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Time Stalkers (DC)

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3 Reviews

A role-playing adventure game, Time Stalkers was developed by Climax Graphics and published by Sega Entertainment. Time Stalkers should be released in the UK on the 10 November 2000.

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    3 Reviews
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      01.09.2008 14:00
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      Time Stalkers for Dreamcast

      A fantasy world - a collection of worlds from many eras and locations, with a cast of characters from other games by Climax. Mysterious to say the least.

      The rather basic turn-based battle system seems flawed. A monster on your party could hit an enemy on disobeying your order despite not having a move to attack at such range. Battles are not random, but can appear clumsy, with characters running into things and attacking thin air.

      Upon entering a dungeon, the party - the chosen hero/heroine and allied monsters - reset to level one, however, their ranks might increase on leaving a dungeon, and with it comes new spells and skills. Though these won't be triggered until they reach a certain level inside a dungeon. Levelling up occurs rapidly, and with the exception of the dungeon boss, the enemy level up as the hero (or heroine) so there is a constant challenge, of which this also applies to quests undertaken that require a visit to a previous dungeon.

      The floors of the dungeons are randomly generated; they are similar and are never convoluted in their design; and the auto-mapping keeps them simple and satisfying. Puzzles are absent, but dungeons can be daunting, because for each character there is a hunger meter to watch out for - this gradually decreases and needs be prevented from reaching emptiness. Also, saves within a dungeon are temporary so that saving cannot be exploited.

      If I had a criticism of the game, earning money is difficult. Money can be spent on upgrading the house or the monster storage area.

      Audio-wise, sound effects can be harsh but whilst the instrumentation is not great, there is some nice music and the tunes differ depending on the character with the Hero's Crest.

      Time Stalkers does not make the player break into a sweat to see the endings for the individual characters. Players may be able to complete game in less than twenty hours. While I could well be overrating the game, I liked it for what it's worth. It would be easy to loathe Time Stalkers but I found it to be refreshing challenge.

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      • More +
        16.11.2000 02:55
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        Time Stalkers while not the best RPG i've played is by far the best one for the dreamcast so far. While returning to level one every time you leave a dungeon is frustrating your charcters individual paramaters will increase and they will gain new titles and skills. The fact that captured monsters can join your teams is really cool you can customize your party this way. Also the monsters on your team can also level up and gain new skills in much the same way the main character does. The random dungeon generation keeps the game interesting and the side quests add longevity to the game. However acquiring money is quite a task in and of itself you don not recieve money by defeating monsters as in most standard RPG's but you must gain money through working or finding and selling treasure. Time Stalkers has a high learning curve because even the hard core RPG fans will find it confusing at first. You must not only monitor your characters health poinsts and magic points but their hunger as well as their vitality. Overall Time Stalkers is a excellent effort and definately worth buying if even if you are not into RPG's.

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      • More +
        05.08.2000 22:21

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        Gameplay moves as fast as the one with the controller deems it moves. There is little time when the player has to sit back and merely watch (in fact, the count is close to a small incidence rate of 3 or 4). One may stop to smell the roses, see the NPCs and unplayed PCs develop, or one may simply rush through each and every event to smash through the next dungeon and be done with the whole affair. The highly customizability to the speed the game has is a large boon and it would be nice if more games applied this principle. The music enraptures. Each character has it's own background music used in the overworld, and the dungeons have pleasant, mood-making music which is easy on the ears but not so intense or unique it steals away from the forerunning action. This is a game you don't wanna mute just for the enjoyment of the sound. The only complaint about the music is that it doesn't fit one or two of the characters very well. Originality abounds in the game. The method of transportion into the world is through mere books planted in certain dungeons which additional 'heroes' have travelled in it seems coincidentally to come to this piecemeal world. The dungeons are generated randomly and add a new twist each time you enter-nothing gets boring because it is merely being done over and over again. The NPC are unique and provide colorful interaction. They mature and move along as the game does, so what they say and do also never becomes boring. Plot-wise, the game is constantly surprising the player. Behind each face there lies a bit of deceit, and a bit of truth. The player must advance the story to decide who hides more of what. At the end, the player must make a crushing decision, at a fork in the plot. I took one end, and, with tears in my eyes, but a happy feeling in my heart, I ended the game and watched the credits crawl across the screen. luckily, you can still continue the game after the credits, providing you have e
        nough patience to wait the half an hour for them to finish.

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