- Publisher: Capcom
- Release Date: Jul 21, 2004
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The bosses are straight out of a mid-nineties arcade quarter-muncher, with identifiable patterns but, frequently, no real way for a character to safely get in to melee range.
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Weekly Famitsu8 / 7 / 7 / 7 - 29 [Vol 802; 30 Apr 2004]
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A devilishly addictive blend of role playing game and button-bashing fighter. I found the game quite a bit of fun to play, but really didn’t have any nagging urges to return to it once I put it down.
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With a better approach to dungeon crawling, less fetch questing, and a better inventory system, the sequel could definitely blow some doors off.
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This isn't a story-driven RPG and it isn't a pure action game. But if you can appreciate the way Diablo fused the two genres, and if you don't mind the distinct anime artwork, Crimson Tears is a real gem.
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Official U.S. Playstation MagazineIf Crimson Tears did a better job of eliminating or even just disguising its leveling grind, it could have started a BrawlPG trend. For now, it's merely good but repetitive - it could have leveled up more before its release. [Aug 2004, p.98]
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For us, it's an enjoyable hackandslash with a thoughtful combat system, some nice integration of RPG elements, and a story that kept us interested once it stopped trying to confuse us by failing to clarify who or what anything was or had to do with anything.
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Worth looking at for its high production values, but its gameplay lacks depth. If your favorite part of "Final Fantasy X" was seeking out rare items to upgrade your weapons, you will love this game. [Sept 2004, p.82]
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The game has its share of ups and downs, but if you're willing to overlook the occasionally frustrating fixed camera, it actually gets better the more you play it, just like the characters with whom you'll be fighting.
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Play MagazineGiven the complexity of a lot of what's out there, it's always nice to just sit back and beat on things, and when it looks this nice, well, if you're so inclined, this is one of the better pick-up-and-play games around. [Aug 2004, p.54]
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A repetitive game that is bound to bore a large majority of gamers after just a short time of playing. It reeks of old school gaming, but not in a good way, and in an age where innovation and longevity are all that keeps a game from falling into the bottomless pit of obscurity, Crimson Tears already seems doomed.
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A fairly unique game that is, overall, quite fun. Its flaws lie, unfortunately, in the largest part of any game - the gameplay.
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Electronic Gaming MonthlyTight control and unlockable combos keep you from falling asleep, but the rote, dungeon-hacking gameplay wears think quickly...especially solo. [Sept 2004, p.100]
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Good enough to be a solid rental, but anything else and you'll wonder exactly how many times you can run from room to room smacking broken record-voiced enemies over and over again to make things worth your $50. Trust me, even with the number of times you'll revisit levels and bust out the same combo chain, it's not enough.
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A classic dungeon crawl with a couple of twists. It's set in futuristic Tokyo and it's cel-shaded. Unfortunately, those two nifty wrinkles aren't enough to make up for the game's otherwise lackluster play.
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Cheat Code CentralOddly addicting. It's as hard to put down as it is hard to pick up and play once you become frustrated over the design imperfections. How you will fare depends on your temperment in this reality.
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Like the similar P.N.03 for the GameCube, however, extremely repetitive levels and generally bland design detract from the overall experience.
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The camera causes a bit of frustration and takes away a lot of the strategy elements that could have been in this game if it had allowed the player to see the entire room as it was entered, but overall the game is fun and should be given a serious look by fans of science-fiction themed action RPGs.
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If only the game had more challenging foes and made better use of the randomly generated levels, things may have turned out differently. But hey, at least you’ll have plenty of eye candy to ogle. That’s got to count for something.
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PSM MagazineThere is no checkpoint system and save game slots are randomly dropped by enemies, which is both frustrating and tiresome unless you like restarting a level over and over. [Sept 2004, p.24]
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In theory, these randomly created dungeons should add a level of unpredictability and replay to the experience, but in practice it renders the level design so incredibly tedious and dull that I could barely force myself to keep playing. [Aug 2004, p.99]
User score distribution:
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Positive: 4 out of 6
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Mixed: 2 out of 6
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Negative: 0 out of 6
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Mar 26, 2014
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Jun 13, 2013
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SlaphappyAug 23, 2004