
Horizon To Crinoa: Have Faith in Radiance -Prototype- is a small scale prototype anime style, action RPG with high speed, stylish action game combat mixed with in depth RPG stats, abilities and systems inspired by classic JRPGs! Show us just how much flair you can bring forth!
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
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Languages: English**languages with full audio support
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просто неудачная копирка геншин импакта, не стоит внимания никакого
ну и ♥♥♥♥♥
Having played and studied many professionally made ASG's lately I wanted to take a look at what indies are doing in the same segment. Found a demo of Horizon to Crinoa and decided to give it a go. Since this is a prototype and since its clearly made by a studio very early in their career this game shouldnt be judged to the same standards like the ASG I usually play. Decided to write this 'review' anyways to give the devs some feedback as that might come in handy for them as they work on the game. It is clearly is a prototype but not without its charm and potential. The music and the voice acting stood out to me. Any indie studio that is trying their hand on making 3D games with anime-styled characters (and that does not use AI) I'm automatically going to cheer for. Anime-styled 3D characters and NPR-based graphics is such a specialized field that I applaude anyone trying it out. The 2D character portraits and talking heads imagaes of Yellette, the main character, are really nice! But Yellette's 3D model could use a few hours back in the design lab because aestehically she is not as appealing as she could be. Costume and color-wise she works but her proprotions and facial design is off. Her shoulders are too high up which gives her imbalanced and 'scared' look. When she smiles it looks very goofy and unattarctive because the mouth is basically too curved, too big and goes too high up on her face. Yellette's rig allow for some cool secondary animation of her scraf and coat when moving. This could also have been extended to her hair, as it look rather lifeless right now. Some light 'jiggle' of her bosom could aslo been applied to make her a bit more comercially appealing. The environments are very early in development on and will most likely be improved going forward. The studio seems to be going for something between Tales of Beseria and Genshin Impact, but is far away from both. If the devs could bring in some tiling and hand-painted textures they could make large assets such as the dirt ground more visally striking, because right now its very drab. Lighting seems to be in an early pass. Also, they should go easy on the post-fx depth of filed, mist/clouds and the lens flares. It is washing out the scenes. The battle UI looks great! But the rest of UI could need a good portion of negative space into it's layouts! Thing are so crammed it becomes uncomfortable and unnecessarily amateurish. Some more air would do wonders. Also having better collaboration between the dialogue box and the button icons would make the UI feel more part of the same game. Now it looks like the icons are from another game. As for the gameplay, its a prototype of a JRPG. It might become a good one if the studio can work on it for some more time, but right now its in a rather rough shape. I'm still going to recommend this game for the voice acting, the music and primarily for the fact that this studio is taking on the challange of making anime-styled 3D game as their debut! Respect!
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Hours played at review time, across 37 reviews with recorded playtime.
Aside from some minor technical issues like menu names buggering up, it seems most of the bugs have been fixed, hence why I gave the game another go as of late. First of all, I love the aesthetic and tone. Yelette is a wonderfully fun character. She absolutely reeks of early 2000s deviantArt edgy JRPG OC energy—she's the "Lord of Nightmares" and has a single black wing that pops out for special attacks, for crying out loud—but she's also keenly aware of this, even having pages in her journal dedicated to awful one-liners and phrases to say to her enemies to sound cool. They do not sound cool at all; they are too long and lack eloquence and flow, and my trained literary eye does not determine these flaws to be on purpose. However, since Yelette trying too hard to be cool is part of her character, it actually turns out to work, so props to the devs. I like her monologues. I love her awesome clothes. I even like the brief interactions she has with others that make her seem gracious and good-natured without being an idiot that makes a fool out of herself, nice social traits that a lot of JRPG heroes of the early 2000s lacked. I especially like that she's a world-saving hero and this lil' prototype is about her on a fetch quest for the sake of her sister. Yelette takes it all in stride and it's fun. She is the sort of character that I've come to want to know more about just from reading about her journal entries. I'm captivated. Combat's not bad but it needs an overhauled control scheme. I see the [u]Devil May Cry[/u] influences clear as day but these bloody direction-sensitive controls aren't working for me and I can't pull off the attacks I'm trying to pull off. What [b]especially[/b] doesn't work is the tutorial system. I do not care who you are; I am not going to start a game and patiently read and try to memorise [b]nine pages of basic combat mechanics[/b]. I'm especially not going to do that for six tutorials in a row! Please, tutorialise us on mechanics [i]as we are introduced to them[/i], not all at once. We also need examples, because a lot of the mechanics do not make sense upon first reading. Sadly, I found myself losing interest rapidly after a certain point. I gathered all the ingredients, returned to camp, and was graced with a long cutscene before something happened and I was taken straight to a boss fight. I don't know why I couldn't have been made to travel there, perhaps save my game and prepare my equipment and perhaps do anything else that I wanted to do beforehand because the autosaves don't work right, because now I was up against a boss that was killing me in a single hit and I didn't know what I was doing. I'm not particularly invested in the idea of going back. It would be nice if we could jump around the world map. There are times when I'd like to jump up and down a ledge or a slope or over a fence without having to need to run around it. This would also open up the world design a bit and make exploring more fun. That said, I think there might be a crafting system and that fills me with dread. I don't like crafting systems in general but that's not helped at all by the game's user interface, which requires me to make a few too many clicks just to navigate menus; there's an awful lot of going in and out of menus that I'd rather not do. Speaking of, when the game starts, you're introduced to the Options menu. It would be nice if the top left of the screen wasn't covered by a "Start game" button so I could see what's being obscured under there because I figure it could be important. Heck, the first time I played, I skipped it because I thought "I'll just get to the area map and go back to the Options menu from there and figure it out". Then I had to go through two cutscenes, a tutorial fight (complete with the nine pages mentioned above), and then TWO MORE CUTSCENES before I could finally access the Options menu again. Like I said with the boss fight above, it could've helped if I could've travelled a bit between the two cutscenes so that I had a moment to get my bearings in-game. [u]Horizon to Crinoa[/u] has a strong foundation for its writing and tone. It's the mechanics and programming that most concern me. But I am eager all the same to see where this goes.
Игру надо довести до ума,тогда будет норм.Пока же игра сырая.Нет ни мини карты,ни просто карты.После сюжетных катсцен часто случается баг не позволяющий нормально ходить
Tengo una pregunta que tengo que hacer para iniciar el juego cuando pongo new game solo me muestra configuracion nada mas y cuando entro a los controles para configurarlo no me deja salir quisiera poder probarlo pero no me deja
in spite of it being a prototype, the game is a solid short & sweet ARPG with a good amount of fleshed out depth in it. i really like how expansive the playables' kits are, and enemies aren't exactly a joke if you aren't careful. i found it weird that knockdown recovery tech (aka "Regain Will" in this game) is not a default passive and instead has to be unlocked in the skill tree given how easy it is to get beat to death with several enemies hitting you otg without said passive. otherwise this is genuinely one of the most fun ARPGs i've ever played !
Game is still a bit overly complicated and frontloads too many of its mechanics instead of letting you unlock them over time (I.E. "Realizations" and so on,) not to mention using quirky terminology for things that boil down to 'special moves' 'ultimate moves' 'heavy attack' etc.. This quirky terminology extends to the world and lore, too. Like Bestiant instead of monsters/beasts, etc. It definitely has that anime trope of "we have to rename everything so it feels new", but frankly I think that has some charm to it still. A little frustrating with mechanics, but the world/setting I find charming for it. Still fun, still has good voice acting (the actress for the MC is doing a great job in particular), still a decent game. Also they still haven't fixed the system sounds blowing your eardrums out, so lower the volume in your sound mixer instead. For some reason things like tutorial pop ups and so on aren't tied to any in-game slider and are extremely loud. But I honestly still like it despite its flaws. It's come a fair ways and I'm glad the dev is still working on it. I hope to see the final product of the full game this is a prequel to with some of the rougher edges sanded off, but there are a lot of positive changes. The dev worked a lot on my prior complaints about readability of combat and has made a lot of that way more manageable. I think this game should show that the dev is absolutely listening and working on things. I just wish they'd fix the audio bug that genuinely hurts my ears and makes me jump about a foot in the air each time I try to trouble-shoot it with in-game sliders lol. Still recommend, the dev has put a lot of work into the game and the product shows it. It's not perfect, but for an indie dev this is pretty damn impressive and I'm glad to see them still working on it.
For a game that recommends using a controller, the control scheme kind of sucks for it. Maybe it just kept bugging out on me, but after finally figuring out how skills work, they became very difficult to purposefully use because of all the forward-forward-backward nonsense and apparently-misread inputs. Would've loved to have an alternative method of activating them. As it is, I really tried, but I couldn't sit through the excessive monologuing just to deal with stressful controls. Hopefully all this gets ironed out in future projects and/or any proper release of this title.
Игра 'Horizon To Crinoa: Have Faith in Radiance -Prototype-' захватывает интригующим сочетанием визуальной новеллы и JRPG. Несмотря на статус прототипа, чувствуется увлеченность, вложенная в создание уникального мира с глубокой историей и запоминающимися персонажами. Особенно выделяется визуальный стиль, сочетающий пиксельную графику с красивыми иллюстрациями. Боевая система, хоть и простая в освоении, предлагает тактическую глубину. Разнообразие способностей и возможность комбинировать их с союзниками делает сражения интересными и требующими стратегического планирования. Хотя прототип заканчивается неожиданно, затрагивая лишь часть истории, он оставляет сильное желание узнать, что будет дальше. Разработка явно находится на правильном пути, и с нетерпением жду финальную версию с расширенным сюжетом и улучшениями. Рекомендую всем любителям жанра обратить внимание на этот многообещающий проект.
Players by region
Where this game's players are, estimated from review languages.
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