
Nadia was Here is a gorgeous pixel RPG that is inspired by 8 and 16 bit classics. Featuring a groundbreaking combat system and a deep, charming story about the value of life, Nadia was Here lets you play an oldschool RPG in a brand new way!
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Languages: English
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Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Initially I liked the game a decent amount, but the game tends to get rather repetitive and stretched out. The dialogue and story isn't very interesting, but it's not bad. The combat is unique, but it doesn't have much depth most of the time. There are seemingly a lot of options, but 95% of the attacks and spells and items are pretty useless. You can super micromanage the fights in order to make them go faster, but there is generally 0 chance of dying if you just leave your mage on casting the heal spell, which ends up trivializing the combat and makes it kind of boring. The dungeons are very big, but the size often isn't justified. And it is very frustrating that most of the extra chests that you have to go out of your way to get just have potions. Overall not a bad game, but I wouldn't recommend it.
I've reviewed about 5% of the games I own. These reviews usually only happen when a game stands out amongst others of its kind, which I mean primarily in a positive manner. That said, Nadia Was Here fits the bill, and the lack of good reviews present at this time is criminal. I've yet to complete the game, but I know enough about it to tell you that Nadia Was Here is a fantastic take on the RPG's of old: It's not the same old 90's RPG you've played before, especially in terms of the turn-based battle mechanics. Rather than pressing the "attack" command over and over again as fast as you can, or timing a button press with the action on screen, each encounter represents a unique, strategic, and frantic series of movements and actions. Each of the 3 members of your party have their own strengths, but you as a player are responsible for determining how effective those strengths will be. There's a demo on steam for you to see what I mean, though I never tried it myself! The main idea here is that each of the characters will only use their ability on the enemy they are across from in battle (for the most part). As an example, I'll describe a battle. You come across an enemy that is invulnerable to magic, which means your magic user will be useless if he's positioned against that enemy. However, that same enemy may have a new spell that you've yet to aquire (because in this game that's the primary way of aquiring new abilities. Think the "Enemy Skill" materia from FF7.) and so you want to keep the magic user positioned there for a chance to learn it. But, uh oh, the enemy that your thief character is trying to steal a useful item from is about to knock her out, and your magic user has all the healing power - but you can't change his spell right now, because he's trying to aquire that new spell! The enemy's attack bar is almost full, and you've got only a second to decide. (You can pause the battle if you wish, but I prefer not to !) Better pull up that item menu and use a potion before that happens! Okay, so you stole the item and healed the thief with a potion, but now that same monster is about to attack again, and you're out of potions. The magic user failed to aquire that spell though, and you really need it, so he can't heal the thief. Better switch the defender and thief's battle positions so the defender can tank the damage... And that's how every battle is going to go. Even if you encounter the same enemies more than once, each time feels like a chance to perfect your strategy against that enemy. It never feels like a grind - because there is no grinding. Like I said, aquiring new skills is up to you. You have to keep an eye out for enemy skills or weapons you don't have yet. No leveling up in sight - strength comes with time and new abilities. *** Okay, that's enough about the battles, but that's the main draw here. The story of the game is interesting enough, but nothing mind blowing. That's not to discredit it at all - it's a well written story from what I've seen, I just haven't completed it. Lastly, the time you don't spend battling will be spent exploring the world, and puzzling. A LOT of puzzling. These puzzles aren't your typical press a switch to open a gate type of thing either. Honestly, some are on par with Ocarina of Time's water temple in terms of difficulty, but without the awful water everywhere to slow your progress. Definitely go into this expecting a challenge, is what I'm saying. But most of all, give Nadia Was Here a chance! It's well worth the money, and you'll enjoy it a lot if you like the old Final Fantasy titles, Legend of Zelda series, and the rest of the 90's classics. You even get the game's soundtrack free, which is pretty good in its own right!
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Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
While there are a lot of games that harken back to the 8/16 bit era of rpgs, they’re mostly a facelift without a soul. Nadia Was Here is one of the few that, while it may not play like an traditional rpg or have the same scope, it gives off the same feeling those games did when growing up with them. The characters, setting, and story are simple and enjoyable, striking the balance of interesting enough to keep me engaged but not overly written to the point where I zone out. Combat is quick and lite while still challenging -- you’ll probably die a lot (although luckily not too punishing, as respawns are generous due to autosaving), and there are some interesting and not often seen mechanics at play that turn the battles into something more similar to a combat-puzzle than a typical RPG gear/level check. Which is an important note, since the game doesn’t have a leveling system or traditional equipment, but the various Final-Fantasy-Blue-Mage-esque ways to acquire new moves, along with the trinkets, a few collectables, and a single character’s weapons you can find hidden throughout the game still lead to a fulfilling sense of progression and growth while forsaking the idea of a grind. The non-combat puzzles, while a block pushing, rock kicking, ice-skating fare, are satisfying and end up quite rewarding due to their steady ramp of difficulty when going for chests, side content, or approaching the end of the game. Some points certainly dragged here or there, I encountered a game-stopping bug (that the developer said they will patch out next update, but said how to edit the save file to bypass it for now), and I might have quit a few times when I messed up a long puzzle and realized I’d have to redo all the previous steps, but I always came back to the game quickly and wanted to see it through. I thoroughly enjoyed the game, finishing it around 13 hours with still side content left to do if I wanted it, and it’s well worth the full price of admission. It's really a shame this game hasn’t gotten more notoriety, since I feel it easily deserves it. I’m not going to say some cheesy crap like “you owe it to yourself to buy this” or whatever, but if you have enough disposable income to be shopping around on steam, this is definitely one of the better options if you’re looking for a game along these lines.
Don't be fooled by the graphices (which I personally liked but I understand it can worry some people), the game is really good. One of my favorite of 2017 so far. Story is nice with unexpected plot twist. Puzzles are clever and plentiful. Combat is fast pace and never boring. My only down is that the game requires the use of the mouse for some puzzle and this can make controls a little more complicated that it really needed to. Otherwise, it's a must for RPG lovers.
Great RPG with a unique ATB lane based combat system, excellent music, plentiful dungeons with solid puzzles, and a good amount of side content. No random encounters and no grinding (there are no levels to even be gained, just equipment to sometimes steal and spells to learn). The implementation of ATB can be a bit hectic but it both freezes when taking an action and there's also the option to reduce it the overall speed in half if need be. Puzzles have a good amount of variety and make good use of the various tools you get throughout the game, there's even a bit of Metroid DNA with going back to old areas with new stuff to access previously unreachable items/etc. Quality story with some good character beats. Great and easily readable visuals that really pop. Honestly one of the best RPGs you can purchase on the platform.
This game was really good. The story and characters had depth and were engaging. The battle system was innovative and awesome. I loved the ability to master the battle system without having to grind out levels for character stats. I love a game that respects the player’s time.
Nadia Was Here reminds me somehow of a Gameboy game that could never have been made. I mean, besides the colors, it's definitely best played with mouse and keyboard, due to the battle system, but its style and uniqueness put me in mind of that era of strange sequels and spinoffs, where games absolutely had to try something a little different to make it work within the format's limitations. Though it may look at first glance like a fairly typical JRPG, Nadia is to me more compelling and subversive than the other JRPG-on-its-head games people like to point to as examples. Part of that is the complete lack of typical progression and party dynamics. There's no levelling, scaling health, scaling damage, meaningless number creep. Most enemies have about the same amount of health and do about the same amount of damage from the start of the game to the end, but have more troublesome attacks or tricks to correspond with your party's greater flexibility and refinement. There's a little bit of customization in the form of three accessory slots per character, which you can fill with equipment that provides a very powerful, but very singular buff, like faster actions in combat or immunity to certain status effects. Combat is central to Nadia, not because there's an awful lot of it, or because it's an especially violent or tactical game, but because combat is how each of the three main characters express their roles. All combat takes place on a field of three lanes, and each party member stands opposite either one enemy, or an empty space. Every action besides consumable item use and summoning has a casting time, and you can see everyone's progress on their next action simultaniously. You can also freely pause, shuffle your party into different lanes, choose different actions for them, or throw consumables around. Within this, each character acts impressively differently. Nadia, the thief type, starts out only being able to steal items from enemies or hit them for a small [but reliable] amount of damage, but her options expand as she steals weapons from certain enemy types, the only way for her to get the weapons. The fighter always hits with the same weapon, but his defenses and attack properties are affected by what shield he has out, so he is generally the one that gets the most micromanagement, especially if you're moving him in front of enemies that are about to attack to take the blow for other party members. The mage can also steal spells from enemies, but only if he can get in front of them while they're casting it, and he is also the only character that can heal others [or heal at all without consumables or slight lifesteal on hit]. Once you get far enough, you can probably afford to brute force a lot of the combat with consumable items, but I did almost all of the combat without any. The dungeons are also very puzzle-heavy, and this could be a drawback for some, although I found the puzzles to be just the right difficulty where I was challenged but never felt like I had to look up a walkthrough. The game is consistent and clear about how each element works, although the hint fairies vanish forever once you speak to them, so if you set the game down mid-dungeon I can expect you might forget some crucial detail of how the puzzle elements work. There's a lot of nice incidental dialogue with NPCs in towns, and plenty of side content too. I finished the final dungeon and boss without getting one of the major puzzle solving items, and haven't photographed all 50 flowers yet either, though I plan to at some point. Nadia Was Here is a fantastic pickup as long as you aren't put off by a decent bit of puzzling in dungeons. If you like unique and interesting RPGs, this might turn out to be one of your new favorites.
It's a good little game.
QUALCOSA DI NUOVO TRA I JRPG (Nadia Was Here) Provaci tu a innovare i JRPG meglio di Nadia Was Here, se sei capace! Ok, non è un capolavoro, ma il suo combattimento e la sua estetica valgono sicuramente il dargli un'occhiata. https://www.youtube.com/watch?v=7XJ-7spl6vY
38小时全成就通关。 游戏流程充足,有多个迷宫,我大部分时间花在了解密上。 这游戏没有中文,英语四六级加上查翻译就能知道全部剧情和对话,以及社区的QA了。 [h1]关于玩法[/h1] 这是一款复古RPG,解密和战斗是主要的方式。游戏没有攻略,只有社区的一些讨论可以看,让我回想起以前用GBA等掌机玩塞尔达传说的时候,那时也是没有攻略,一个人摸索。 这个游戏跟老版塞尔达一样,慢慢解密以逐步获取道具,途中会遇到一些敌人需要战斗,然后可以回头去探索以前不能探索的地方,当你解开一个谜题时满满的成就感。 [h1]关于战斗[/h1] 游戏采用的是三线路战斗方式,人物技能蓄满力便会使用,可以通过上下移动人物来对某线路躲避或者造成伤害,战斗会逐渐增加队伍能量,满格会增加伤害,敌我双方都一样,我方满格还可以使用召唤技能(得获得召唤道具)。 一般情况下你的队伍有小偷、战士和法师: 小偷可以使用偷窃技能来获取敌人的物资或者物理装备并为自己所用; 战士可以装备盾牌,不同的盾牌有不同的效果,一般战士当肉盾抗伤害; 法师可以学习敌方的法术攻击并使用(黄色底的就是法术攻击,一般情况下都可以学;红色底的是物理攻击,学不了;灰色底的是特殊技能,学不了)。 游戏人物没有等级,靠装备解密途中获得的护身符(amulet)来增加属性,一人最多同时装备三个护身符。护身符有三个等级,可通过战斗掉落的金钱(G)和粉尘(Dust)去某个商店升级。 [h1]其他[/h1] 游戏里的一些特殊怪物和BOSS的技能有点恶心,经常打得快没血了又满血,还会消耗你,所以尽快让法师学习治疗队伍最低血量之人的技能,并购买一堆道具,疯狂嗑药和炸敌人就完事了。 如果想要全成就,需要收集一定的东西,比如游戏里的植物照片(Plants),如果漏了请看官方指南。 总而言之,这是一款非常不错的复古解密RPG,如果喜欢塞尔达那种类型的话一定不能错过。
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $26.9K | 75 | 100% | $19.99 | |
| $7K | 78 | 100% | $3.49 | |
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