
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
Engagement
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
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.
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.
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.
Beautiful game. Well designed puzzles, interesting fight mechanics and lovely worldbuilding.
An awesome indie game! Seriously, I don't understand why this game is so little known.... Great gameplay, innovative battle system, captivating story and a heck of a lot more to explore! Guys, get that game now!
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
Momentum
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