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Nadia Was Here Patch


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About This Game

Nadia was Here is a gorgeous pixel RPG that is inspired by 8 and 16bit classics. Featuring a groundbreaking combat system and a deep, charming story about the value of life 5d3b920ae0



Title: Nadia Was Here
Genre: Adventure, Indie, RPG, Strategy
Developer:
Jajaben Games
Publisher:
Indietopia Games
Release Date: 26 May, 2017


Minimum:

  • OS: Windows XP, Vista, 7, 8, or 10
  • Processor: 1.2GHz+
  • Memory: 2 GB RAM
  • G

English



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An awesome indie game! Seriously, I don't understand why this game is so little known.. I've reviewed about 5% of the games I own. These reviews usually only happen when a game stands out amongst others of its kind, which I mean primarily in a positive manner. That said, Nadia Was Here fits the bill, and the lack of good reviews present at this time is criminal. I've yet to complete the game, but I know enough about it to tell you that Nadia Was Here is a fantastic take on the RPG's of old: It's not the same old 90's RPG you've played before, especially in terms of the turn-based battle mechanics. Rather than pressing the "attack" command over and over again as fast as you can, or timing a button press with the action on screen, each encounter represents a unique, strategic, and frantic series of movements and actions. Each of the 3 members of your party have their own strengths, but you as a player are responsible for determining how effective those strengths will be. There's a demo on steam for you to see what I mean, though I never tried it myself! The main idea here is that each of the characters will only use their ability on the enemy they are across from in battle (for the most part). As an example, I'll describe a battle. You come across an enemy that is invulnerable to magic, which means your magic user will be useless if he's positioned against that enemy. However, that same enemy may have a new spell that you've yet to aquire (because in this game that's the primary way of aquiring new abilities. Think the "Enemy Skill" materia from FF7.) and so you want to keep the magic user positioned there for a chance to learn it. But, uh oh, the enemy that your thief character is trying to steal a useful item from is about to knock her out, and your magic user has all the healing power - but you can't change his spell right now, because he's trying to aquire that new spell! The enemy's attack bar is almost full, and you've got only a second to decide. (You can pause the battle if you wish, but I prefer not to !) Better pull up that item menu and use a potion before that happens! Okay, so you stole the item and healed the thief with a potion, but now that same monster is about to attack again, and you're out of potions. The magic user failed to aquire that spell though, and you really need it, so he can't heal the thief. Better switch the defender and thief's battle positions so the defender can tank the damage. And that's how every battle is going to go. Even if you encounter the same enemies more than once, each time feels like a chance to perfect your strategy against that enemy. It never feels like a grind - because there is no grinding. Like I said, aquiring new skills is up to you. You have to keep an eye out for enemy skills or weapons you don't have yet. No leveling up in sight - strength comes with time and new abilities. *** Okay, that's enough about the battles, but that's the main draw here. The story of the game is interesting enough, but nothing mind blowing. That's not to discredit it at all - it's a well written story from what I've seen, I just haven't completed it. Lastly, the time you don't spend battling will be spent exploring the world, and puzzling. A LOT of puzzling. These puzzles aren't your typical press a switch to open a gate type of thing either. Honestly, some are on par with Ocarina of Time's water temple in terms of difficulty, but without the awful water everywhere to slow your progress. Definitely go into this expecting a challenge, is what I'm saying. But most of all, give Nadia Was Here a chance! It's well worth the money, and you'll enjoy it a lot if you like the old Final Fantasy titles, Legend of Zelda series, and the rest of the 90's classics.. Nadia Was Here reminds me somehow of a Gameboy game that could never have been made. I mean, besides the colors, it's definitely best played with mouse and keyboard, due to the battle system, but its style and uniqueness put me in mind of that era of strange sequels and spinoffs, where games absolutely had to try something a little different to make it work within the format's limitations. Though it may look at first glance like a fairly typical JRPG, Nadia is to me more compelling and subversive than the other JRPG-on-its-head games people like to point to as examples. Part of that is the complete lack of typical progression and party dynamics. There's no levelling, scaling health, scaling damage, meaningless number creep. Most enemies have about the same amount of health and do about the same amount of damage from the start of the game to the end, but have more troublesome attacks or tricks to correspond with your party's greater flexibility and refinement. There's a little bit of customization in the form of three accessory slots per character, which you can fill with equipment that provides a very powerful, but very singular buff, like faster actions in combat or immunity to certain status effects. Combat is central to Nadia, not because there's an awful lot of it, or because it's an especially violent or tactical game, but because combat is how each of the three main characters express their roles. All combat takes place on a field of three lanes, and each party member stands opposite either one enemy, or an empty space. Every action besides consumable item use and summoning has a casting time, and you can see everyone's progress on their next action simultaniously. You can also freely pause, shuffle your party into different lanes, choose different actions for them, or throw consumables around. Within this, each character acts impressively differently. Nadia, the thief type, starts out only being able to steal items from enemies or hit them for a small [but reliable] amount of damage, but her options expand as she steals weapons from certain enemy types, the only way for her to get the weapons. The fighter always hits with the same weapon, but his defenses a

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