While this might seem hard to handle, in Tails of Iron there is no stamina bar compared to other RPGs and Souls-like games, so players don't have to micromanage something that might distract them from the world and the combat itself. There are red markers associated with attacks meant to be dodged, yellow markers for attacks to parry, white markers for ranged attacks to block, and then pink circles for area attacks, which usually need an extra dodge to be safe. There will be companions during the game, and they usually are locked to a few particular quests, meaning that they cannot be selected all the time or depending on the players' preference.Īs for combat mechanics, Bennett describes them as similar to God of War. Players will meet several characters during their journey, and while some will not be as impactful in the beginning, after completing a few quests or clearing the area from enemies, they can become faction leaders and quest-givers. Bennett was happy that spears, specifically, made the final cut of the game because he always liked them, and he thinks they made for the perfect addition to the Assassin's Creed franchise as well. For example, one-handed swords do a bit more damage than spears, but spears are much faster and also provide some extra range on quick attacks. ![]() As such, Tails of Iron is one of those games where players can freely choose to adopt whichever playstyle that best suits them, making for a fun experience where strategic thinking is crucial. Still, there are many choices for all sorts of builds, ranging from one-handed swords to two-handed heavy hammers, all the way to rifles and bows. This makes for interesting decisions on the players' part, as wearing heavier armor means taking much less damage from enemies, but it takes its toll on the overall speed of the character - including the dodge roll. Each piece of gear comes with its respective Weight stat that determines how fast or slow Redgi will be in and out of combat. The playstyle changes drastically even by equipping different weapons, and it all comes together by trying out various combinations of weapons and armor. While Tails of Iron consciously lacks the classic progression features of other Souls-like games and ARPGs in the form of skills and talents, it makes up for it by allowing players to customize the main character with plenty of items. It should also be noted that all of the main Rat characters - including the Chef and the Smith - are based on the pet rats that the developers owned when they started making the game, carrying over into Tails of Iron their personalities and characteristics. The Smith, on the other hand, is where players might want to go when they find blueprints these can be turned into actual weapons and armor by Redgi's brother, adding to the collection of unique gear pieces that gamers can obtain. The Chef helps Redgi getting beefier by making special meals for him whenever the young prince comes back to his brother with ingredients found in the world, and these meals increase Redgi's health bar. Speaking of which, among the core RPG features in Tails of Iron there are the Chef and the Smith, two of Redgi's brothers. This is to reduce the number of words on the screen so that people speaking other languages and players with all levels of reading ability can better understand what is going on, and it also adds to the RPG elements of the game. ![]() Interestingly, Tails of Iron features a blend of storytelling methods, with the first being the narrator's voice accompanying players through the game, and the second being a more immediate, illustrative speech bubbles. That's not all, though, as the loading screen in between travels changes based on the location from which players depart and the target location, even showing different means of transport based on the areas - such as a carriage, a boat, and more. Because the world is so large, Tails of Iron features several boards that are used to be quickly transported from one place to another. ![]() This is what creates incredible scenery, with an example coming from one of the very first areas in the game, where trees and leaves feel like they are moving and intertwining, and that's what Bennett describes as a nice parallax effect. A popular approach among game developers is to have a series of long layers while working on a specific area, whereas in Tails of Iron each asset is individually placed merely millimeters away from one another. Despite being a team of five, with only two environmental artists to work on all the various areas, Odd Bug Studio did manage to render layered items and background elements smoothly transition on screen in every scene. Odd Bug Studio did a great job at making the world of Tails of Iron feel both incredibly vast and detailed, which allows for an immersive experience that's further enhanced by the narration and harsh encounters.
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