Animus, a supplementary game to Ire - Blood Memory.
For TouchArcade's (EN) Review click here.
For Appget (JP) Review click here.
The world of Animus is a broken place — splintered, unreliable, fatal. Humanity crushed between a clash for untold dominance between the Absolutes, disorder, pain, and death befell mortals. All anyone could do was await death, but even that was quickly snatched away from the frail hands of man. In the end, perpetual strife and madness pervaded. Dangerous shadows stalk the grounds of the ruins, waiting to pounce on any living being, to lay blame and judgement. It is a kind of Purgatory we [the players] are in. There is no hope here, but for the end. Oblivion (hinted in Ire - Blood Memory) is what we seek.
The identity of the narrator in the introduction is ambiguous. The narrator knows of the aforementioned — the tragedy and sorrow to befall this frail world. She is removed... perhaps, reluctant. There is a sense of resignation, an understanding that an end to this version of the world is best. Here all possibilities and realms interlace, and, as you know, rot must be cut away. As the narrator awaits the end, perhaps she beckons [us] to bring it.
Animus is a high-end Action RPG that offers superb graphics, incredible sound and music, and responsive combat controls. Player level and equipment progression have been streamlined so that players can jump into the punishment. Hours of challenging and rewarding gameplay are guaranteed in this tense screen crusher.
Animus places the gamer into the role of a solitary warrior who must fight his way through a dark and desolate world full of horrific monsters. The mythology-based hardcore action style transports the gamer into the realm of the game, and its namesake. Animus is very tactical in that it requires the learning and application of tactical skills to defeat enemies who would otherwise brutally punish any gamer expecting casual battles.
Progression/leveling, farming all types of equipment and materials, attack and defensive mechanics are crucial. Type/attributes of weapons, armor, and accessories are important. Another thing to point out is the skill or Proficiency tree within the character status area that players will want to utilize in order to advance further into the game. Such things include amount of HP, amount of HP recovery, dodge time and distance, stamina control, etc.
Players are rewarded for how they balance their equipment before a battle. Preparedness will carry you far.
The type and grade of drops get better upon progression and following play throughs or higher difficulty levels. Players should farm material and equipment. Much needed equipment drops (weapons, armor, accessories) occur in the sub-quests, which are indicated by blue flags. This is similar with the Rift (yellow flag) areas as well. However, Rift areas award players with Rift weapons, which are in most cases stronger weapons with dual attributes, comparable to other weapons of identical grades.
Implemented high quality graphics (high performance and optimization), sound (surround SFX, BGM), and player operability/combat to run smoothly on mobile devices.
- High polygon count (10k-12k per character/NPC. Count also depends automatically on device type/performance, or user options.)
- Real-time shadows
- Automatic and optional graphics optimization
- Occlusion culling (level, prop, NPC)
- Particle pooling
- Bloom, post-filtering
- 3d sound (direction, distance)
- Move-sets, movement, material
(Ex. On average, 70 individual SFX types per boss NPC. Different materials have different SFX. Factors for audio output tied to visual cues (telegraphing, attack, block, walk, and most active movement functions), continuous active player character SFX, environmental, particles, and ambient audio elements.)
Under the Hood
- All things Unity. (Unity3d, Ads, Analytics, Asset Store. If it's Unity we probably used it.)