The conclusion is that a lot could have been done to make Ever Oasis a more solid experience. The two gameplay elements that make it up could have been integrated more firmly by more thoughtful design; and, individually, those parts could have turned out far more engaging if simple steps had been taken to avoid minor and recurring annoyances. Still, through stumbles and falls, it is a good game: taking care of the oasis is fun, and watching it grow is a joy; furthermore, going out into the world is motivating not only because there are nice puzzles and locations to be found, but also because the development and upkeep of the oasis depends on it. Therefore, the experience, which holds a twenty-hour adventure that can be greatly extended by those who want to take their oases to their full possible glory, will be able to please – to different and somehow uncertain degrees – anyone who wants a dose of role-playing thrown into their Animal Crossing, or vice-versa.
Through light stumbles and heavy falls, Ever Oasis will be able to please – to different and somehow uncertain degrees – anyone who wants a dose of role-playing thrown into their Animal Crossing, or vice-versa
In a world that is overrun by Chaos, a dark force of unknown origins that drains joy out of people and turns animals into aggressive monsters, various oases spread around a desertic landscape serve as peaceful refuges. Inside their gates, people are free to live, trade, and work together to create a healthy friendly environment; outside them, many dangers lurk. Eventually, however, Chaos grows stronger, and – one by one – the safe havens begin to succumb upon being attacked by its servants. When the very last oasis suddenly falls from its prosperity to total annihilation following a nightly attack, its chief – by using the last ounce of his strength – sends his younger sibling…
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