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Ore ga Omae o Mamoru (I Will Protect You)(DS, 2009)

Ore ga Omae o Mamoru (I Will Protect You)(DS, 2009)

Subgenre: ARPG-ish (stats determine if you hit or not - even charge attacks can miss, crafting, town and NPCs, no exp point leveling)


Movement Mechanics: Double jump, Roll, Eventually quite fast movement speed if upgraded


​Other: Separate town connecting to a large dungeon (menu-driven exploration), optional side quests, gear crafting (items/tools, materials, weapons and sub weapons, accessories; use materials found in the dungeon) - this and the found permanent skills replace leveling up, shops, Optional post-game area with stronger monsters, Find crafting materials at certain points (similar to Secret of Evermore however the game makes it obvious where to look with pop-ups when near a material spot; can farm material spots by re-entering the dungeon)

  • Mostly linear structure (linear boss and area progression, 5 different optional side quests are available from the get go and about 4 more are added as you get closer to finishing the current list (75 in total) however the selection also seems tied to boss progression (if you don't progress the main game then eventually you only get to pick between 1-2 at a time), can't talk to NPC monsters before unlocking their quest in the guild, no story choices to make, can cancel a quest and keep going but it just appears back in the selection menu with no effect on the game world - you do lose the money paid to start the quest however)

  • Somewhat infrequent save points in the dungeon at 3 per area (one save slot per game, shows various stats) and the first one is placed too close to the entrance. Save points also heal you, Enemies generally don't drop health items, Auto-heal from going back to town

  • Warp between found save points (but not back to town for some reason - weird since the first one is almost right next to the entrance), Teleport back to village item (can be bought, fairly expensive in the early game), Can't teleport back to where you were in the dungeon (Diablo 1 - 1996)

  • Decent map system (shows the layout, which room you're in, which rooms you've explored and room connections; always shown on the lower screen) - can also place markers on the map with the stylus (default symbols for save, key, boss and question+4 more colored ones you can use for whatever). Can't write notes however, The whole room is shown as explored on the map when entering a new room, The map doesn't distinguish between a one-way vertical path between rooms (such as a pit) and a staircase

  • Some strategy in which skills to equip (limited slots - starts at 5 but can be upgraded to around 20)

  • Find additional lore via journal pages in chests

  • Quick item slots (assign 1-4 inventory items to either face button then press L+that button to use them without going into the menu)

  • Quest log (can only have one quest active at a time though)

  • Some neutral/friendly monsters in the dungeon which can be talked to if their quest is active

  • Some decent puzzles (spatial awareness puzzles, door switches you can hit from afar)

  • Some shortcuts (locked doors opened from the other side)

  • Very minor sequence breaking possibilities (the small hop when using a sub weapon in mid-air can be used to reach certain chests before you're supposed to)

  • Shows enemy health bars by default

  • Up to 5-hit sword combos

  • Can get a quick additional strike in if you attack again right after landing though your timing needs to be pretty precise (if you do it too late the attack is canceled instead) - CV: SotN?

  • Weapons are much less common than in the Igavanias and you generally buy or craft rather than find them

  • Spike floors don't do much damage (nor do pits though there's only about 2-3 of these)

  • Partial control config only

  • Revival items that trigger upon death (ys 1 or zelda 3?, weak)

  • Whether or not you can perform a combo with a sword depends on the sword rather than your skills (besides one accessory which adds one strike)

  • Health ring lets you regenerate HP while moving around however it's too slow to be of much use - there's also a skill for this but it's also rather slow (and only works if you're not jumping)

  • Pretty easy to stock up on the level 2-3 healing items - lets you tank most enemies and bosses if you take the time

  • Random element to materials gathering (can find about 3 different ones in the same spot) - you won't find more of materials that you're low on at the moment or that you need for the active quest

  • No invincibility time during the dodge roll until you upgrade it after the first boss

Some notable cons:

  • Enemies often aren't stunned by your attack when you hit them and it's stat-based (not even from a charged attack)+they don't become non-solid after a successful hit so it's easy to get hit yourself from attacking (contact damage) - upgraded lunge attacks seem to have a higher stun rate

  • Have to find the skill to deal critical hits in the second area (about halfway into the game)

  • You can't jump during an attack+the jump press doesn't register until after the animation is completely finished

  • Heavy slowdown whenever there are 2+ medium-sized enemies near each other in a room (with a few exceptions) or when there's a large one like the ogres on screen

  • Grinding: Various quests expect you to by killing x of an enemy or harvesting x of a material, Enemies sometimes don't drop anything even if they're tough to beat, Much grinding involved in most weapon crafting, Can only harvest material spots across the whole dungeon according to your skill level with that spot type per visit (meaning if you search the first grass spot the maximum amount of times then you can't search any other spot)

  • Some fast attacks from off screen

  • Can't roll cancel out of a running/lunge attack (considering the slow walk speed you want to always be running pretty much) and you can only do it at the beginning of a sword swing - do it too late and it doesn't register

  • Can't turn around nor steer your jump while attacking in mid-air+mid-air control in itself is so-so

  • Fairly long delay after attacks even with small swords (especially after doing a lunge attack) - this along with the previous point means it's often better to jump attack to skip the delay after swinging, Even longer delay between attacks if you crouch, Also some delay after rolling before you can attack/move/roll again

  • Harder to hit with the second and fourth swing in a combo

  • Can only grab one material item at once so you have to stand and use the search command over and over at material spots - the animation is also a bit slow compared to Secret of Evermore


Gameplay - Review - Mini Review



Influenced by: Probably CV: Dawn of Sorrow, CV: Portrait of Ruin or CV: Order of Ecclesia, possibly Zeliard, Xanadu or Sorcerian


Influenced: 

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