La Pucelle is a strategy RPG that follows the adventures of demon-hunter
trainees Prier and her brother Culotte and their trainer and guardian Alouette.
They are all members of La Pucelle, a demon-hunting squad created by a
goddess-worshipping church formed to clean up the land from wandering zombies,
demons, and their ilk. With all of this talk of goddesses, zombies, and
demon-hunters you may think that La Pucelle is a dark game. However, nothing
could be further from the truth. The whole game is done in an overly cutesy,
anime style, to the point where the monsters look more like teddy bears than
evil creatures of the night. If you’re not into that look and style you may want
to pass on the game, as it pervades it to the point where it will affect your
enjoyment of the game. If you are a fan of this style of anime or it doesn’t
bother you one way or another, then read on to see if La Pucelle is for you…
La Pucelle is primarily about tactical battles. There are some RPG elements such
as the leveling-up of your characters and lengthy cutscenes, but the majority of
the game is spent fighting monsters in turn-based tactical battles. The battles
take place on grids that resemble chessboards, except that some squares sit
higher than others. When it is your turn, you basically select each of your
characters in turn, select a square to move them to, and then select an action
such as to attack an adjacent monster. A large part of the game’s tactical
element is in the maneuvering, as you gain an advantage from attacking from a
higher square, attacking from behind, or by having more than one character in
place to attack the same monster. Once you’ve given your orders, your characters
move and any battles are resolved. The game switches to a new screen with a side
view close-up camera angle to show the resolution of each battle. Each character
attacks in turn with their own attack animation, hit points are deducted, and
then play moves back to the strategic board. There’s only one attack per turn,
so it can take several turns to take out an opponent. In addition, although the
attack sequences are fairly brief the time spent watching the same style of
attacks over and over again can really add up over the course of a battle. This
is not one of those games that you can sit down with for a quick play session.
There are some additional twists to the gameplay. The gameboards have portals on
some of the squares, and these portals have two purposes. The first is to
provide a place for additional enemies to enter the map. The second is as a
source of an energy flow that flows between consecutive squares until it reaches
the edge of the board. This energy has a small debilitating effect on players
that stand in its flow as long as the portal remains open, but you can purify
(close) portals and unleash a wave of energy along the energy flow. Any enemies
caught in the flow will take damage from the wave, and will take additional
damage if they are particularly vulnerable to the type of energy released – red
portals release a wave of fire energy, etc. Closing portals also has the added
effect of preventing additional monsters from entering the battle.
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