Paced stories with memorable casts excellent twists. Veiled by a fantasy setting and Stellar soundtracks following the ending of mask of truth, I was unsure where the series could go save for agacha. So the announcement of monochrome, Mobius Rights and Wrongs forgotten as a prequel was largely unexpected, plus its gameplay approach and presentation were said to be an evident change of pace from what came before, with no real expectations in mind. I set off to experience this prequel and came out the other end feeling an array of mixed positivity, foreign monochrome, Mobius Rights and Wrongs. Forgotten begins with the protagonist oshtor, a resident of the quaint Village and nakamui meeting a strange, determined girl named shunya. She informs ashtour that she is supposedly the daughter of his father who he is believed to be dead since his youth, unfortunately, due to rather grave circumstances, shunya was forced to leave her fathers side, somehow transported from her homeland of arva shulan Yearning to reunite with her Father she sets off on a quest back to this island. Oshtor has never heard of with him choosing to follow. Unlike the previous Mainline entries of the series which were visual novels with occasional tactical battles, monochromobius is a traditional turn based. Jrpg players explore several vast maps of different biomes housing, branching paths treasure chests and enemies. There are also many towns boasting NPCs shops and quests, conveniently quests are usually detailed, telling players exactly where they need to go on a specific map regarding its gameplay monochrome Mobius is a by the books and comfortably familiar experience with a few standout mechanics that potentially freshen Up battles, for instance, the action ring on the screens top left depicts each units turn order as turns pass.

The icons rotate clockwise with there being three inner Rings. The further out a characters ring placement is the more time it takes for their turn to trigger. So the goal is to reach the innermost ring for more rapid turns and reaching those innermost Rings is dependent on two primary methods. One requires attacking enemies who are staggered then collapsed. The other is called Ascend achieved when a characters Zeal gauge is maxed out from attacking receiving damage and defending. However, unless youre ill prepared on hard mode, you wont have to think much about the Rings unless you battle Mighty common foes or bosses or encounters last longer than usual. Two more straightforward facets to take note of regarding the Rings are knockback and gems. The former mostly affects smaller floating units, as attacking them moves them counterclockwise in their Rings, causing them to spend more time reaching their turn. Initiation gems, on the other hand, are buff Boons placed throughout the Rings, acting as a supplemental incentive for reaching certain placements. Moreover, it later in the game, youll acquire a pseudo party member named Halu, who essentially acts as backup when needed and leveling Grants party members BP, allowing players to choose which stats to invest in with each character having transparent Specialties summatively the combat system is moderately rewarding With need ideas, still most battles can become Thoughtless and monotonous. You can approach and win several fights by spamming area, wide skills with the intricacies of the mechanics only being required to embrace during specific Encounters in the previous uttaware rumono games.

Battles were more of an occasional scenario in the story, so theyre relatively simplistic methodologies. Didnt have to be considered much. However, the gameplay is far more of a focus in monochrome Mobius and since the visual novel style of Storytelling isnt. Quite as present, the mediocrity of combat stands out further because of this spaced out approach to storytelling, the pacing suffers with lore and World building, not as cleanly interwoven into the narrative as in previous titles, regardless of whether the story is the main focus here, this is Still an RPG with several other systems that cant be ignored board. Speaking of the focus is expectedly where this title is at its best. Significant narrative moments are well handled and its a genuinely worthwhile journey to see it to its end. There are also plenty of endearing character moments, helping each party member shine when appropriate, though, without going into strict detail, this entry personally comes off, as meant for those who are already franchise fans rather than complete newcomers, because, while the latter party can certainly understand and enjoy Whats being delivered the setting and some terms, arent introduced well theres, a glossary that houses, definitions and explanations for terminology. Yet I can imagine being at least somewhat overbearing to frequently peruse, especially for the standard RPG crowd who isnt accustomed to visual novels. Additionally, the protagonist, oshtor and many other characters like unichika, nekone and kiru are all prominent characters from future games in the chronology.

Its difficult for me to assess this point as one familiar with the series. But the title seemingly depicts itself as more intended for those knowledgeable about the characters regardless. I found myself attached to the cast and the various developments, despite the pacing being hampered by boringly expansive maps and, admittedly, dull dungeon design on its own merits. Monochrome Mobius tells an adequate narrative, but it undoubtedly comes short when compared to what the rest of the series has to offer. Unfortunately, this entry does suffer from some technical and graphical hiccups. Firstly, the NPCs look awful theyre low, textured lack facial features and their models rotate. When theyre meant to turn around, I usually dont mind low quality presentation, especially when its in favor of an engaging story. But I found myself distracted here. More often than Id like to admit. The life of each town is significantly obstructed and a few scenes are difficult to take seriously. The major characters. Models and environments are at least passable. I just wish the NPCs were given a bit more attention. As for technical faults, the Scripps translation looked mostly fine, except for a few notable instances of odd spacing and typos. They dont detract from the quality of the storytelling, so I wouldnt stress over it still. There is one pressing point I should bring attention to on the off chance of it affecting other players when, at a later point in Chapter 3, The storytellect started to stop appearing, for whatever reason the lines in the log were entirely blank.

Sadly, this occurred more than once, though, verifying the Integrity of the game files fixed it. Hopefully I was just unlucky and faced a rare bug, but it is a worrisome issue. You should be aware of monochrome, Mobius Rights and Wrongs. Forgotten tells a captivating story. Utaware lumino fans will appreciate, coupled with a terrific soundtrack in a well written cast. However, narrative progress is not strongly paced and the combat tends to not be particularly engaging or compelling, despite boasting intriguing Concepts. Further spots of poor presentation and Technical faults can ruin the experience of points. If youre a prospective newcomer, I recommend playing the other titles before this. One, since its cast and the depiction of the world are substantially better appreciated with context, though you wont be lost if you choose this, for your opening Avenue, noisy pixel is giving monochrome Mobius Rights and Wrongs forgotten a 7 out of 10. thanks for watching. Please be sure to check out the full review at noise. Pixel.Net, noisy pixels, run by a group of Gamers who work hard to deliver news reviews previews and more.