Everything that has happened will happen again. Or so the saying goes. One type of story that has captured my interest has been the recurring event, or loop, tale. The ones where you’re doomed to repeat everything over and over again. Which is one reason why Nadia Was Here has caught my eye. According to the pitch, every 100 years or so time folds back on itself and repeats. It’s the hope of breaking the cycle that has made me keen. But, that’s not all the game offers.

Nadia Was HereAside from the struggle to stop something that nobody remembers the one thing that has piqued my interest was in the unique combat and leveling system in Nadia Was Here. You’re three of the unlikeliest of heroes thrust into a hostile world, but you’re not going to be grinding on mobs until your eyes bleed. Instead, you learn abilities and earn equipment through both combat and quests. In fact, you can still be viable even if you skip battles entirely. Plus, no random battles. You can pick and choose what to fight.

Nadia Was HereNadia Was Here basically takes tried and true RPG tropes, wraps it into an old school 8-bit graphical style, and adds a fast paced optional combat system where positioning is key. Equipment never becomes useless or redundant, and skills can be learned inside or outside of combat. Basically if you want to grind, go grind. Or if you want to just explore the story without the tedious battle after battle known for with this genre you can. The multiple options for how you want to play the game is what’s got me wanting to keep an eye on this one.

About the Author

Serena Nelson

Serena has been a gamer since an early age and was brought up with the classic adventure games by Sierra On-Line, LucasArts, and Infocom. She's been an active member on Kickstarter since early 2012 and has backed a large number of crowdfunded games, mostly adventures. You can also find her writing for Kickstart Ventures and evn.moe.

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