Angel Whisper is a recently
released demo by OHR designer RMSephy (or Sephyroth), who is known for
incorporating experimental battle and movement systems in his
games. Such is the case with
Angel
Whisper, which blends excellent graphics, smooth gameplay, and
an engaging story into an enjoyable, albeit short, experience.
The game begins with a disembodied voice conversing with the player in
a completely black void. The voice turns out to belong to Lilith,
who then asks (lets you create) your name. I chose the name
Samael, but rather than explain here, it's easier if you read these
articles about
Lilith and
Samael.
Lilith goes on to tell us that she is an angel who grants peoples'
wishes. Unfortunately, she has lost her body (a real problem most
angels face) and cannot leave the void you both are in until she finds
it.
Since Lilith can also act as a gateway between the void and her world,
she teleports you both into a forest where you can begin searching for
her body (plot contradiction!). You really have just enough time
to fight a few battles and meet two more party members, a Knight named
Dallas and a Cleric named Rena, before you reach the end of the demo.
Battles are the most interesting function in Angel Whisper.
Rather than using the default OHR system, battles take place on a
separate map and allow you to potentially use up to six heroes in
completely turn-based (doesn't use a time bar) combat. Enemies
are displayed as slices on the top half of the battle map while heroes
occupy one of six slots on the bottom half.
Rather than beginning a battle with all of your heroes in play, you
must summon them into one of the slots, but you can summon only one
hero per turn. The exception to this is Lilith, who apparently
does the summoning and has her own separate type of health stat that
refills after each battle.
Once summoned heroes have a certain number of turns they can take
before they must be re-summoned. This limit is determined by
their STAMINA stat. If they should be killed before this, then
any extra damage a hero took over their total health will be subtracted
from Lilith's health. When Lilith's health reaches 0, you lose,
but there was never any real danger of this in the demo since most of
the enemies were low-level.
While using your own custom battle system can be a gamble, it paid off
for RMSephy. The controls were smooth and made easy to learn by
the interesting and helpful first battle.
Outside of battle, there are two functions worth noting. One was
the Zelda-style scrolling screen, and the other was the ability to use
an equipped item, the only one in the demo being a sword, by pressing Z.
Graphics have a simple style, but are well executed. The enemies
were particularly polished. If only the trees didn't look like
clones...
Angel Whisper's excellent musical composition made the fifteen minutes
of already immersive gameplay that much more immersive.
This demo might have been short, but it was very enjoyable.
Definitely worth a look for anyone who is interested in creating their
own custom battle system. Hopefully RMSephy will continue
developing it, because it looks very promising.