Developer: Team Isolation
Release: May 2015
An indie turn-based RPG developed with the popular RPG Maker engine, the same engine used to develop other indie RPGs, such as Chronicles of a Dark Lord, Remnants of Isolation has a story and an artistic direction different to that of many other games of its kind. Unfortunately, the game does have its fair share of faults and drawbacks, unfortunately making it dwarf in quality compared with some of the great titles of the genre, such as Final Fantasy and Chrono Trigger.
The most interesting thing about the game in my opinion is the visuals and the conceptual design. Taking place in a mysterious and enchanted prison, it features imagery and characters inspired by a multitude of different cultures and mythologies; most prominently, medieval fantasy. But aside from that, there are also quite a few uniquely designed monsters, such as the Twisted Sentry as well as many of the varied boss fights that take place throughout.
The game plays out very much like a traditional turn-based RPG, such as Final Fantasy or Dragon Quest; it’s addictive, and satisfying to level up characters. Instead of using money as currency, however, the player must collect souls in order to make better equipment and buy items. The biggest problem with it, however, is the fact that unlike most other games of it’s kind, which have many different playable characters with different abilities, there are only two in this game, thus it doesn’t have anywhere near as much variety as many of the great games that inspired it. It’s especially underwhelming to me, as I have played RPGs, which make use of the same engine, but that have much more substance to them.
The game incorporates as simple a control scheme as can be found in a video game, and as such, I’m at least satisfied to report that there are no issues with playing the game to address. Many turn-based RPGs over the years have modified the overall formula with varying degrees of success, but over the years, it has been refreshing to see a resurgence of games to incorporate the basic structure of this formula; and this game is no exception.
The worst aspect of this game, however, is it’s cripplingly short lifespan. At a stretch it can be made to last about 2 hours, which for a turn-based RPG is deplorable in my opinion. Normally, this kind of game can be made to last considerably longer; some of which surpassing the 100-hour mark, but due to this game’s lack of substance and variety, it lasts only an extremely small fraction of the time that a standout game of its genre can be made to last; even irrespective of the fact that this game was intended to be played multiple times.
The game’s story is particularly well written, and made even more immersing by the fact that there are multiple endings to be triggered. It follows two prisoners, Celesta and Melchior, as they resolve to find a way out of their prison together, in a somewhat similar fashion to Ico. They both need each other to stay alive as they encounter danger after danger throughout the prison. It’s engrossing to see how their relationship develops throughout the course of the game, and how it impacts the rest f the story.
The only vaguely original mechanic this game has going for it is that of using souls as currency to both buy items and upgrade equipment. Some may say the mechanic of fusing magic together may be something new to the genre, but Final Fantasy IX incorporated a similar, and frankly more satisfying mechanic between the characters Vivi and Steiner, and overall, did little to add any real uniqueness to the game’s combat system. Other than souls as currency, the only way in which the game stands out is in both its artistic direction, and how short it is. The latter of the two makes it stand out for largely the wrong reasons.
Overall, Remnants of Isolation does have elements of redeeming value, but as far as an immersing gameplay experience goes, there are far better turn-based RPGs out there. To make a game of it’s potential as short as they did was in my opinion criminal, and if the developers decide to make a sequel, or another turn-based RPG, they need to make some dramatic improvements in my opinion.