Adventure

Adventure Life Review | GameGrin

Adventure Life Review |  GameGrin

I’ve been a fan of text-based games for years and even remember my first encounter with one was on a page I linked to via StumbleUpon; I spent hours playing it even when the game only had text and options – no animation, no HUD, not even images

These days there are more options, of course, but I’ve always struggled to find a good one. Heck, it’s even hard to find more than a few although it’s easier now, given that the games have become much more popular and are easier to find. However, I now present to all fans of the genre: Adventure life.

I’ll preface this with a caveat, in case it’s not common for text-based games to do this: the game is not text-heavy. There aren’t many complicated explanations or deep conversations. It’s straight to the point, no fillers, just adventure. I’ll be honest, that kind of put me off at first. I was used to the complex type of text-based games where you basically get a book for a story, so when Adventure life took me from one heroic journey to the next, it was a little weird… but honestly, I just got into it.

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So here’s how the game works: you randomize a character or create one yourself by paying two gems, which aren’t hard to come by as you can unlock them through the in-game item collection (more at this topic later) or watch a quick ad. The character has several customization options: gender, name, portrait, background, trait, stats and starting equipment.

From what I’ve seen in my five or so games, the gender you choose really doesn’t change anything, unless I’ve managed to miss all of the events in which it has. You can also buy different backgrounds with gems! The category title is a bit misleading as it affects the main story rather than your past; I’ve only bought one so far as they contain 100 gems each, but I loved the difference it made. Traits are something your character can have and are things like earning 10% more money on your journey or being able to use magic without magic gear. Everything else is pretty self-explanatory! Besides traits and background, you can also buy new tales, which are side quests that you will randomly encounter in your games, regardless of the background.

The gameplay itself is quite fun: you move from scenario to scenario where you’ll have a few options of what you can do, and most of what you choose will give you EXP which will fill a bar at the top. Once that fills up, you get your ending based on the decisions you made and your alignment. This was all well and good to me at first, but not understanding it very well cost me many errands because I was trying to do whatever I felt my character would do, which meant I kept getting left behind on a cliffhanger because my story would end way too soon. Unfortunately, that means you have to choose what you should or shouldn’t react to and sometimes that means ignoring people or even telling the kids to leave you alone; Personally, I thought that was a sad way for the game to work because I like creating a really good heroic character and ignoring people in need was kind of immersive. There are also lineups in the game that will change how people react to you as well as certain story elements.

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However, as fun and action-packed as this type of gameplay is, it is not without its downsides. Because there is very little context or story, there is an element that got me killed as a “traitor to the kingdom” due to a misunderstanding. I kept going down the same path thinking what I was doing was nice when in reality I was accidentally dooming my character to become a criminal. This could have been avoided if there had been more text to explain the story behind the world.

There are options to buy gems in-game so you don’t have to watch ads to get them, and even a nifty collectibles reward system that gives you one gem per new find: the first time you find them. you get a certain gear, the first time you get a certain epilogue, monster journal entry, etc. This will help players afford some of the things they might want to explore. While there is a one-time in-game purchase option that adds perks such as skipping fight scenes, run revive, and no forced ads (among other perks), this does not unlock all traits, tales, or backgrounds.

Other than that, I want to mention that the game is best explored by really altering the points you add to your character’s stats. Most of the changes I saw before buying the background or the stories were when I let go of my obsession with building the characters pretty much the same way. Most games make it so you’re not exactly free to be whatever you want if you want to have optimal play, but in Adventure life it is ideal that you explore.

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Now on to combat: in this game, combat is simple. You get power points by equipping yourself with good equipment that you can buy with the gold you get from completing missions or from the rewards of your adventures themselves; these power points dictate the likelihood of you winning a match against opponents, but are not the only factor, as there is also a dice involved which rolls from 1 to 20. If it is less than 10, you lose by the power and if it is higher, you gain it. From what I’ve learned so far, if you get 20 it’s a single hit, but I’ve never had luck against a bigger boss.

The atmosphere of the game is really nice for a text game (at least compared to what I’m used to) because there’s a little animated sequence during the fight that lasts a few seconds, a cool HUD, and sometimes even a few images in between paragraphs to better show what your character is witnessing. Even the music is quite nice.

Good vibe, quite nice writing, fun mechanics, interesting take on the text genre… I love the game and plan to not only support the devs when I can afford it, but also finish all the collections there has to get. My only real quarrel with the game is that sometimes I feel like the option explanations are a little vague and sometimes made me do something I didn’t want to or didn’t know I was going to do .