Stenmele Osmium
A Review by Mike Willis
Download Here


A nice looking title screen, but backed by a pretty poor remix of a Chrono Trigger tune.  Is this a sign of the game's mixed qualities?

After reading Only One In All's fairly positive review in a previous issue of Hamsterspeak, I decided to give Stenmele Osmium a try.  I was honestly disappointed at first, but perhaps I expected too much.  It is only a short demo, and there are certainly some good points, but there are enough bad points that I really wouldn't recommend the game in its current state.

I will begin with the aesthetics, which least influence my enjoyment of an RPG.  The graphics in this game are very good.  There is good attention to detail in all aspects here, and although there is little that truly stands out in memory, that may be more a sign of consistent care applied to all areas.  The only things that I remember looking a bit funny were the NPCs in the town.  I don't have a lot to say about the music.  Like the graphics, nothing about the music stands out in memory, except that overall it seems less care was put into it than into graphics.  I only remember it seeming kind of bland, but at least never intrusive or annoying.

It's hard to say much about the story, as nothing is explained by the end of the demo.  That's not to say that the storytelling is bad, though.  The three missions are enough to go on, and their conflicting nature leaves a lot of questions (not to mention wondering why any of the missions were assigned in the first place), but it doesn't feel like the story has holes, rather that it is unfinished and ends before the explanations would naturally occur.  It's too bad, because I did end the demo interested enough to want to know some of the answers.

Unfortunately, as the gameplay stands right now, I'm not sure if I would have stuck around long enough.  The main problem lies in the random battles.  They are long, but they are not dangerous at all.  For example, the player will often find himself fighting a party of three enemies all of which take more than one attack to kill, and all of which will attack him for minimal HP loss.  This could work if the damage slowly built up, but it never does.  First of all, healing is incredibly cheap (even at level zero all of the characters have access to a healing spell that only costs 1 MP).  Secondly, the characters' stats are restored on level-up!  This eliminates any possible accumulation of damage, and with the battles as singularly easy as they are, this means that they all end up feeling pointless.  Long battles that feel pointless are not a good thing.



However, there are ways to shorten battles.  All of the characters have access to a 'shop' that sells abilities in limited quantities.  Unfortunately, when the player is forced to switch characters (there are three in this demo, and are controlled separately) it becomes difficult to buy anything.  After the first character swap, I found myself wondering who I should be spending my money on, and ended up spending almost nothing from that point onward.  I didn't know how many characters I would end up controlling, or if they would join together at some point, so I couldn't judge who to give what abilities to.  This is very unfortunate, because I think that money was awarded at a good pace in battles.  For these reasons, I had the most fun playing with the first character (I didn't yet know how the swapping would work), even if the battles were still pointless.


Honestly, would you buy things from a shop that advertised its wares like so?

Bosses are somewhat of a joke.  For one thing, they seem to be thrown in randomly just to trigger a longer battle.  These battles aren't really any more difficult though, given the cheap cost of healing.  On the other hand, there is one very long, unavoidable boss battle that needs fixed.  Basically, both the hero and the boss can barely hurt each other, and so we have the classic LONG battle of nothing but attacking over and over until the enemy dies (and I mean, OVER and OVER, healing once maybe every ten turns or so).

There are other small problems too, outside of battles.  First of all, the maps are either incomplete (most likely) or very poorly designed.  There are places with no graphical indication for a door, especially on the outer map, that make it difficult to decide where you are trying to go.  There are also places where walls are placed very strangely, sometimes again with no graphical indication at all.  In the town some of the wallmap is just plain broken, and you can end up walking through rooftops.  Also, for some reason you can enter certain doors in the village outpost, but doors with the exact same graphic can not be entered in the village itself.  This is very perplexing given that there is a separate door graphic for the one house you can enter in the village.  Why not use this graphic for the one enterable door at the outpost?

Finally, there is the whole system of choosing what stats to increase at level-up.  This is well-executed for the most part, but I found the stats "attack" and "special attack" quite confusing.  It was not obvious at all to me what things "special attack" affected, although it became clear from damages given after the fact that it did not affect all special abilities.  This needs renamed, or attack descriptions need to make it clear which stat they utilize, if the player is going to be responsible for all stat growth.

Of course, this is just a demo.  If the author ever comes back to it, I would suggest fixing/finishing the maps, and getting rid of stat restoration on level-ups.  This will require some re-balancing of costs for some attacks, and perhaps some kind of healing points along the way.  Also, I would suggest giving the shop unlimited stock for most items, as that would encourage an unknowing player to make use of it.  There is certainly a solid foundation here for a good game, but work is needed.