A game 10 years in the making, RPG Time: The Legend Of Wright feels like the work of a single creative schoolchild, for better and worse.
Imagine booting up a classic role-playing game like Dragon Quest, making your way through a traditional dungeon and slaying monsters in turn-based battles. Then, after maybe an hour of this, your sword is taken away and you’re now running away from a monster in a spooky Resident Evil style mansion, before suddenly switching to yet another game style. That is the best way we can sum up RPG Time: The Legend Of Wright.
It’s a strange hodgepodge of different game genres, that feels like it was thrown together by a child with unchecked ambitions. Which is appropriate considering the premise has you playing as a schoolchild who is himself playing a tabletop game that your classmate, 10-year-old Kenta Nakamura, has made themselves.
In a way, this justifies near enough every aspect of the game’s design. From the incredibly simple story and one note characterisation to the multiple but basic gameplay types; it all feels like a child’s attempt at making a game. Kenta’s (and by extension, the actual developers at DeskWorks) enthusiasm can be felt in every corner of the experience. Considering this game took 10 years to make, this is clearly a labour of love and what we’re seeing is exactly how the team envisioned it.
Like we said, the story isn’t anything to wright (sorry) home about. A magical kingdom is being invaded by demons, the princess has been kidnapped, and it’s up to the titular hero, Wright, to save her and the world. It’s the same story the Super Mario games have been telling since 1985.
It’s not the story or characters that matter, however, but the journey itself. Rather than commit to
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