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Joe Juba of Game Informer similarly enjoyed the game's character designs and action sequences, discovering within it a "unique sense of style, reminiscent of Hong Kong cinema, [permeating] every aspect". [8] The three writers' views somewhat differed for game's level designs.
Critics praised its strange yet robust setting and unique character designs. It was a finalist for Excellence in Visual Art at the 2009 Independent Games Festival, and was named 2009's Independent Game of the Year by PC Gamer, and PC Game of the Month by IGN in April 2009.
Amano designed characters up to Final Fantasy VI and continues to design each game's logo, Nomura has designed characters for multiple games since Final Fantasy VII, and Yoshida has been involved in XII, XIV, and games associated with Ivalice. The original gameplay created by Akitoshi Kawazu was based around Dungeons & Dragons and Wizardry.
The games also feature a story and characters similar to traditional role-playing video games, and occasionally social simulation aspects as well. A notable aspect of gameplay is the permanent death of characters in battle, rendering them unusable upon being defeated, although this aspect of the game can be turned off starting from Fire Emblem ...
Samurai Warriors 5 [a] is a hack and slash game by Koei Tecmo, and a reboot of the Samurai Warriors series, part of the long-running Warriors series of hack and slash games published by Koei Tecmo. As a "fresh re-imagining" of the franchise, the game features an all-new storyline, revamped character designs, and a new visual presentation. [2]
The game was also praised for the newfound spectacle of battle, character swapping, and the mindless fun the game was able to provide. [32] GameSpot praised the game for its empowering melee combat, epic story, peaceful open world, and character designs, while lamenting the presence of several graphical and technical issues, lack of combat ...
The game's characters were particularly inspired by Level-5's previous work on the Professor Layton series (2007–present). [30] During development, Momose suggested that the team design the clothes in a modern fashion, in order for players to gain a "stronger sense that you have stepped out of the familiar and into a different world". [9]
The series' emphasis on speed and technicality and introduction of unique movement options such as an "air dash" would ultimately become the foundation for the "anime" subgenre of fighting games. Guilty Gear Isuka prominently allowed up to four simultaneous players in battle, as well as the option to divide the characters into teams.