Evoland 2 gameplay

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Unlike the previous game, Evoland 2 takes the form of a lengthy RPG.

Most of the game takes the form of aerial-viewed combat, like the original Legend of Zelda. However, at certain points in the game, a different style of gameplay is used, such as a 2D platformer, a space shooter and Bomberman. The protagonist travels between areas on an overworld map.

One of the main mechanics of Evoland 2 is time-travel. The past is represented by 8-bit graphics, the present is in 16-bit graphics, and the future is in fairly basic 3D graphics. At different points in the game, the player will use Magiliths to travel to these different eras, the world changing as they travel through time.

Ally powers[edit | edit source]

By holding down the attack button, the player can charge up a special attack, which changes depending on the selected partner. Fina uses a slash attack, Menos slams into the ground with great force and Velvet can freeze enemies with ice. These powers can not only be used to defeat enemies but are also used to solve puzzles. They also often have different functions in alternate game modes; for example, in time attack and tactical modes, they use up a turn to charge, but then do more damage or have special effects when used on the next turn.

After awakening an ally using Maana at Bibi's tent, the attack can be charged for longer to become more powerful. Three guardians can also be found around the world, who can upgrade the attack to become even more powerful.

When Nawi becomes a temporary ally, she uses the same control, but the function of releasing the attack is to transfer control to herself.

Gameplay modes[edit | edit source]

The main mode is top-down, in which controls can be used to move in any of eight directions, attack enemies very close to the player, or interact with items such as chests or some switches. Movement causes the screen to scroll as the player explores an area. Variations on this mode include:

  • Overworld, in which the attack and ally controls have specific alternate functions, and the action key is used to enter areas;
  • Stealth mode, in which all attacks are disabled and enemies can kill you instantly based on line of sight;
  • Bomberman mode (after the original Bomberman games), in which the melee attack is replaced by a time-delayed vertical and horizontal explosion which can damage the player as well; and
  • Beat-em-all mode, in which the player can jump (but not as a traversal tool), melee attacks are augmented by a number of special moves involving jumping, normal ally attacks are disabled and Menos' attack is replaced with a horizontal piercing projectile, and progression is based on defeating extremely aggressive enemies in each area.

In the platformer mode, the only new control is jumping, usually mapped to the same button/key as dialogue or actions. Holding down the jump button gives a higher jump. Free movement is mostly limited to left and right, and the up and down controls are used only for climbing on ladders or certain sections of the wall, and for falling through platforms. The player's attack becomes a crescent-shaped short-range projectile that flies straight to the left or right. Ally powers work normally. The main variation on this mode is auto-scroll mode, in which the player's surroundings move past them at a constant rate, and progression is based on avoiding approaching obstacles within the screen limits.

The time-attack mode occurs only within combat encounters in Professor Giro's lab, a top-down area. Combat in this area is limited to these specific encounters, triggered by moving onto certain spots. The controls are a menu system in which the player can choose which attack or ability to use on which enemy. Each ally attacks separately at different times, and each has different abilities, along with individual health bars; the team takes on several enemies at once, which have their own health bars. After an ally takes an action, they must wait a certain amount of time to take another, and the same goes for enemy attacks. However, the timer keeps moving during menu selection, forcing the player to think fast. (This is what differentiates this mode from generic turn-based combat.)

The tactical battle mode occurs only within battles in specific top-down areas, which are activated by entering a certain part of the area. Combat in these areas is limited to these battles. Like in time-attack mode, the controls are cursor-based, and allies (including many that are specific to this mode) attack separately, fighting many enemies at once. However, there is no time component to actions, which occur in turns; each ally can make one movement and then one attack or action on their turn, and each enemy can do the same on their turn. Movement and location are important components of attacks and abilities, each of which can affect allies or enemies within a specific range; these ranges vary, as well as the amount of damage the attacks can do to various enemies.

The shoot-em-up mode (often referred to as "space shooter," "shmup," or "bullet hell") occurs only in specific story events and additional challenges. In this mode, the player can move around the screen more quickly than in top-down mode, but can only face in one direction and is constrained to the visible screen. The attack becomes a long-range projectile that flies straight up toward the top of the screen, and holding down the attack button causes a continuous stream of projectiles (as well as charging attacks). Progression is dependent on defeating enemies, which spawn in "waves," form up to five horizontal lines at the top of the screen, and can fire their own projectiles. Ally powers work normally, except for Fina's attack, which acts as a spread of projectiles across the entire screen.

The match-3 mode occurs only in combat, as part of the Wiking tournament in the Wiking village, a top-down area. This mode is turn-based and uses cursor controls, but turns involve switching adjacent items in a grid in order to create a row or column of three or more identical items. As soon as the items are matched, directly or indirectly, all of them are collected or used by the player or the opponent. Matching more than three items in a row gives an extra turn. The items include swords, which deal 2 damage per sword when matched; coins, which have no effect on the battle; and colored gems, which are collected to charge ally abilities. The John Snow boss battle also includes snowballs, which can freeze your allies or heal your opponent. Special ally abilities must be used instead of making a match, and each requires specific gem types; most also eliminate or collect additional items from the grid. Each opponent has similarly specific abilities.

The fighter mode occurs only within the Prophet boss battle. It is similar to the platformer mode in that it contains jumping, but it occurs within a very small screen with the opponent, ally attacks are disabled, and the melee attack is augmented by an extensive list of special moves, including a shield and a projectile, which are activated with specific combinations of buttons. (A guide appears in the pause menu.) Both the player and the opponent have special meters that fill as they deal damage, and when they're full they allow extremely powerful unique attacks. The normal life system is replaced by a round system, meaning the player must win two rounds to beat the boss, and must lose two rounds to die.

The rhythm mode occurs only within the Magus boss battle. In this mode, each movement key/button is mapped to an ally, and each ally has the job of deflecting objects of a certain color and in a certain horizontal position. These objects, which appear to be fireballs, scroll down the screen in patterns that match the music, so the player must tap the buttons in rhythm to deflect the projectiles. Rather than a health meter, this mode features a "Rock-o-Meter" which starts full, goes down by a certain amount when a tap is missed, and goes back up by a smaller amount when subsequent taps are done correctly. The player only dies if it descends all the way to the bottom. The mode also features a streak counter for correct taps, which has no effect.

The "puzzle mode" occurs only in specific NPC dialogue sections, mostly in the future Library. This mode can be described as a series of minigames, since it consists solely of individual logic puzzles which must be answered or completed with cursor controls. It exists mainly as a reference to the Professor Layton series of games, and features animations for correct and incorrect answers which are heavily based on those from that series.

The Game of Cards, while it is technically a gameplay mode, could also be described better as a minigame, since it's the only mode that's entirely optional, it's based on optional collectibles, and combat is completely limited to the cards with no effect on characters or story.