Review: The Alliance Alive (Nintendo 3DS)

 

There’s something warm and familiar about Cattle Call’s new RPG, The Alliance Alive that really pulled me in from the beginning. While not flawless, the game has the look and feel of one of those multi-disc original PlayStation JRPGs and while not quite an “epic” experience, it’s solid enough and certainly packs in enough characters in its massive maps while hitting pretty much all the bullet points it needs to that make it an overall decently nostalgic 3DS game. I’m a big fan of much of Cattle Call’s work since the quirky PS2 sleeper Tsugunai: Atonement, so seeing the familiar color palette and simple but intriguing battle system also had me smiling throughout.

Still, it’s also a case where you sort of wish the game was on a system that was a bit to a good deal more powerful. It’s not at all hard to imagine the developer making a Switch (or heck, PS4 or even a Vita) game with higher resolution art and even more detailed characters and environments. On the 2DS or 3DS, the game’s animations and numerous cut scenes are excellently handled. However, the large overworld maps tend to be a bit bland, there’s a bit of background pop-in and if you have a poor sense of direction, it’s a bit too easy to get lost unless you choose the option to be guided to and from certain story-related areas.

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