes, I am insinuating it&rsquo;s better than Symphony of the night. And yes, I know of the inverted castle&rsquo;s greatness and the rip-off in Harmony of Dissonance.
</p>
</div>
</div>
</div>
</div>
<div class="row box-masonry" style="margin-right: 10px">
<div class="col-md-4">
<a href="https://jefklakscodex.com/articles/switching-to-the-definitive-nostalgic-console/" title="" class="box-masonry-image with-hover-overlay with-hover-icon">
@ -437,14 +465,14 @@ Introduction to the cleric/ranger Since little non-playable and joinable charact
<div class="row box-masonry" style="margin-right: 10px">
<div class="col-md-4">
<a href="https://jefklakscodex.com/articles/etrian-oddysey-review/" title="" class="box-masonry-image with-hover-overlay with-hover-icon">
<a href="https://jefklakscodex.com/articles/etrian-odyssey-review/" title="" class="box-masonry-image with-hover-overlay with-hover-icon">
<img src="https://jefklakscodex.com//img/games/etrianoddysey.jpg" alt="" class="img-responsive img-inactive">
</a>
</div>
<div class="col-md-8">
<div class="box-masonry-text">
<h4 style="margin: 0; float: left;"><a href="https://jefklakscodex.com/articles/etrian-oddysey-review/">Etrian Odyssey Review</a></h4>
<h4 style="margin: 0; float: left;"><a href="https://jefklakscodex.com/articles/etrian-odyssey-review/">Etrian Odyssey Review</a></h4>
<span class="sidebar-date" style="float: right;">
<i class='fa fa-calendar'></i>&nbsp;
@ -515,32 +543,6 @@ Introduction to the cleric/ranger Since little non-playable and joinable charact
</div>
</div>
<div class="row box-masonry" style="margin-right: 10px">
<div class="col-md-4">
<a href="https://jefklakscodex.com/articles/arcanum-magick-vs-tech/" title="" class="box-masonry-image with-hover-overlay with-hover-icon">
<img src="https://jefklakscodex.com//img/games/Arcanum/logo.jpg" alt="" class="img-responsive img-inactive">
</a>
</div>
<div class="col-md-8">
<div class="box-masonry-text">
<h4 style="margin: 0; float: left;"><a href="https://jefklakscodex.com/articles/arcanum-magick-vs-tech/">Arcanum: Magick VS Tech</a></h4>
<span class="sidebar-date" style="float: right;">
<i class='fa fa-calendar'></i>&nbsp;
03/2007
</span>
<div class="box-masonry-description" style="clear: both;">
<p>
First things first: you are not reading this wrong, it&rsquo;s magick and not magic. In the world of Arcanum, that is. There&rsquo;s also no such thing as mana or spellbooks. Every single spell you learn comes trough {+SPs+) (Skill Points) which you&rsquo;ll have to invest into several magickal realms. A little bit like Diablo 2, except the fact that once you&rsquo;ve put 1 point into it, you can&rsquo;t raise it furter ot increase the power.
</p>
</div>
</div>
</div>
</div>
<hr/>
<h3>Looking for more?</h3>

View File

@ -8,11 +8,20 @@
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<author>wouter.groeneveld@gmail.com (Wouter Groeneveld)</author>
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<description>Calling Aria of Sorrow the best handheld Castlevania is no small feat: they&amp;rsquo;re all great in their own way. But after replaying this again (and again&amp;hellip;) I&amp;rsquo;ve made up my mind: it is the best Castlevania - period. It&amp;rsquo;s the second best Gameboy Advance title of all times according to IGN. Yes, I am insinuating it&amp;rsquo;s better than Symphony of the night. And yes, I know of the inverted castle&amp;rsquo;s greatness and the rip-off in Harmony of Dissonance.</description>
</item>
<item>
<title>&#39;Switch&#39;-ing to the definitive nostalgic console</title>
<link>https://jefklakscodex.com/articles/switching-to-the-definitive-nostalgic-console/</link>
@ -71,10 +80,10 @@ Introduction to the cleric/ranger Since little non-playable and joinable charact
<item>
<title>Etrian Odyssey Review</title>
<link>https://jefklakscodex.com/articles/etrian-oddysey-review/</link>
<link>https://jefklakscodex.com/articles/etrian-odyssey-review/</link>
<pubDate>Tue, 03 Jul 2007 00:00:00 +0000</pubDate>
<author>wouter.groeneveld@gmail.com (Wouter Groeneveld)</author>
<guid>https://jefklakscodex.com/articles/etrian-oddysey-review/</guid>
<guid>https://jefklakscodex.com/articles/etrian-odyssey-review/</guid>
<description>Old School dungeon crawlers. It has been a long time since we&amp;rsquo;ve seen these types of games properly released. Veteran Roleplaying players should remember Eye of the Beholder, the Bard&amp;rsquo;s Tale, Might &amp;amp; Magic, Wizardry and other series, released upon different non-console platforms: DOS, Commodore 64, Amiga, &amp;hellip; These games all used to have a few things in common, as explained in the Roleplaying Concepts article. The most intersting gameplay mechanic is without a doubt the &amp;ldquo;dungeon crawling&amp;rdquo; principle.</description>
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View File

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<a href="/articles/aria-of-sorrow-retrospective/">Castlevania Aria of Sorrow: a retrospective</a>&nbsp;
<span class="sidebar-date">
<i class='fa fa-calendar'></i>&nbsp;
07/2018
</span>
</li>
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<a href="/articles/switching-to-the-definitive-nostalgic-console/">&#39;Switch&#39;-ing to the definitive nostalgic console</a>&nbsp;
<span class="sidebar-date">
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<a href="/articles/etrian-oddysey-review/">Etrian Odyssey Review</a>&nbsp;
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<span class="sidebar-date">
<i class='fa fa-calendar'></i>&nbsp;
07/2007
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<a href="/articles/riviera-review/">Riviera: the Review</a>&nbsp;
<span class="sidebar-date">
<i class='fa fa-calendar'></i>&nbsp;
03/2007
</span>
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<a href="/articles/aria-of-sorrow-retrospective/">Castlevania Aria of Sorrow: a retrospective</a>&nbsp;
<span class="sidebar-date">
<i class='fa fa-calendar'></i>&nbsp;
07/2018
</span>
</li>
<li>
<a href="/articles/switching-to-the-definitive-nostalgic-console/">&#39;Switch&#39;-ing to the definitive nostalgic console</a>&nbsp;
<span class="sidebar-date">
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<a href="/articles/etrian-oddysey-review/">Etrian Odyssey Review</a>&nbsp;
<a href="/articles/etrian-odyssey-review/">Etrian Odyssey Review</a>&nbsp;
<span class="sidebar-date">
<i class='fa fa-calendar'></i>&nbsp;
07/2007
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<a href="/articles/riviera-review/">Riviera: the Review</a>&nbsp;
<span class="sidebar-date">
<i class='fa fa-calendar'></i>&nbsp;
03/2007
</span>
</li>
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<a href="/articles/aria-of-sorrow-retrospective/">Castlevania Aria of Sorrow: a retrospective</a>&nbsp;
<span class="sidebar-date">
<i class='fa fa-calendar'></i>&nbsp;
07/2018
</span>
</li>
<li>
<a href="/articles/switching-to-the-definitive-nostalgic-console/">&#39;Switch&#39;-ing to the definitive nostalgic console</a>&nbsp;
<span class="sidebar-date">
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<a href="/articles/etrian-oddysey-review/">Etrian Odyssey Review</a>&nbsp;
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<i class='fa fa-calendar'></i>&nbsp;
07/2007
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03/2007
</span>
</li>
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@ -385,17 +383,17 @@ Acromage is also included in future Might &amp; Magic games (at least in <a href
<p><strong>Part 1</strong></p>
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<p><strong>Part 2</strong></p>
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<li>
<a href="/articles/aria-of-sorrow-retrospective/">Castlevania Aria of Sorrow: a retrospective</a>&nbsp;
<span class="sidebar-date">
<i class='fa fa-calendar'></i>&nbsp;
07/2018
</span>
</li>
<li>
<a href="/articles/switching-to-the-definitive-nostalgic-console/">&#39;Switch&#39;-ing to the definitive nostalgic console</a>&nbsp;
<span class="sidebar-date">
@ -209,7 +216,7 @@ if (!doNotTrack) {
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<a href="/articles/etrian-oddysey-review/">Etrian Odyssey Review</a>&nbsp;
<a href="/articles/etrian-odyssey-review/">Etrian Odyssey Review</a>&nbsp;
<span class="sidebar-date">
<i class='fa fa-calendar'></i>&nbsp;
07/2007
@ -234,15 +241,6 @@ if (!doNotTrack) {
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<a href="/articles/riviera-review/">Riviera: the Review</a>&nbsp;
<span class="sidebar-date">
<i class='fa fa-calendar'></i>&nbsp;
03/2007
</span>
</li>
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<a href="/articles/aria-of-sorrow-retrospective/">Castlevania Aria of Sorrow: a retrospective</a>&nbsp;
<span class="sidebar-date">
<i class='fa fa-calendar'></i>&nbsp;
07/2018
</span>
</li>
<li>
<a href="/articles/switching-to-the-definitive-nostalgic-console/">&#39;Switch&#39;-ing to the definitive nostalgic console</a>&nbsp;
<span class="sidebar-date">
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<a href="/articles/etrian-oddysey-review/">Etrian Odyssey Review</a>&nbsp;
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<span class="sidebar-date">
<i class='fa fa-calendar'></i>&nbsp;
07/2007
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<a href="/articles/riviera-review/">Riviera: the Review</a>&nbsp;
<span class="sidebar-date">
<i class='fa fa-calendar'></i>&nbsp;
03/2007
</span>
</li>
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@ -525,9 +523,9 @@ If you are going for the Elf, you&rsquo;ll want the MACE skill + some shield. Ve
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07/2018
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<a href="/articles/switching-to-the-definitive-nostalgic-console/">&#39;Switch&#39;-ing to the definitive nostalgic console</a>&nbsp;
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03/2007
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07/2018
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<a href="/articles/switching-to-the-definitive-nostalgic-console/">&#39;Switch&#39;-ing to the definitive nostalgic console</a>&nbsp;
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07/2018
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<h3>Featured Codex Articles</h3>
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<p>
Calling Aria of Sorrow the best handheld Castlevania is no small feat: they&rsquo;re all great in their own way. But after replaying this again (and again&hellip;) I&rsquo;ve made up my mind: it is the best Castlevania - period. It&rsquo;s the second best Gameboy Advance title of all times according to IGN. Yes, I am insinuating it&rsquo;s better than Symphony of the night. And yes, I know of the inverted castle&rsquo;s greatness and the rip-off in Harmony of Dissonance.
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Calling Aria of Sorrow the best handheld Castlevania is no small feat: they&rsquo;re all great in their own way. But after replaying this again (and again&hellip;) I&rsquo;ve made up my mind: it is the best Castlevania - period. It&rsquo;s the second best Gameboy Advance title of all times according to IGN. Yes, I am insinuating it&rsquo;s better than Symphony of the night. And yes, I know of the inverted castle&rsquo;s greatness and the rip-off in Harmony of Dissonance.
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<h4 style="margin: 0; float: left;"><a href="https://jefklakscodex.com/articles/aria-of-sorrow-retrospective/">Castlevania Aria of Sorrow: a retrospective</a></h4>
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<i class='fa fa-calendar'></i>&nbsp;
07/2018
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<div class="box-masonry-description" style="clear: both;">
<p>
Calling Aria of Sorrow the best handheld Castlevania is no small feat: they&rsquo;re all great in their own way. But after replaying this again (and again&hellip;) I&rsquo;ve made up my mind: it is the best Castlevania - period. It&rsquo;s the second best Gameboy Advance title of all times according to IGN. Yes, I am insinuating it&rsquo;s better than Symphony of the night. And yes, I know of the inverted castle&rsquo;s greatness and the rip-off in Harmony of Dissonance.
</p>
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<h3>Featured Codex Articles</h3>
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<div class="col-md-4">
<a href="https://jefklakscodex.com/articles/aria-of-sorrow-retrospective/" title="" class="box-masonry-image with-hover-overlay with-hover-icon">
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<p>
Calling Aria of Sorrow the best handheld Castlevania is no small feat: they&rsquo;re all great in their own way. But after replaying this again (and again&hellip;) I&rsquo;ve made up my mind: it is the best Castlevania - period. It&rsquo;s the second best Gameboy Advance title of all times according to IGN. Yes, I am insinuating it&rsquo;s better than Symphony of the night. And yes, I know of the inverted castle&rsquo;s greatness and the rip-off in Harmony of Dissonance.
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<a href="/tags/castlevania-gba/">Castlevania Gba</a>
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<title>Circle of the Moon</title>
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