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Eltale Monsters

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Mar 13th, 2012
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  1. ELETALE MONSTERS
  2.  
  3. So I got my Eletale Monsters in the mail today. To my pleasant surprise it came CIB, with instruction manual and a nice little plastic sleeve for the cart itself. I played through an any% and wow. WOW. Here are the changes I found, IMO in order of how important they are:
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  5. HUGE CHANGES to gameplay/any%
  6. ==========================
  7. 1. MASSIVE BRIAN BUFFS/ENEMY NERFS
  8. Everything does less damage. This might be a flat buff to Brian's defense because it felt diminished as the run went on. Will-O-Wisps, Red Rose Knights, and Pinheads were still very scary and well into 2-shot range, however, I did almost zero defense grinding.
  9. 1a. Guilty/Mammon are no longer strong vs everything. Rocks do ~150 damage each to them now. Both died in less than 10 turns, lol.
  10. 1b. Magic Barrier got a buff, for some reason. It now lasts 2-6+ turns. I had several 5 turn barriers.
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  12. 2. Bosses now raise max MP upon their defeat.
  13. Solvaring +5, Zelse +5, Nepty +10, Shilf +10, Fargo +10, Guilty +15, Beigis +15
  14. Between this and the buffs/nerfs, there was almost zero need for items once Magic Barrier is unlocked. I had 90 mp at Mammon, lol.
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  16. 3. Chests/NPC's give you different items
  17. You know those first 3 dew drops in the monastery? TWO of them are now fresh bread. Pat gives you mint leaves. The shop in Dondoran gives you Honey Bread. I think you get like 6 fresh bread by Solvaring so he is a slam dunk now. There are quite a few differences throughout the game, but as I said in 2, items become completely useless (outside of a Magic Barrier miss) as time goes on so I didn't pay very close attention to this.
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  19. Minor changes to gameplay/any%
  20. ==========================
  21. 4. Enemies can score critical hits against Brian. The damage shows up in large red numbers, and is most likely a flat 1.5x damage increase. Bosses can crit -- Fargo's ~42 damage fire punch crit me for 60. The crit rate is pretty low -- I'd hazard 1%-3%. This is slightly scary as it means there is less of a safety net vs bosses, but for the most part it wont matter. The biggest scare was Guilty's close range 78 damage when I had 170 HP, forcing me to heal after every hit in fear of a crit 2shot.
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  23. 5. Brian's staff hit occasionally hits a second consecutive time, with the second staff hit appearing to do about .75x damage. Minor in any%, actually pretty huge in low%, lol. This triggered proportionally more often than receiving critical hits -- I would guess about 5% of melee attacks scored a second hit.
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  25. 6. There is a small animation whenever picking up a spirit, slowing down the element selection process by a few frames.
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  27. Very minor/ineffectual to gameplay/cosmetic
  28. ==========================
  29. 7. Enemy/Player movement bounds are no longer octagons. The movement range is noticeably more circular in shape, and is comprised of at least 30 sides.
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  31. 8. Brian glows a certain color every time an attribute levels up. Red for HP, yellow for defense, blue for MP, green for agility.
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  33. 9. There is a completely new ending sequence which shows various important NPC's ostensibly discussing Mammon's defeat. The credits are now a dramatic fly-by tour of all of the major towns and landmarks in the game. It's actually really cool and gave the game seem much more finished.
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  35. 10. There is a custom point on the pause screen map which you can move around. It shows up on the compass as a large red dot. Does not work in dungeons.
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  37. 11. Bookcases can be spoken to and presumably have a little bit of plot in them.
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  39. 12. A new song plays while saving
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  41. 13. Minor cosmetic change dump:
  42. - Menu screens have a smoother scroll between them
  43. - Elements flash when you level them up
  44. - Elements maxed out at 50 experience a soft white glow on the HUD
  45. - Changes to HP/MP show a gradual filling/emptying instead of being instant
  46. - The HP/MP bar never disappears/auto-hides
  47. - A small box displaying the name of the spell being cast appears on top of the screen
  48. - While selecting spells, the elements designated to the spell's path show up on screen (ex: Magic Barrier shows up as "Rock Fire Wind")
  49. - While selecting spells, there is a slight "unfurling" animation as you navigate through the menu
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  51. Unverified/Anecdotal
  52. ==========================
  53. - Encounter rates of specific enemies may have been tweaked. Two major, but possible coincidental changes: I encountered NOTICEABLY more Bats in the Dondoran Forest and Hot Lips in Glencoe Forest.
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  55. - Avalanche may be more evenly distributed. I had three whiff casts in the whole Any%.
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  57. Verdict
  58. ==========================
  59. EZtale Monsters, lol. If you get a chance you should pick up a copy. I had a LOT of fun playing through it -- after learning to love Quest 64 for all its faults, this was AWESOME. Despite no actual gameplay changes, the attribute tweaks and cosmetic changes made the game feel like a hugely improved experience. A speedrun of this game would actually take speed into account instead of figuring out how not to get shat on by Guilty 2 hours in. A++++++++++
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