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Saying bye, bye to turn-based battles was a turning point in how RPG's were thought of, Alundra showed those who denied themselves RPG's just how action packed they can be.
With more puzzles and pointless fights than you can shake a big stick at, Alundra was immediately tipped to knock Final Fantasy off the top spot in the RPG world.
But, it wasn't to be, because it was let down by some minor faults, and the fact that Final Fantasy has a massive reputation. For instance, the game would be more exciting if you talked. I mean, you should hear what your character has to say, and you should be able to make decisions. Like when you call Aeris a drunk on Final Fantasy VII. That is one of the best bits!
But, even with these minor inconveniences, this game is one that will be remembered for a long time, if only for the huge scare it gave Squaresoft.
The game is an origonal one, because it doesn't concern itself with a world, but just a small village. This small village, however, seems to be a
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very big place for some reason. it has huge, scary mansions and coal mines. A River and a big palace under it. It has a graveyard where you can mourn for those lost in the past, and a big cliff next to it that you can scale to get ace new things.
Either way, this game proved to everyone that RPG's don't have to be slow, easy games, but thay can be action packed and very taxing on the brain indeed.
Granted, the actual puzzle sopving is relatively simple and you can figure it out relatively quickly. But the time it takes to actually do what you know you must is astounding. Just figuring out where to go would be impossible if not for a very strange old woman with a stupid ball.
This game has everything. Evil, good, fat people, old people, magic, swordsmanship. Everything, that is, apart from a storyline to match Final Fantasy. Everything else is just peachy, though.
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