![]() ![]() Legends of the Titan also eschews the class changes of the previous game (perhaps taking to heart U.S. Do you dare take that next move forward on an icy, windy mountainside, hoping to uncover a new labyrinth or item…or do you chicken out and warp back to town? (You do have the necessary item to warp back, don’t you?) Of course, the entire world isn’t available to explore from the start, but with airship upgrades and the like, you can slowly uncover every last section, which makes the process feel far more organic that the arbitrary limit set in Etrian Odyssey III. For the most part, exploration is incumbent only upon your own bravery-or foolishness. While movement in The Drowned City depended upon how many provisions you had on hand, Legends of the Titan offers no such limitations. These mazes won’t simply be given to you anymore you’ll have to earn this game’s countless crypts, caverns, and forests.Įxploration unfolds similarly to the third game’s navigation by sea, with one major-and very much appreciated-exception. Upon completing this initial quest, you leave town and discover that there’s an entire world to explore-and that’s how you’ll uncover the daunting, deadly labyrinths this time around. Just when you think you’ve got all the answers…it changes the questions. I’d encourage all veteran Etrian Odyssey players to stop reading here, as the secrets of this fourth entry are the positive changes you’ve likely been waiting for-and best left discovered on your own.Įtrian Odyssey IV: Legends of the Titan starts the way you’d expect-your band of created neophyte adventurers arrives at a new port of call and must map a labyrinth for the local magistrate-but that’s when the game pulls a patented “Rowdy” Roddy Piper move. The sequel, Heroes of Lagaard, felt more like an expansion pack, and The Drowned City’s wholly revamped class system and half-baked sailing feature didn’t quite move the series forward in the way many fans hoped. It’s allowed me to inhabit the mindset of what it must be like to take a leap into the unknown-and experience a kernel, however infinitesimal, of what my brave ancestors must have felt.īut even a longtime fan like myself would’ve been disappointed if Etrian Odyssey hadn’t made big strides with its first 3DS entry the follow-ups, while consistently excellent, didn’t really elevate the original 2007 DS experience to new heights. You may know the series as “that hardcore Japanese first-person dungeon-crawler where a bunch of cutesy anime characters explore a vast labyrinth and players draw their own maps on the touchscreen,” but it’s always been so much more than that to me. ![]() An explorer must always take the utmost care when setting off on an uncharted course, and I think that natural meticulous inclination is why Etrian Odyssey, Atlus’ old-school brand of adventuring, has always appealed to me. While I didn’t exactly inherit the muscles, derring-do, or dashing good looks of these mighty men, I did happen to acquire their fastidiousness. Hardy, stalwart Frisian sailors who braved the icy winds of the North Sea, intrepid Spanish adventurers who charted coastal California for El Virreinato de Nueva España, and dauntless English colonists with names like “Tristram” who drew the first maps of New England in the 17th century. You wouldn’t think it looking at my gangly arms and knowing my nerdish leanings, but I come from an unusually long line of daring seafarers and explorers.
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