Remilore Lost Girl in the Lands of Lore Review

Remi-bore

I was excited for RemiLore: Lost Girl in the Lands of Lore. A Diablo-way action adventure where your main pickups are popsicles and candies, where yous tin can wield a chocolate-covered banana as a weapon, all set up in a brilliant and colorful anime-inspired environment. In preview videos, the game looked similar simple fun: walk around, crush upwards enemies in randomly generated levels, get a little chip of dialogue thrown at you lot, add in a co-op mode, and Bob's your uncle.

Except Bob is kind of sloppy and just doesn't seem to intendance all that much. For all the cuteness and pep RemiLore displays at the offset, information technology ends up coming off equally a dull, short, boring experience. And that is really too bad, because information technology's wrapped in the skin of something potentially much more memorable.

Switch review of RemiLore: Lost Girl in the Lands of Lore

RemiLore (PC, PS4, Switch [reviewed], Xbox One)
Developer: Pixellore Inc., REMIMORY
Publisher: Nicalis
Released: February 26, 2019
MSRP: $39.99

Let's become this out of the way then nobody is confused: RemiLore is nothing like Diablo. In fact, RemiLore has a lot more in mutual with NES games similar Gauntlet than information technology does with Blizzard's immortal juggernaut. At that place are definitely similarities such as a four-deed setup, with three stages in each human action and a boss battle, the ability to acquire loot (kind of… I'll cover information technology later), and randomly generated level layouts. But at its core, RemiLore is a combat-oriented top-down beat-'em-up with very limited character customization.

Yous power through a ready of rooms which spawn diverse enemy types, clear them out, and get a ranking upwardly to S based on your effectiveness in dispatching enemies, which allows yous to poke through more than random items at the end of the stage. Soap, rinse, repeat for the entirety of the game. This isn't a horrible formula, mind you, but it'due south bland because what you have to piece of work with. Enemy types are express, with a few mid-bosses providing some actress claiming, and so a mix of melee and ranged mobile enemies and stationary towers.

Remi has three chief abilities, including ii melee attack buttons for normal and strong attacks which tin be strung into combos, a magic assault stemming from her talking book companion Lore, which is dependent on the weapon she is belongings, and the power to dash with a three-stage stamina bar that refills quickly after beingness used. As long as you lot give yourself plenty of space and larn to read mid-boss attack tells, combat is a pretty rubber affair, with Remi stunning well-nigh enemies in her philharmonic to prevent them from countering. With spells like freeze and slow, peculiarly once they are upgraded to total and can bear upon the entire screen, RemiLore tin can become monotonously piece of cake.

I concluded upwardly swapping out for random weapons all the fourth dimension simply to mix things up — a self-imposed claiming that should not have been necessary given the brusque three hours it took me to consummate both available characters' story modes.

As you shell upwards enemies and trash objects scattered throughout each room, you will selection up food items which will add together to your food score. This is the currency you use to upgrade spells, HP drib items, reduce the price of new weapons that you can buy at the terminate of each stage, and then along. There isn't much to do hither, every bit currency is painfully easy to collect, and my method for success was to await until I had an detail with a spell I liked then just put all my points into that spell.

Everything you upgrade is upgraded permanently betwixt both characters and beyond the unlike game modes, and although RemiLore'southward touted 200-plus weapons may seem similar it would offering more multifariousness, the reply is: no. Information technology doesn't. For one thing, you can only wield i weapon at a fourth dimension, and can't behave annihilation with y'all, so it becomes a balance of choosing a weapon with high attack ability, and one tied to a spell that doesn't suck.

In addition to that, when you defeat a mid-boss, yous will choice upwardly a scroll which volition either give yous a vitrify to HP, MP, or bandy your weapon for a higher ane in the same class, but oft these have detrimental effects. So as I got close to the cease of the story, I ignored these unless I was desperately relying on RNG to save my ass, which but happened once because the game is not very difficult, with only the boss of the 2d human action posing whatever kind of a real challenge. When you die in RemiLore, you go back to the first of the act, which might have annoyed me more than if it was always a threat.

Thankfully there are some very difficult extra modes, such as a hard fashion and nightmare fashion — where you can only take one hitting — if you accidentally spend your money on RemiLore and have naught else to play. The included co-op mode was mildly fun. I played with my daughter, and she got bored after twenty minutes. I asked for her opinion for my review and she said the following:

"It was equally good as a pickle sandwich."

She doesn't like pickles.

Dialogue screen in RemiLore: Lost Girl in the Lands of Lore

Annoyingly, you tin only save your progress in one manner at a time. And so later on we were washed with our co-op session and I went to play story mode once more, that progress was deleted. This is just stupid. There's no excuse for not creating a separate relieve file for co-op. Not that I wanted to play anymore, only if yous did, that is i of the restrictions you will face.

Lastly, there is the story. And by that I hateful there is no story. Remi is an insipid, abrasive Alice in blunder-land. She doesn't want to be in the world she was fatigued into, which there is basically no buildup for, which makes no sense whatsoever, and which is the narrative equivalent of a yawn. She constantly whines and talks about food, and the randomly generated dialogue between her and the nasally Lore made me turn the volume downwards and listen to the soundtrack for Battletoads in Battlemaniacs instead.

Remi's story ends with the narrative equivalent of a fart, and the secondary character'south ends with a burp — and no cease boss, past the way, making information technology somehow fifty-fifty shorter than Remi's own sleep-inducing adventure. The enemies are all generic robots, which is jarring when you compare them to the quirkiness of the weapons and pickups. In that location was just and then much more that could take been washed hither, and RemiLore utterly failed to hitting the marker.

Performance-wise, it was fine. The game is pretty, the music is decent, and I liked that each stage was a different time of day to change up the lighting and colors a bit.

Screenshot of RemiLore: Lost Girl in the Lands of Lore

Overall, RemiLore: Lost Daughter in the Land of Lore is a huge disappointment for me. When you lot can grab something excellent like Enter the Gungeon for a fraction of the price, information technology nearly comes off as embarrassing. It's not utterly vile like a pickle sandwich, just incomprehensibly dull because its vibrant, beautiful, colorful presentation.

While I consider RemiLore a hard pass, I recollect it might have an audience for a more than casual crowd looking for something with a spark of charm, but that definitely wasn't enough to relieve it for me.

[This review is based on a retail build of the game provided by the publisher.]

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Source: https://www.destructoid.com/reviews/review-remilore-lost-girl-in-the-lands-of-lore/

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