Video Games

The DioField Chronicle Review – IGN

It’s easy to draw a line between The DioField Chronicle’s epic tale of war, magic, and seedy politics, and the tales of Game of Thrones and Fire Emblem. If borrowing was a dealbreaker, I would have to write off the entire fantasy genre, but they would still have to figure out a way to assemble those parts into something stand-alone. The real-time combat system is an exciting twist, but the controls are often difficult to navigate when battling its quick and engaging combat. Even characters who end up playing unexpected or interesting roles in the unfolding story come across as a bit boring, but that’s not the veteran voice actors’ fault.

The world of DioField feels like the first attempt to create an all-new setting for the Dungeons & Dragons campaign, with an evil empire trying to conquer all and characters with names like “Fredret Lester.” increase. A conspiracy of fallen nobles, a fanatical church, and men of the beast are all within the scope of the fantasy tropes big book, but not entirely without charm. It feels pretty predictable, but there’s something homely about it all.

Geralt of Rivia himself impressed with all the voice acting that brings this world to life, including Doug Cockle’s excellent gravelly voiceover. However, the audio direction leaves much to be desired. Many important dialogues are let down by stiff and unenergetic delivery.Main Each member of her cast has a complex and interesting backstory and motivation, but the writing of the English dialogue is not always authentic. not.

A variety of enemies and a diverse encounter design ensure that no two missions are too similar.


The same applies to combat. The fundamentals are strong: It’s like a pauseable real-time Fire Emblem, with waypoint-based movement, lots of environmental interaction, and a wide variety of classes and abilities. When it’s running smoothly and blasting through hordes of enemies using careful positioning and skill combos, it leaves me wanting more.Across six chapters and his 40+ hours, There is no doubt that we can offer a lot of new adventures as well. No two of his missions feel the same, with a wide variety of enemies and a diverse encounter design, whether you’re desperately defending castle gates or taking on multi-stage boss battles.

The metaphorical bugbear that looms over all of this is a control scheme, which is just a pain. I find it equally annoying whether or not I choose to play with a keyboard. You can select units to pause combat, but there is no separate pause button. Certain simple actions just take more steps than I think are necessary. Why does it switch to a different character and have to be selected again when I press a key with the knight selected to bring up the special move menu? Finally, I was able to endure it a little more.

I thought I would eventually get used to controlling my frustration.


And it’s a real shame. Because the kind of clever stuff you can pull off was otherwise looking forward to every mission. It is. This keeps the action intense and the campaign never stalled. Mission types that you would normally find annoying, like Escort, become like speed-running puzzles that encourage you to think about the best path of destruction before hitting the Go button.

Intentionally, it’s pretty hard to do single target damage. Thus, the flow of battle usually involves luring or forcing enemies to move, deploying them in places where all area attacks can be thrown at them for maximum effect. always deals extra ambush damage, so the ability to redirect attacks and reposition your own party is a big help. It’s incredibly satisfying when you can line up an ability, a magical meteor shower, and melt an entire army in the blink of an eye.

Missions are fairly short and designed to be replayed, so failure is usually not that big of a deal.


Bosses, like the fearsome wolf Fenrir, have multiple health bars that need to be depleted, which changes the pace of some missions in interesting ways, giving healers more chances to shine. Casters and elite fighters have a unique ranged attack that must be scrambled to avoid. This made me even more upset that there was no simple pause button you could press to gather your thoughts. , at least failure isn’t usually that big of a deal.

It’s worth going back and checking all these boxes. Because it uses more resources in a scalable progression system. Tracking down all the different currencies can be a bit overwhelming at first: individual characters gain ability points to boost their stats, each character his class can be upgraded with skill points, and mercenaries (and Subsequent knights) companies acquire units. XP and rank in individual facilities such as shops and blacksmiths. Oh, I didn’t mention how to use rare resources to unlock new summons and weapons.

But once I figured it out, I really enjoyed the level of customization given to my party of four characters. There is satisfaction in doing so. And the economy is very balanced, so there was never a time when you couldn’t find something meaningful to spend your glorious treasures on.

Diofield is pretty cool too. The lighting and character models won’t blow anyone’s mind, but the strong art shows his direction and creates a sense of identity for everyone, from his main cast to his minor characters. I don’t always approve of their fashion choices.Purple boots with a blue uniform, really? You can know

That being said, the vibe is a bit ‘generic medieval fantasy’. Square Enix is ​​usually good at putting its own twist on these tropes in games like Final Fantasy and Chrono His Trigger, but we don’t see that here. Additionally, although the characters often talk about how they feel, their faces are less emotional in most conversations, contributing to the boring boarding school atmosphere. , someone could have benefited if they turned the attitude dial up three or four notches. Big Dragon shoots glowing fireballs well.

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