Avalon Code – First Impressions
July 26, 2010
Avalon Code’s premise is initially, very awe-inspiring. The world is going to end soon, but there is a book, The Book of Prophecy, that can capture anything and will remake whatever it contains. Once captured, you can adjust the properties of that thing, be it a person, a key or an enemy and alter it to solve puzzles or assist in battles. Most everything related to The Book of Prophecy is fun and unique; however the actual gameplay was tedious and turned me off after a few hours.
With The Book of Prophecy you are tasked to scan anything that you possibly can. The theory is that the book will aid in the creation of the new world and remake whatever’s inside. But this also adds a clever puzzle element to the game. Whenever you scan something in, it gets its own page. Each thing has a nine by nine grid which contains traits that make that thing up. So a flower for instance might have something forest or nature related and a fire creature might have an evil trait as well as something fire related. This led to some clever, albeit simple, puzzles early on like having to attach a forest element to a key to open a lock. These traits come in different shapes and piecing them in is reminiscent of Tetris. Every time something is added or subtracted, the page is reassessed and it leads to a short load time, which can add up when just experimenting and ultimately turned me away from changing the properties of anything I came across, unless it was necessary
Outside of The Book of Prophecy you control a male or female character and travel between towns and dungeons, interacting with NPCs and fighting monsters. Rather than a turn-based battle system, Matrix Software opted for real-time action, which makes sense with The Book of Prophecy. Whenever I saw an enemy I generally scanned it in and then began to adjust the enemy’s traits, looking for something that would drop it’s hit points and then I’d attack; the game will pause when you’re using The Book of Prophecy, which takes up the bottom screen. Combat is simple, attacking with either your left or right hand, and enemies respawned as soon they died which discouraged me to even bother fighting them after a few times.
As far as I got, each dungeon progressed the same. They were divided into individual rooms which had tasks and time limits. You were given a task, such as light all candles, and once completed, the door to the next room would open; there were interesting tasks that required The Book of Prophecy but the majority of them were simple. Ultimately this made dungeons feel like a collection of minigames and this turned me off more than anything else I saw in the game.
I only clocked in three hours so I wasn’t able to see what Avalon Code has to offer, but it didn’t hold my interest in that short amount of time. The game is backed by an interesting gameplay mechanic that sets it apart from other games, but Avalon Code’s gameplay became tedious quickly. If it counts for anything though, I am still looking forward to playing more of Avalon Code at some point.