Review scoopings 3/5 · Nov 2, 2024
Great Potential Bogged Down By Outdated Lack Of QoL Features
Preliminary: Hmmm, not happy to hear it has the Wizardry type CRPG dungeon crawling tedium antics, but I love how cutesy Phantasy Star/Sega-RPG-y the Look is. And instead of passing on all first-person dungeon crawlers, especially after enjoying some of the recent ones namely Phantasy Star, I should give this an earnest try.
And even if it is just a …
Preliminary: Hmmm, not happy to hear it has the Wizardry type CRPG dungeon crawling tedium antics, but I love how cutesy Phantasy Star/Sega-RPG-y the Look is. And instead of passing on all first-person dungeon crawlers, especially after enjoying some of the recent ones namely Phantasy Star, I should give this an earnest try.
And even if it is just a nice coating on a tedious dungeon crawler to come, I am falling for this cutesy beginning with a great tune 
Great font and great fast-paced text too. I feel like I'm playing an interactive storybook, like a 1995 DOS educational game but in a dungeon crawler's, uh, "body" 
It's definitely got that classic dungeon crawling format where you can only venture so far, return to the town, venture a bit further and grind, return to town, and so on. So far I'm enjoying that but we will see how long it lasts. It's so heavy on the first-person side, I may burn out. We shall see. It's cartoony and DOS game-esque vibe might get me to push through!
Welp I finally got my first level up. Definitely grind-y. And I can imagine that adventuring deep into the labyrinth could get very disorienting, especially with no map function. Hmmm, this is a tough one to decide whether to proceed. I'll return to it tomorrow.
Early Game
Despite the amazing Look and cute DOS-esque Sound, it feels like something is missing from the Play. I just can't fully get into it. However, it's starting to grow on me... likely thanks to copious use of Fast Forward for grinding while watching a movie :-p
It's nice that it has landmarks to help with making maps, though I of course used premade maps. And automap feature would've been nicer.
Ok I am still really enjoying the town segments but gosh, once you get deeper into the labyrinth, even with a map, it's really tedious. I hope you eventually get a Compass or spell that does it? An auto-map seems quite basic. Hey, I'm down for self-made maps too, but even that can only go so far without a compass feature. At least there is the Angel Feather/get out of labyrinth quick item.
I'm trying to hold onto enjoying it but the extremely limited inventory space (with equipment taking up spots even while equipped) and lack of compass feature (tho I'm learning some tricks to help it, still. Basic niceties). And having to go back through the whole menu to drop each item. Seems like the basic stuff for a Genesis RPG... Looks like I'm about to get a full team. Hopefully it gets me reinvigorated cuz I was really enjoying this (well, the Look, the Town part, and the early parts of the Labyrinth :-p )
Darn I was hoping Cave of Strength would have a new tune besides the usual Labyrinth repeated tune.
Eh yea I'm a bit disappointed in myself cuz this has a lot of potential but meh. I'm burning out on it. A cute cartoony Town area can only do so much. Not sure why this didn't get the full RPG hook (the very beginning did hook me tho tbh), but I'm ready to move on. So it goes.
Look: 8/10 Great stuff, tho the first-person Labyrinth/Caves' Looks aren't anything special.
Sound: 7.5/10 Some great tunes, but far too repetitive dungeon jingle.
Play: 7/10 Misses some critical niceties that make what could've been a great RPG just an okay one.
Feel: 7.5/10 One of those games I wanted to like more than I did. Plus the Town and Overworld map etc etc have such a great Look and Feel.
Attachment: 7.5/10 .5 boost cuz I'm debating whether to actually drop it. But most likely a safe move-on situation.
Overall: 7.5/10
Completion: Cave of Strength
Playtime: ~1h 30m

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