Deltora quest wii game
Gameplay: What this game does differently is that it provides a much wider field of play than a lot of the other match-three games, remain consistent in terms of colors, adding a wild token midst the gems, and have matching tiles slowly brighten the board. What do these mean for gameplay itself? Well first, it is really nice having a fairly wide play area, being able to look in a fairly removed location to look for more matches does ease the strain of re-looking over the sames areas over and over, so players can generally keep the matches going at a better rate.
The wild token is represented with an apple and it is one of the means to better combat the difficulty of starting out with seven different colors to match. It is far different than the other gems, so it is much easier to distinguish quickly when trying to scan through the wide range of the play area.
This is a simple addition, but can generally help a lot in chaining matches together and keeping players from becoming completely stuck. Lastly, when making matches it will slowly turn the board to gold at every point a match takes place.
This actually means different things for the two different game modes. So, it is required to get all the tiles golden in order to keep playing. This seems to be a better means of conveying an overall goal than just requiring an almost arbitrary number of points to progress and makes it easy for players to tell what they have left to do. Audio and Visuals: As this is a puzzle game, both of the audio and visuals are incredibly limited in scope.
Besides all the game pieces and borders, the only other art is the background. But since the background actually features the main characters from the show, it is probably the closest thing to story in the entire game.
Audio is limited entirely to music, matching sounds, and multipliers. Matching and multipliers are pretty straight forward, simply acting as dings to indicate them happening, but admittedly if there is a longer line of them chained together it does sound pretty satisfying to hear.
The music actually has a decent range from the menu, to starting a game, to the different modes. Also within the maps are blacksmith anvils. These allow the player to level the characters to a max level of ten, and can apply a temporary effect to the character's attack. Levelling up characters allows for more types of special attacks to be used. The anvils are limited and do not return once used, so it is possible for a player to use up all of them and not hit max level.
The game also features a collectible card system, which displays an enemy, character, group of people, or event, and provides a brief description from Lief. Players can use the wireless communication feature to share cards with each other and share notes. Each of the main eight levels on the map correspond to a novel. When replaying a level, the cutscenes and dialogue are not shown again.
The game begins with Jarred reading The Belt of Deltora. The book reads that long ago, the seven tribes of Deltora were attacked by the Shadow Lord. They united under Adin , who created the Belt and gathered the tribe's seven gems, and drove out the Shadow Lord. Adin wore the Belt always, for it was Deltora's protection against the Shadow Lord. However, eventually the kings of Deltora stopped wearing the Belt. Jarred, realizing that it would soon be Endon's coronation, set out to tell him to keep the Belt on.
He watched as Prandine put the Belt on Endon, and despite Jarred's requests, allowed the Belt to be put away again. After the coronation ceremony ended, Jarred stood alone in the throne room.
Remembering an event in their past, where they forged a sword together, he resolved to try and persuade Endon. Catching up to Endon, Jarred tried to tell him that he should always wear the Belt. However, Endon had heard of no such rule, and refused to break the rules that he knew. Prandine then arrived, and, accusing Jarred of trying to harm Endon, called for the guards and took Endon away. Jarred, now pursued by the guards, fled. He left a note for Endon on a tree that could be seen from his window, and jumped into a rubbish carriage to escape into Del.
Upon his arrival in Del he was shocked, for it had always appeared as a beautiful city from the palace. After wandering the streets, he found his way to the forge , where Crian the blacksmith allowed him to stay if he could work.
There he met Crian's granddaughter, Anna , whose parents had been killed by Grey Guards. Seven years later, Crian the blacksmith had died. Jarred and Anna married, and were expecting a child. Meanwhile, in the palace, Endon told his wife Sharn some of his worries. He told her that Min , his nursemaid, had warned him that there was a traitor in the palace.
Thinking it to be nothing, he paid her no attention, only to find that she had been killed shortly after. He also felt concerned about the chief advisor, Prandine, and realized that Jarred had actually been trying to help him.
At this point, a strong wind blew, and the note Jarred had left in the tree fluttered to the ground. After reading it, Endon collapsed to the ground, regretting that he hadn't listened to Jarred. That night, the palace was attacked, invaded by Grey Guards and Ak-Baba. Jarred, sneaking into the palace, made his way past the Grey Guards and palace guards fighting.
He reunited with Endon, who apologised for not listening to him, and after catching up, they headed to the tower where the Belt was stored. When they got there, however, the room had already been broken into and the gems taken.
Prandine entered the room at this point, gloating that the gems were already gone, and that he would soon rule the land.
He told them that the chief advisors had been serving the Shadow Lord for a long time, and after noticing the belt still intact, realises that an heir to Adin still lived. Sharn, pretending to see a gem outside the window, tricked Prandine into looking out, where she then pushed him out. Disheartened, Endon asked Jarred what he should do, now that the gems were gone. Jarred responds that although the gems were gone, they still had the Belt, and they could gather the gems once more.
Sixteen years later, Lief , on his way back to the forge, runs into the Grey Guards patrolling the streets. Finding himself cornered, he is saved by the beggar, Barda. After a brief exchange with him outside of the forge, Barda tells him that if he wished to leave the town, his journey would soon be beginning.
Inside the forge, Lief's father tells him that he used to live in the palace as King Endon's friend. Giving him the empty Belt, he asks Lief to gather the seven gems and save Deltora. After receiving a sword from his father and a cloak from his mother, he sets off. Before he leaves Del, he is joined by Barda, who takes off his beggar disguise and reveals that he used to be a palace guard.
He tells Lief that their first destination would be the Forests of Silence. The events of the first chapter are largely similar to the books.
This stage begins with a battle tutorial and the player navigates the Forest as either Barda or Lief. There are two blacksmith anvil locations in the map, one in First Wood , the second in Mid Wood. There are two boss battles against the Wennbar and Gorl. At the end of the First Wood, Barda and Lief are not captured by the Wenn , like what happens in the books or anime, but they pass out and become paralyzed nonetheless.
Jasmine appears, and rescues them. However, instead of climbing the trees to evade the Wennbar, there is a boss battle where the player must fight it. It utilizes either a bite attack or it breathes a cloud of smoke that damages and slows the player. Once defeated, Jasmine takes Lief and Barda back to her nest.
The player then continues into Mid Wood, where you travel along the branches of the trees. Upon reaching End Wood, the boss battle with Gorl commences. Barda is gravely wounded by him, and the player must fight against Gorl, who uses his sword and magical fireballs to attack.
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