Atlus Co.Game Boy AdvanceSting2008-05-06Unrated
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By Mike Brinker - July 21, 2005
An Introduction To Riviera
Riviera: The Promised Land, developed by Sting and published by
Atlas, is a finely crafted RPG for the Game Boy Advance System. It places
striking, beautiful characters and a seemingly simplistic story into the palm
of your hand. Riviera hit the shelves in late June of this year, so if you're
looking for big and bold RPG action in portable bite-size chunks, your search
is over.
From a plotline perspective, Riviera takes a pretty standard approach.The story of Riviera starts 1,000 years ago
during the great battle of Ragnarok. Fought between the Demons of Utgard and
the Gods of Asgard, it reached biblical proportions. As demons gained the upper
hand, the gods created a powerful force of Grim Angels to drive back their
enemies. Each angel wields a unique weapon called a “Diviner.” After the
demons' defeat, their power and that of the gods was sealed away in the land of
Riviera, entrusted to the Sprites for protection. As time crawls forward, the
enemy slowly returns. In a desperate act, the Seven Magi decide to actuate the Retribution
using a powerful death angel armed with a Diviner.
The game begins with two angels and a
cat journeying towards the promised land. Their quest: turn the tide of a second
coming.This small fragment begins the
story and the tutorial, throwing the player straight into battle as enemies
lurk at Heaven's Gate. In true RPG fashion, the player chooses to either fight
or cast spells. Before going into battle, your party can either fight or run.
When choosing the former, the options given allow you to pick four items,
including weapons and potions. This adds a nice level of difficulty and
uncertainty before entering battle. Before battle, the enemies point value is
indicated. This clues the player in on the strength of the enemy.
As characters exchange blows during battle, an "Over Drive" meter at
the top of the screen rises with each successful strike. When full, it allows
your character to unleash a powerful attack. The unique feature of the over
meter is that it's shared among party members. Once its maximum capacity is
reached, it shatters and is unusable.As is standard in many RPGs, each fight sequence is followed by a tally
of elapsed time, the skill level achieved, and the win/loss status of the
fight. Once this is calculated, you receive a ranking. This determines how many
“TP points” are received.
TP points are an interesting feature. They seem to be a double-edged sword that
allows your character/party to further explore the world. This is crucial
because it costs points to view different areas and unlock or find other items.
With mini games thrown into the mix, this gem of an idea can be a bit
frustrating. Spending TP points to search the realm doesn’t always yield
results, however.For example, TP
points are necessary for viewing the sky, and dirt on the ground; however,
there's no guarantee you'll find anything interesting. Some of these choices
also unlock different pathways, adding a bit of replay value to the game. Not
all areas can be explored if you lack TP points, creating another level of
uncertainty to your journey.