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The Next Level
How much life is left in the Japanese RPG? Every so often there's revitalization in one area that needs work, but a total teardown and rebuild from the foundations like this is rare. At first, it seems rather simple, and it is a simple game if you think about it. But think about it more and see that it's also strict and tactical, very chess-like. It is the great minimalist design: the more something limits you, the more it demands your ingenuity and creativity to conquer it.
Atlus's latest offering on the Game Boy Advance is a touch different from what players might call a traditional RPG. Besides being stunningly gorgeous, the game includes a very unique movement system, a dating game, and an emphasis on replay value. Riviera: The Promised Land is about a Grim Angel named Ein who exchanged his wings for a holy weapon called a Diviner, which was created in order to vanquish demons. Ein, along with his familiar—a cat named Rose—ventures out to destroy a land called Riviera that has become infested with demons banished from the realm of the gods following a great war.
Riviera: The Promised Land is a fun game that will keep you busy for about 15 to 30 hours. The detailed story and affection system are worth a second play, and the ability to unlock a slew extras, such as animated cut scenes, a sound test, and a bonus chapter, will keep you playing for a few more hours. Despite a few flaws, I totally recommend Riviera to anyone who wants to play something that's not Golden Sun or Fire Emblem. It's not quite as polished as those games, but it's just as much fun.
The once-peaceful land of Riviera has become the central battleground in the war between angels and demons, and, as tends to happen in video games, the only ones powerful enough to stop the fighting are a flirtatious fallen angel, four boy-crazy girls, and a talking cat. That's the premise underpinning Riviera: The Promised Land, a role-playing game for the Game Boy Advance that's as diverse as it is formulaic. However, the game ultimately exceeds expectations thanks to its engrossing story and superslick production values.
Overall, Riviera is an enjoyable and innovative title for a system that probably won’t see many more in the future. While it won’t make game of the year on most people’s lists, it’s still a worthwhile purchase. And, while it’s a short game (I put in maybe 15 hours max in my first playthrough), the option for multiple endings and accessing trigger points you missed the first time through gives Riviera a decent replay value. So pick it up; Riviera might just be the GBA promised land you’ve been waiting for.
When I threw it in my Game Boy Advance SP for the first time I thought it was nice but nothing special. Then I played it some more and got hooked and couldn't put it down until I beat it. I truly began to like the characters in the game and wanted to know what would happen to them and how the whole storyline would conclude. I don't know if I have played a RPG game this much since Phantasy Star Online on the Dreamcast and I don't think I have played any GBA game this much in a long time. It might have simpler controls and not as many options related to the character development and weapons as other RPG games, which should be perfect for beginner RPG players, but it is a fun game to play. Riviera: The Promised Land is the sleeper hit of the Game Boy Advance this year and if you can find it and like role-playing games, anime, manga, and fantasy worlds I highly recommend it.
Riviera — The Promised Land is an unusual RPG that attempts to amalgamate a number of different, unique elements into one largely non-conformist adventure. While it certainly shares a turn with many conventional RPGs, it is this diversion from normalcy that truly makes this game shine.
Game Informer Magazine
Let's say that you have a handful of rare and beautiful gems, but instead of strong them in an elegant mahogany case with velvet lining you just dump them in an Adidas box. This is essentially the same feeling I got from Riviera - it is packed with some great mechanics and innovations that are just confined to somewhat unbecoming surroundings.
Original, magnifique et envoûtant, Riviera est un excellent titre qui sort des sentiers battus. Malgré un gameplay quelque peu répétitif, le jeu accroche littéralement, et c'est bien là l'essentiel.
Rivierais a great entry into anyone’s collection. At this point in time, it may be a bit hard to come by as it was a limited production run from May/June 2005. In the end, you will most likely end up getting fifteen to twenty hours out of this game for one run through. It’s a great addition to anyone’s collection who enjoys RPGs, and a fun twist on an old formula.
I had no idea what to expect from Riviera as a handheld RPG with very little buzz or hype. But it delivers a compelling and entertaining gaming experience that takes you through an intricate story in a wonderful way. It's a solid and enjoyable release, and long enough to occupy a bunch of handheld gaming time.
"Riviera - The Promised Land" ist ein echter Geheimtipp! Die ungewöhnliche Kombination aus rundenbasierten Kämpfen, einer Point & Click-Umgebung und Geschicklichkeitstests funktioniert und macht Spaß. Wer bei Rollenspielen seine Freiheiten braucht, wird sich wahrscheinlich eingeschränkt fühlen, Strategen und Sammler haben aber umso länger eine Freude daran.
Game Informer Magazine
Riviera has a nice, although cliched story where players must root out the truth in a global conflict. Lots of characters and deep strategy keeps things interesting, while the interface makes the sometimes-tired parts of the genre go quickly (NPC interaction especially). From a design standpoint, the only thing that really got on my nerves was the repetition in environments, attack animations, and enemies - minor things that didn't really break my amusement while an otherwise solid title.
Mas, inegavelmente, possui um enredo de qualidade, com várias possibilidades, que, para alguns, pode convidar a vários replays. Aliado aos ótimos dotes artísticos, "Riviera: The Promised Land" é um dos bons RPGs japoneses para o Game Boy Advance.
Extraordinary times call for extraordinary measures. When, during the time of Ragnarok, the gods of Asgard were on the brink of being overwhelmed by the demons of Utgard, they broke a taboo, and sacrificed their own lives to call forth the Grim Angels, furious warriors armed with godly weapons called Diviners.
To sum it up, the game is an interesting new twist on RPGs, but doesn't screw things up like many things do when they try to do something "innovative" with the genre. Apparently it is hard to find, but I'd say it's worth looking for.
Stop me if you've heard this one before: Two angels and a flying cat arrive at Heaven's Gate when these demons revive 1000 years after a big apocalyptic battle. The first warrior says, "I'm having a crisis of conscience," when suddenly he loses his memory and starts fighting for the other side and a bunch of chicks fall for him and--
1000 years ago, the Gods of Asgard were at war with the Demons of Utgard, causing a cataclysmic battle to ensue. Fearing that they may lose ground to their malevolent foes, the Gods decided to break a holy taboo and release the most powerful band of warriors in existence, The Grim Angels. Sporting black wings and powerful weapons called Diviners, The Grim Angels turned the tide of the war, and the power of both the Demons and the Gods was sealed within the Promised Land of Riviera.
So I'm sitting at my desk when one of the GameSpy editors asked if I was up for checking out Riviera. With thoughts of the nightlife in Cannes and Monaco dancing in my head, I jumped at the chance and was already packed to go when the editor handed me a copy of the new Atlus role-playing game, Riviera: The Promised Land. Although not quite as entertaining as that OTHER Riviera, this unique GBA title still offers up an enjoyable experience in its own right.
There's a bit of expectation when popping in what's believed to be a Japanese-style RPG. Riviera: The Promised Land from Atlus, however, strays from the formula with a decidedly different approach on the game genre. It still contains the usual RPG offerings in the form of turn-based battles and wide-eyed anime-style character design, but the way it's been put together is something decidedly different. It's uniqueness both works for and against the production, but overall it's a really nice surprise and an enjoyable experience during a time where original IPs have all but dried up on the Game Boy Advance.