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Showing posts with label Genesis. Show all posts
Showing posts with label Genesis. Show all posts

Tuesday, July 10, 2018

Game #74: Sorcerer's Kingdom (Genesis) - Understandably Forgotten (Finished)

Game 74

TitleSorcerer's Kingdom
ReleasedJune 1993 (February 1992 JPN)
PlatformGenesis
Developer: NCS/Masaya (& Technical Wave)
Publisher: Treco
GenreRPG
Exploration - Top-down
Combat - Turn based (strategic)
Series - Standalone

It's difficult to pin down a development company for this one even though they received full credits -- as best I can tell they were a bunch of contractors or part of the original publisher
This game is no grand epic. It's about as middle of the road as a game can be while still being above a threshold of good. The story is run of the mill -- a land filled with adventurers, a new young warrior is finally of age and seeks to follow in his father's (who has been missing for some time) footsteps.
Selecting a name is almost as difficult as picking the 'right' combination of starting classes
Kanan, the hero's father, left some years ago and hasn't been heard from since. Now Norick, the name I gave him, has requested the king to permit him to do the same. Of course he does; there wouldn't be much more if the king denied him. The title of Adventurer was granted to young Norick. He was also provided a magic map that allows for quick travel and indicates completed quests.
*Plop*
Speaking with the people in the courtyard outside the castle, and in the town beyond, I learned of a wizard to the west that I should visit for important information. The hero's mother stands outside the inn to wish him luck throughout the game, and she offers some starting money. Now with 100 gold to my name I picked up a hand axe that cut my attack speed in half, but increased my attack power by more than four times. I didn't have enough for armor, but it also has a trade off: slower movement in battle to offset increased defense.
The first combat of the game introduces how deadly it is without some additional equipment -- I'm moving into position after initiating battle
Combat is about the only unique aspect of the game. Enemies wander around on the same screen as the characters in real-time. When an enemy gets within striking distance, or any time the player chooses from the menu, battle commences. Pulling enemies away from each other, getting only a single opponent on screen, is typically the best way to take them out. There's no visible experience. As characters act in battle they will eventually get stat boosts based on their actions. The Wizard appears after defeating all the goblins on the hill west of town, and he thrust a magic stone into my possession. It contained some password that opens the kobold king's secret hideout.
Early game overs -- I pushed my luck a little too far at the first boss battle
The kobold area is fairly easy when taken at a moderate pace. I grinded up a few levels to beat the kobold king and his four lackeys. Surrounding myself with trees on all but one side proved necessary. With the kobold hoard dealt with, Crale Village was able to harvest lumber once again. Gott, the woodcutter went to work right away, clearing a path to the elf village. In the meantime, I visited with the mayor of Crale, received my first sword marker on the map for an area completed, and advanced to the next title given by the king.
Most NPCs will change their dialogue as the story advances
The elf village elder directed me to the dragon rock they guarded. It had just been hit by a large lightning bolt. There I found a strange person named Elrad fending for his life from kill hounds.
Maybe next time come a little more prepared
Back in the elf village we learned that something called the elf orb had been stolen, and the elder's daugther, Astina, led the charge to retrieve it. Hearing this Elrad ran off after her before he had the chance to join the party. So, I was forced to fight solo. The basilisk at the end seemed doable until it spewed some gas turning the hero to stone. Astina and Elrad showed up just in time to save the day, and clinch the victory. So joined Elrad, but Astina left to return the orb to the village.
Just one little quest needs to be done before she'll consider us worthy
The king bestowed new titles before we made our way south to get some iron for a blacksmith to repair the east bridge. Elrad's powerful magic made quick work of the enemies in the plains. Too bad his MP is so limited. A deserted village appeared after we cleared them. There we met Midi who opened a path further south into the mountains. You'd think having an extra character would be beneficial, but combat is funny in this game. Nearly every enemy gets an action when any character takes a turn. Luckily you can choose any one to act each turn.
Thank you to whoever placed these regeneration points in the enemy dungeons, they're great at restoring all HP and MP
After some grinding off the restore point (because it was easy), I headed deeper into the volcano. A wizard lay waiting, one that I supposed served the Warlock on mount Serbia. The wizard spawned some mirror images, but their damage was rather pathetic, so I ignored them as I easily beat down the original.
Well how about that, wasn't expecting to find this game using the four elements shtick as well
When I exited the volcano Astina showed up to join the party, informing me that was Mount Serbia and the wizard was the warlock. The king advanced out titles, and the story once more. With the bridge repaired we headed east. Midi was at the end of the bridge, and decided she was going to join as well. With a full party (I could tell from the menu), Norick had a full three people to watch him be awesome. Most often it wasn't worth spending MP to cast magic, and Norick had the strength to take enemies out in a hit or two. Midi did okay as a secondary fighter, but better as a backup healer. Astina was the main healer. I hung out around another restoration point in the next dungeon to make sure the other characters didn't fall behind too much in their stat gains.
Astina buffing Norick as we faced a hydra guarding the water spirit
Another area cleared, and another new title. Title changes aren't just for show. Each one grants new spells (to all except the hero, who can't cast magic). While most new spells cost more, the extra punch they provide is usually worth it. At the end of the previous dungeon, I learned that I had to release all the spirits to gain a special power to defeat the great evil plaguing the land.
The bartender is probably the most useful NPC for pointing the party in the right direction to progress the story
Taking his advice, and checking out a snow-covered village named Argel, I found the townspeople there had all become shades. All except the shop owners and innkeeper luckily. One dungeon later, with another restoration point I used to its full extent, I left behind the bodies of three dead giants and removed the town's shadow form, as well as released the wind spirit to boot.
The map fills with another sword to indicate a completed area, but sadly can't be used to escape dungeons quickly
By this last dungeon though, Midi had learned the escape spell that allowed quick exit. I returned to the king for a new title. We heard tale of something called wind wings that would allow the party to fly far to the east. We gathered leather from the Argel village (not sure what animal they came from), lumber from Crale, and had the wizard on the hill magic them to make us the wings. I also took this opportunity to make sure everyone was outfitted with the best equipment I could purchase. We flew from the east of Argel, landing in a new area.
This scene lasted much longer than was necessary; if it wasn't animated I might have thought the game froze
While there was no town, we found a restoration point, and used it as a base to explore some nearby ruins. It was a maze of twisty passages, hidden corridors, and pitfalls that dropped us to floors below. There was a lot of treasure to find. Good equipment upgrades that rewarded as much exploration as I was willing to take on. I'm not sure I found everything, but I found enough to press forward towards the end.
Each character has their own inventory, which is limited
At the end of the ruins, the party found themselves in the middle of an audience with the king, advisor, and fanfarers all. The king, about to bestow a title, decided that DEATH was more fitting. Of course, this was all an illusion as they all turn into enemies and a battle begins. I had Elrad cast spark to take down the skeletons, and afterwards Norick cleaned up first the wizard, and second the boss (a lich), with Astina spot healing as necessary. Even at this late stage there aren't any group healing spells.
A dragon... you don't say? Go to Dragon Rock? Okay!
The end game came quickly as the king received a letter from Kanan detailing his banishment to Blood Island. The king and all his soldiers left to rescue him. The Legendary Sword, passed from from king to king since ancient times was given to me by the Minister. On Dragon Rock, I invoked the spirits with the sword, and received the Elemental Sword, which was now equippable by the hero, and made my attack power jump from 160 to 500. I don't think I missed any upgrades in between, but it's possible.
Wondering how to get to Blood Island was unnecessary as Dragon Rock formed a cave that took me straight there
The cave path was filled with easily defeated pyrohydras, which were exactly like the hydra boss except purple. I found the king's men all lain about in a short passage with the king on his last legs. He dropped a heavy amount of exposition before giving me a medallion and telling me Kanan was actually heir to the throne, which probably means Norick will be king by the end. Further in the cave we found Kanan. He healed the party with the last of his medicine, without realizing there was a restoration tile next to him. He handed us the other half the medallion before we faced off against the black dragon.
In case it wasn't obvious whenever you enter battle mode
Finally Astina had a group heal spell, and it's a good thing too as the dragon has a lightning attack that severely damages the under leveled majority of the party. They lasted just long enough to maintain their health as they buffed Norick, and burned through their MP. Elrad dropped first after unleashing his ultimate spell, Explosion. Once the dragon fell, the spirit of the sword withdrew, and thanked the party after restoring the fallen members to life. We returned to Landale to find Kanan was now king.
Especially Astina and Midi
Everyone on the dais poured accolades on the party. When asked what they would do now Norick admitted his wanderlust filled heart, and committed to further adventures. Astina and Midi wanted to return to their people. Elrad wanted to seek out awesome powers. I foresee a sequel where Elrad ends up becoming corrupted by ultimate power drawn from the black dragon. Of course, no sequel exists, so we'll never know what plans, if any, were thought up to continue the story.

Elapsed Time: 7h26m (Final Time: 7h26m)
The credits are a nice sequence of revisiting areas and bidding farewell to the party
Combatant - Combat is fairly straightforward with very little challenge overall. Having said that, it is easy to overextend in the first few areas when it's just the hero. Stats play a big role in battle, and reduce the penalties of higher tier equipment. Unfortunately grinding stat increases isn't feasible for all characters, and I didn't quite see the potential of Midi as a fighter. The enemies themselves have two modes: melee fighters or offensive magic-users. There's little strategy in fighting other than bashing their faces in, and maneuvering the more squishy party members away from melee range.
Rating: 5
Full credits like these are becoming more common in the 16-bit era
Admirer - There's no customization, although like most stat based grinding games, I suppose it's possible to spec out Astina as a fighter. Everyone has powerful weapons, but most of the mid to late range weapons prevent magic use in combat. Appearance of the characters don't change with equipment, but that's rarer than I thought was the case when I started these ratings. There aren't any advancement options per se, only a single path. Character control is intuitive, and focusing on a single character's development is easily accomplished.
Rating: 3
That's a lot of graphics work
Puzzler - There's never a chance of losing sight of the main quest. From the obvious sword placed on the map when an adventure is completed to the NPCs in town helpfully pointing out what needs doing next, especially the bartender, there's no losing your way. No side quests, no puzzles, and only a single solution to the problems the game presents bring this rating down a bit.
Rating: 3
I don't remember much about the music, except for the credits theme, which seemed rather experimental
Instigator - It's a simple premise. Go off to follow in your father's footsteps fighting evil. Find some orphaned elemental spirits. Draw on their power to defeat a black dragon bent on regaining its power to terrorize the land once again. The world is detailed, and the changing NPC dialogue as the story goes gives a good sense of progression. In a small game world like this it works well, but I have reservations about such a system when it gets too large. Having to go back to each character to possibly get new information seems like a chore that's better handled in other games by introducing a new town.
Rating: 6
I wonder what the difference is between a 'thanks' and a 'special thanks'
Collector - There are a good number of items, mainly equipment, but there's too much to fit in all the inventory slots of four characters. Without a vault I was forced to sell some of it off, though it didn't have much use beyond equipping, even the magic items. The economy does well to maintain its usefulness through to the penultimate dungeon where better equipment is found in the dungeon than is purchasable. The strength of each item is readily available, although there are hints of magical effects that remain a bit of a mystery. With no indication of a complete list , the treasure seeker will have to be ever vigilant for secret passages.
Rating: 4
By this point we've said farewell to Midi, and we're now headed to the elf village to drop off Astina
Explorer - Compared to most games of the era, the world is small. There are no more than two screen transitions between areas of interest. The graphics are well made, with enemies doing well to standout from the background. It's the normal high fantasy fair with goblins, wolves, and golems, as well as wizards, lizardmen, and skeletons. There are a few palette swaps, but most are unique sprites. The dungeons are simple, but not bland. The sound and music is a bit forgettable. There aren't any Easter eggs, at least that I found, although secret areas do exist in the dungeons. While past areas don't become boarded off, the world doesn't open up until the current quest is completed.
Rating: 4

Final Rating: 25 [42%]
See those tiny pointy ears, that's what makes her an elf
Overall it's a fun little diversion. It doesn't hold a candle to other deeper experiences like Phantasy Star or Warsong, but it is also short enough to fit into a weekend. I wonder what I'll remember of it down the road. Probably that it was easy, had an interesting battle system, and miles ahead of similar games like Traysia. Though, I don't really recommend it today. It doesn't do enough new that hasn't been done better before.
Time to look towards the next adventures
Up next we have another Dungeon Master game, Theron's Quest for the TG-CD. Not quite a port of the first game, it seems to be a bit of remixed version, but we'll see how much it really differs next time. Posts are still going to be off the regular weekly schedule (since when has that happened?) through the rest of summer probably, but I hope the delays don't trouble anyone too much. After Theron's Quest, what I'm really looking forward to is Shining Force. A series of games I've heard only good things about, but never really played for myself.

Sunday, April 16, 2017

Below the Cut: Technoclash (Genesis)

(Source: Wikipedia)
Technoclash - Rating(7 RPP)
1) 1 - Character Advancement: practice/experience based advancement, stat or level increases, multiple classes or characters, customize characters
2) 1 - Combat: character stats used for combat, additional combat options, turn based
3) 2 - Items and Equipment: store to buy and sell, equipment decisions, item decisions
4) 2 - Story: main story at the forefront; world full of hints and lore; descriptions for objects, people, and places
5) 0 - Exploration: open world from the beginning, visited locations remain open
6) 1 - Quests and Puzzles: side quests not related to the main quest, puzzles and riddles to solve

I was eager to see a completely new RPG. On Wikipedia it's listed as an action-RPG, but I failed to find what contributes to that second genre, so it's here on the chopping block. It has less to offer than LandStalker.

There are no character levels, stats, or much of a world to explore. The back of the box purports 7 areas with up to 9 levels each, but it's all progressive levels. I only played through the first two to get a feel for it, but failed to find much in the way of lore, side quests (or a main quest), and no store or currency.

The main character is able to choose a partner for each level, either a warrior type or wizard type. There are a good number of weapons (all requiring ammo) and spells to heal, teleport, levitate, or become invincible for a short time. Ammo is picked up from fallen enemies. Completing some levels requires a tiny bit of puzzle solving.

As for the game overall, it's tough, but taking it slow makes it a bit easier. It's not a good game, at least from what I played, but it isn't the worst either. It compares most easily to Gauntlet, but the level design is a bit more interesting.

Tuesday, January 31, 2017

Below the Cut: LandStalker (Genesis)

(Source: Wikipedia)
LandStalker - Rating(9 RPP)
1) 0 - Character Advancement: practice/experience based advancement, stat or level increases, multiple classes or characters, customize characters
2) 0 - Combat: character stats used for combat, additional combat options, turn based
3) 0 - Items and Equipment: store to buy and sell, equipment decisions, item decisions
4) 0 - Story: main story at the forefront; world full of hints and lore; descriptions for objects, people, and places
5) 0 - Exploration: open world from the beginning, visited locations remain open
6) 0 - Quests and Puzzles: side quests not related to the main quest, puzzles and riddles to solve

Ever since I played Solstice I've had a soft side for the isometric perspective. It took years of playing to get comfortable enough with the controls to make it through the game. Luckily I had Nintendo Power to guide me through those early NES games. I'm not sure I would have beaten as many as I did without it. My exposure to Genesis games was slight, but I'm sure I would have been enamored with this title just the same. I might give it a proper playthrough one day, but it won't be detailed here.

As a 9, it's borderline, but in the end it's an action-adventure with some of the worst isometric controls I've experienced (I haven't played them all, granted). Nigel, the protagonist, can only move in four directions, a normal mechanic in these games. Instead of angling the d-pad to map up to up-right or up-left, it's mapped to both depending on which diagonal direction was last pressed. This makes handling imprecise. Due to that, the action sequences are tedious as I often accidentally flew in the wrong direction or swung my sword to the side of an enemy.

Nigel finds health upgrades, but that's the only stat improvement. (I'm unsure if I should even give a point for that.) Combat strength is determined by equipment alone. There's a good amount of that, and even some situational gear that makes swapping effective for different environmental hazards. Items are varied as well. As for story, setting, and puzzles: that's where the game really shines, but those same aspects are what make it an adventure game, not quite an RPG.

Without a way for the character to improve, the player has to improve to make progress in the game. Combat misses the mark. It's rote with only a sword to manage enemies (and some limited use items). The store is only acts as a money sink with no way to sell anything. I'm actually not sure if there are side quests, but I'll give the game the benefit of the doubt as I haven't played through far enough to find one.

In the end, I enjoyed what little I tried, and if I can manage to look past the control difficulties (and rewire my brain to accommodate), I'll probably enjoy the rest of the game. Until that time let's move on to Inindo.

Monday, January 23, 2017

Game #67: Gauntlet IV (Genesis) - Dragons All The Way Up (Finished)

Game 67

Title: Gauntlet 4
Released: 1993
PlatformGenesis
Developer: Atari Games Corporation
Publisher: Tengen
Genre: Action-RPG
Exploration - Top-down
Combat - Active
Series - Gauntlet

This title surprised me. First, I had written it off the list for no other reason than it was Gauntlet. How could that series have enough RPG elements to include? Especially as we move right into cutting a game like Landstalker. While having a deeper story, and a richer world, it just doesn't offer the same kind of character customization.
TNE ENG
In Gauntlet 4's quest mode, the story begins with the appearance of adventures seeking a mysterious treasure within an ancient castle guarded by four towers. Each tower holds the key to opening a seal on the castle doors. Take on the role of warrior, valkyrie, wizard, or elf, solo or with up to three friends, and discover the treasure within.
*Plop*
The key here is the quest mode, which adds experience points and stat increases. A quick check of the scale gives the game a 12 due to meeting all (6) character advancement points, stats have a meaningful impact on combat, item management, a story at the forefront, an open world that remains open, and some small puzzles to solve (mostly mazes). I'll compare that to Landstalker next post, but as a spoiler, the lack of experience and multiple characters drops it below the threshold immediately. So we see essentially a basic dungeon crawler come up over a wonderfully designed world filled with NPCs and lore. Maybe my scale is broken. In any case, I've gone over the numbers enough for now.
This is the fire tower, which has damage tiles
Each character has a ranged attack, melee attack, and magic attack (requires potions). The power of each attack is determined by a particular power stat. Shot speed, movement rate, and defense make up the rest of character stats. These stats, and HP, are raised by spending experience points. The amount required increases with each stat raised. Stats are also augmented by equipment purchased from vendors throughout the towers or in the central hub at the beginning of the game.
It's also possible to lower stats, shown above I drop my shot speed to the minimum
The goal of each tower is to either reach the top of fire and air, and the bottom of earth and water. A dragon awaits in each guarding the power to break the seal. To navigate there requires finding the proper path of up and down stairs as well as trap tiles that change the layout of the floor. Finding all four trap tiles clears the floor (removing enemies and treasure). There are keys to open doors, and treasure to collect for added gold. Gold is needed to purchase equipment and items from the vendors.
Buying each level of equipment is inefficient as there's no way to sell old equipment
As with other Gauntlet games, health starts at 2000 and is constantly drained. This is also the max HP, and can be raised by 100 point increments for an experience point cost. Luckily I chose the fire tower first, and found a heal ring early on. Only one item can be readied at any time, and the heal ring prevents this drain. The float ring allows the player to walk over stairs and teleporters, handy to reach some otherwise inaccessible treasure. There's a mirror ring that gives reflective shot, and a fight ring that allows a character to melee with death and mimics.
Each tower has special tiles, fire=damage, water=slip, earth=slow, and air=stream which move the character randomly; the castle has confuse tiles that shift the direction of the d-pad
In addition to the special tiles of each tower, there are tiles in every location that prevent shots or magic. These add an additional layer to puzzles. In one instance I needed to slow my shot speed to destroy a destructible wall located across a couple screen lengths worth of no shot tiles. Death is only vulnerable to magic, but how do you handle him surrounded by anti-magic tiles.
In the earth tower, some of the downstairs worked as pits with no corresponding up stairs
The enemies are well varied with ghosts immune to melee, dragons weaker at melee range, and wizards that phase in and out. Normal enemies don't really pose much of a challenge. A couple of potions can kill nearly all enemies on a single screen, and those along with food respawn when transitioning to floors. Add in the heal drink to restore health to max, and the warp wing that takes the character back to the central hub, you can imagine the majority of deaths I had were from the dragon bosses where these options are disabled.
There was that one time I ran through an army of ghosts surrounded by deaths--dying to regular enemies removes the bonus stat potions found behind each dragon, but they're easy enough to collect again
The castle is like the towers, except it begins on the 5th floor, and must be navigated to the basement before heading to the top. Atop is another dragon, but this one draws power from four elemental orbs that must be sealed before it takes damage. This has to be done while dodging all the normal shots the dragon has, and only lowers his defense for a short period of time before the orbs regain their light. It took a couple attempts to get it right.
Here's the password for right before the final dragon, note the name of the character must match as well
Beyond the dragon was a treasure beyond imagination. I arrived on the roof where a disembodied voice asked if I was ready to enter the land of eternal youth. I then had a choice to enter or not. I chose to enter. I wanted my treasure. You decide if I made the right choice. That same voice proclaimed that finally an heir was found, and the spell was broken.
Suddenly I was in control of a dragon breathing hot death on a character that looked like the wizard
I had turned into a dragon. The other option would be to return to town without the treasure, and always wondering what could have been up there. I definitely wasn't expecting an ending like this, but even in the best of RPGs so far, which I have to say this didn't quite scratch that itch, we haven't seen an evil ending like this. I'm glad I chose it first. The other sounded rather disappointing.

Elapsed Time: 8h22m (Final Time: 8h22m)
All adventures who succeed become another dragon, killing the last successful adventurer
Combatant - Combat definitely has some challenging aspects, but on a fight to fight basis it's pretty weak. There aren't many options, especially ones that differ between the characters. If for some reason the player dedicated his time to melee combat, it does give more experience after all, then that character would be woefully unprepared for the dragons. There are a good variety of enemies, but not enough to keep things interesting past the first tower.
Rating: 4
Only dragons, but where do they all come from?
Admirer - There are a lot of ways to customize the characters, and each seems to be viable, although some are definitely better than others. Appearance is fixed, even the color of each character (in this mode). Controls are responsive, although max speed can get a bit unwieldy.
Rating: 3
The same credits are given during the demo mode
Puzzler - With only a main quest to speak of, the game does well to mix in puzzle elements beyond just mazes. There aren't any side quests, and really there's only a single solution to the game, even if the towers are open to any order.
Rating: 3
Each tower gives a symbol on the character, showing which ones are completed
Instigator - The story really doesn't matter. It's Gauntlet, go through the dungeon and hack everything to death. The only decision in the game comes at the end, but it carries a lot of weight. The traders in the hub congratulate and give advice throughout, while a voice welcomes the adventurer to continue on through to the end. It's unclear whose voice that was in the end, but I would guess the final dragon.
Rating: 3
There are more people in the special thanks section than all others put together
Collector - There's not a lot to collect, but if you're looking to buy all items, then that won't happen without a lot of grinding. With no lack of space, there's no reason to worry about where to put the next item. It's easy to tell the strength of each piece of equipment
Rating: 4
Seriously, it goes on for a while
Explorer - I was a little disappointed that a lot of standard Gauntlet sound effects were missing. Green elf never needed food badly. The music is top notch though, with a lot of unique tracks. With a limited area, it still kept my interest in exploring every corner to clear out each floor.
Rating: 4
A great example of wonderful Genesis music
Final Rating: 21 [35%]

Overall a nice distraction after Ultima V before we get into another lengthy RPG. Gauntlet IV isn't a typical RPG, but it's an early example of just enough trappings in an attempt to woo RPG fans to check out the game. I've found that I'm definitely more of a fan of turn-based combat. A sprinkling of action-RPGs do well to stave off burning out from this project.
What other game could I be a dragon?
Next up, Inindo: Way of the Ninja. A game that I missed on the SNES, and probably for good reason. It's a port from an early Japanese computer game, which gives it a very dated look on the SNES. It seems interesting, but I can see it dragging on for far too long. First though, I'll be cutting Landstalker from the pack of RPGs. Go ahead, question my reasoning. It could very well be wrong.

Monday, January 2, 2017

Below the Cut: Spiritual Warfare (NES, Genesis, Game Boy)

(Source: GameFAQs)
Spiritual Warfare - Rating(7 RPP)
1) 1 - Character Advancement: practice/experience based advancement, stat or level increases, multiple classes or characters, customize characters
2) 1 - Combat: character stats used for combat, additional combat options, turn based
3) 1 - Items and Equipment: store to buy and sell, equipment decisions, item decisions
4) 2 - Story: main story at the forefront; world full of hints and lore; descriptions for objects, people, and places
5) 2 - Exploration: open world from the beginning, visited locations remain open
6) 1 - Quests and Puzzles: side quests not related to the main quest, puzzles and riddles to solve

What better way to engage the video game era children in the bible than slap some bible references on to poorly ripped off Nintendo games? That seemed the train of thought for Wisdom Tree. Spiritual Warfare puts the player into the shoes of the only citizen in town not corrupted by the evils of the world. As a soldier in the lord's army, it's up to the main character to convert the heathens back to the way of the lord by... throwing fruit at them.
(Source: Games Database)

Like the Zelda games, there's a single character with no experience or levels. The only stat increase is health, and from new equipment. There's no real customization. Combat is action based, and since there are no character stats that improve, you're locked into actively aligning and shooting at enemies (with fruit that represent virtuous traits, mind you). There are no stores to sell at, and equipment is merely upgraded. I think there are a variety of items, but I didn't play very far.

I'll give it credit for the story, which is rather unique and includes biblical as well as historical and social references. The game is broken up into scenarios, so there's no way back once a level is completed. There are bible verses to fill in, so I gave it credit for riddles. The ultimate goal is to find the Armor of God, and defeat Satan. I think I've been more than fair with the score, but if anyone has suggestions for adjusting it as always please let me know what I missed in my cursory glance. If you want to read about this and other Wisdom Tree games, then Encyclopedia Obscura is a good source.