Previously, during TpGS 2017, we got a first look at Rayarks upcoming mobile block removal title, Sidorica -sunset-, which introduces a new perspective to the genre.
With the Closed Beta currently on-going I got a chance to take a deeper look into the game’s system and try hands-on how the new block removal system affects the game.
Gameplay
During the demo at TpGS, the new system made the game seem quite unique. In the few short stages that were available in the demo, Sidorica -sunset- had a tactical feel that seemed different to other games of the genre. each team is made up of three units; a Tank, a Damage Dealer, and a Healer or Mage. Each unit has a corresponding tile type, Gold for Tank, Brown for Damage Dealers, and White for Healer/Mage.
This persisted in the closed beta. With more characters for players to try during the beta and the fact that different combo generates different effects for each character, Sidorica -sunset- brings tile management to a whole new level. Each turn only one character will be able to perform an action, which in a way makes the combat a crossover between turn-based strategy and block removal.
The combat was much more than simply making the biggest combos whenever possible, but to use the most appropriate and effective combo depending on the enemies you’re facing. Personally, this felt like an interesting take on the genre. Sure, the urge to make the biggest combo whenever possible still lingers as I played and it still works, but as you progress towards the later stages, the rise in difficulty makes you think more on which combo to use and which characters works well together which I found particularly enjoyable.
One thing I didn’t quite enjoy was the slow pace of the game. The turn-based strategy x block removal hybrid may be an interesting idea, but it makes the game a little more towards the slow side. in between each wave, the game features a mini transition which requires you to tap on the screen repeatedly to make your team progress further into the stage. It is not certain whether this will have an impact on the game when it is officially launched, but during the beta, this makes the pace of the game needlessly slow.
Game System
Sidorica -sunset- is mainly shards based. The character gacha system draws character Minerals instead of actual characters. When players have enough character minerals of a specific character, they come together to unlock the character, making it accessible to the player. To make their team stronger, players will have to level their characters as well as upgrading them which requires materials that can be farmed in stages and special dungeons. The sheer amount of items required for just one character ensures more game time for players, but whether or not those hours can be fun is all up to player preference. If farming is to make strong characters something you like then you’ll surely have no problem with the game’s system.
Story
For those who like to immerse themselves fully into the story, Sidorica -sunset- does have a story that you will motivate you to progress. The story can be a little bland in the beginning, but things do pick up further on. The diverse characters each have their own story branches waiting to be explored and the character designs do make you want to get to know the characters a little more.
Personal Take
After the demo in TpGS 2017, I did think the main selling point of Sidorica -sunset- will be its rather unique blocker removal x tactical hybrid gameplay. However, that might not be it. As the game progresses and the initial impressions calm down, the gameplay can become a little dragged out, but the story does keep you hooked. The tactical twist to the genre is something that is praiseworthy, rather than having players going for the biggest combo they could get, the slight restrictions and design of the game makes it so you have to think through each move you make.
Regrettably, I couldn’t try as much team compositions as I wanted, but from what I did experience, having characters that synergize with each other (even slightly) will give you that satisfying feeling of making something that works well.
The game does, unfortunately, include features that make the game feel needlessly long. This did become a slight problem in the beginning when the story was still had too much unexplained factors, but keeping in mind that this is a closed beta, it could very well just be not fully implemented
Despite the slow gameplay putting me off the game slightly, I still look forward to trying the game at launch.
They never forget to bring quality games to these tiny little device. They must be really hard working