Platforms:
PC, Nintendo Switch
Released:
August 16, 2024
Publisher:
Bushiroad Games
Developer:
Hakama
There’s a lot to love about the idea of visiting another world, one where magic is real and there are monsters to fight and dipping your toes into a game by Hakama Inc. can often feel just like that. Known majorly for the Rune Factory series, this time the team brings something a little different in the form of Elrentaros Wanderings, a dungeon crawler set in the fantasy land of Melvania.
Much like a Rune Factory game, Elrentaros Wanderings opens with your main character suffering a bout of amnesia and unsure how exactly they got here. Your first step is to speak with some of the people around town and see if you can find a way to orient yourself; quite a few of the townsfolk are outright suspicious of you and it sounds like they don’t often get visitors. Your investigations will quickly lead you to the meat of the game, dungeons.
Largely a dungeon crawler with occasional visual novel elements, Elrentaros Wanderings sees you locating and then clearing dungeons in an attempt to learn more about who you are and why you are in Melvania to begin with. Each dungeon is only about ten rooms deep with one boss at the end and very little variation between these rooms at all. Combat is very simplistic with an attack, dodge, and two secondary abilities that can be switched out. It’s not balanced well, with the dodge having a cooldown and an infinite supply of healing items, it’s easier to just run away until you get a chance to heal instead of actually trying to dodge enemy attacks, especially since you are so often swarmed by packs of them.
Your player character also levels up by collecting and equipping newer, more powerful items and not by fighting enemies. While enemies do occasionally drop gear, it’s better to just gun it for the chests in each dungeon and get new weapons from there, avoiding combat entirely. There are a few rooms in dungeons where you will be locked in until all the enemies are defeated, but apart from that instance, there is little reason to stick around and fight as many as you can. Exploration is a moot point as well, as each dungeon is just a series of rooms that look incredibly similar with no variation, even though they usually have three to six variants.
If your character is not strong enough to tackle the first level of a new dungeon, that means going back to a dungeon you have already explored and doing it again but with slightly stronger enemies in it. I noticed very little difference between each level of a dungeon; they would be populated with different enemies and the final boss would be new but the actual layout of areas did not change. It made grinding the dungeons out feel incredibly repetitive and the amount of times I was forced to re-explore the first boring dungeon was laughable.
The other main incentive for returning to dungeons is the missions. Each dungeon has five different ones to complete, such as getting through without your health dropping to zero, or not taking any damage on a particular floor. Missions are used as a way to connect the visual novel part of Elrentaros Wanderings with the dungeon crawling, as each mission equates to completing a quest assigned to you by one of the characters in town. When you return to them after completing it, they will give you new abilities to use in the dungeons or upgrades for abilities you already have. Giving a townsperson a gift will also net you an ‘alliance buff’, essentially a passive upgrade that you can switch out at any time. The townspeople never accompany you into the dungeons as party members.
It’s a good idea in theory, but the problem is that when a townsperson gives you a quest like, ‘help me find my missing basket’, what that actually means is ‘clear the dungeon without being afflicted with blindness’. There is no connective tissue between the tasks you have been asked to do, and what you actually have to do in the dungeon to complete them and it feels very strange. The gifts you offer the townsfolk are odd too, there are shiny coins that you can collect either from clearing dungeons or by growing seeds that produce them. Either way, everyone seems very excited to receive the same gift of a shiny coin, and it feels like a very artificial way to claim you are growing to know and care about these people.
There isn’t much to latch onto when it comes to the story either. The protagonist of Elrentaros Wanderings has a magical mirror that gives them access to the dungeons in the game, and is missing several gems that appear each time a new dungeon is found. One of the members of the town Romero seems to know a bit about this mirror and encourages the protagonist to continue completing dungeons and finding gems. Other than that, the only shreds of a story to be found are through interactions with the townspeople, all of which move very slowly and often have little if any relevance to the plot as a whole. There is an incentive to increase the relationship between yourself and these characters but even though some of them do have pleasant enough visual designs, there was nothing about any of their personalities that I found interesting enough to pursue.
Elrentaros Wanderings does have one other big thing going for it though, it’s an Isekai, sort of. For those unfamiliar, an Isekai is a story about a character from one world being transported to another, usually through magic or death. At major turning points in the plot (usually after finding a new dungeon) going to sleep will result in your character waking up in another world. You are prompted to give your character a different name, and then attend high school. These moments play out entirely in visual novel form and there is no way to explore the school of your own free will, and it mostly just revolves around your character remarking with confusion how much her classmates look like the people she knows in Melvania.
Nothing much interesting happens during these moments, and they are over quite quickly too. It’s a little interesting that the protagonist seems to also be suffering from amnesia in this world too, just as unfamiliar with the situation as she was back in Melvania. It does bring forth the question of which world is the real one, but I don’t think you spend anywhere near enough time in this alternate world for it to be a question worth posing. You can spend over a week delving into dungeons around the town of Elentaros and then endure three classes in high school before going straight back; an even split would have made this conundrum more significant. I also noticed some pretty glaring localisation issues throughout my time with the game, often with dialogue coming off as nonsensical, the gender select screen is especially butchered and sort of implies that only boys are allowed to say ‘heck’.
Visually, Elrentaros Wanderings doesn’t have much to offer either. While plenty of the character designs are fun, the actual art style is quite flat and boring. Character sprites also barely animate with only a few expressions that change very little, often nothing more than a shift in the eyebrows. Any originality in the characters is also completely lost once you end up in the high school setting instead because most of the identifying characteristics are in their outfits and not their faces. Rune Factory games usually have lots of fun designs and a poppy colour palette so I’m not sure where Elrentaros Wanderings went wrong, but it leaves the world pretty flat and lifeless.
3.5
Bad
Positive:
- Cute character designs
Negative:
- Stale narrative
- Too many elements fighting for focus
- Uninteresting gameplay loop
- Poor localisation
Overall Elrentaros Wanderings doesn’t have much to offer. There are a lot of different elements on display but none of them mesh together in a way that is satisfying and the game itself just comes across as an under-designed mess. Despite some cute character designs, the aesthetic of the game just isn’t pleasing to the eye and on the whole, it leaves a lot to be desired.