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Talisman: Kingdom Hearts
Talisman: Kingdom Hearts
2019 | Adventure, Exploration, Fantasy, Fighting, Video Game Theme
I do not play video games much anymore. There was a time that I would spend most of my waking hours on my computer trying to LFG in Jeuno or the Valkurm Dunes as a DRG/THF to get those dang 10-20s. I completely understand if you have no idea what I am talking about, but if you did, hello from Limber on Ramuh! The last two sentences refer to my 3 and a half years playing Final Fantasy XI online. It was a glorious game and I made really great friends playing it. This version of Final Fantasy released within months of the very first Kingdom Hearts game. If you are also unfamiliar with the Kingdom Hearts IP, it is a mashup of Final Fantasy and Disney characters. That’s right, medieval style hack ‘n slash with magic fighting fantastical beasts meets Mickey Mouse. I don’t know why, but it worked and it still does. Obviously, combining two universes that I happen to love will automatically endear a high level of affinity from me, but is this implementation of an older board game going to satisfy my need for nostalgia or will it simply be a strange skin over a bad game?

In Talisman Kingdom Hearts (which I will now call simply Talisman for this review) players will be taking on roles of Kingdom Hearts characters to traverse the world with the ultimate goal of reaching the Door to Darkness and sealing it forever. The player who seals the Door ends the game, but it does not necessarily mean they will win this semi-cooperative-but-mostly-competitive roll-and-move game.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T


To setup, follow the instructions in the rulebook. Each player will either be dealt a character at random or may choose from the 11 characters in the box. The gigantic board goes wherever it will fit on the table, and the decks of cards are to be shuffled and stacked nearby. The Object cards will be separated by type and placed face-up near the face-up pile of Keyblade cards. Players will adjust their Stat Dials to match the starting stats printed on their character card and the game is ready to begin!
Talisman is a game played over a series of many very quick turns. Each turn is comprised of two phases: Movement and Encounters. During the Movement phase within the Outer and Middle Regions the active player will roll 1d6 and decide to move clockwise or counter-clockwise that many spaces around the board. Once within the Inner Region players will move one space at a time and no longer need to roll. Once a player lands on a space they will have Encounters while stopping.

Encounters on a space may involve several cards in play. Spaces on the board will have written instructions or merely iconography to instruct players what to do on each space. If drawing an Adventure Card from the deck, the active player may come across enemies to fight, followers to recruit, or even items to help in their journeys.

Combat is pretty slick and easy in the game: the player has a base Strength or Magic stat on their dials to which is added the result of a die roll. Compare this to the enemy’s matching base stat plus their roll. The larger result wins the combat. The player takes the enemy card as a trophy when they win, and loses a Health value when they lose and the enemy typically stays on the board space until defeated.


Play continues in this way (with a few more surprises along the way that I will have you play to discover on your own) of taking turns moving and encountering spaces until one player seals the Door to Darkness. Players are then awarded VP for various numbers of cards, where they end up on the board, stat differentials, and other means. The player with the most VP wins the game!
Components. This is a large box and comes with several different types of components. The first is a monstrously-sized game board that takes up a lot of space. That’s not at all bad, but it is certainly a busy board. There is so much information and artwork on the board, and also may have tokens set upon it to be linked to cards on the table. With over 200 cards in the box along with player character cards, stat dials, and 11 plastic minis you get a lot in the box for your money. I would say that all of the components are of excellent quality and I have no qualms with any of them aside from the very large and very busy main board.

I have some good and bad news here. First the bad. This plays somewhat similarly to a game I happen to have very lukewarm feelings for: Jim Henson’s Labyrinth. In both games players are rolling a die and deciding which direction to travel in order to have an encounter on the space. Combat is decided primarily by stats and die rolls with only the Fate tokens in Talisman to assist with a re-roll of one die. Combine that with the frustration of needing to land exactly on a space on the board in order to progress to the next Region inward and players may be volleying themselves back and forth trying to roll just the right number to hop into the Middle or Inner Regions.

That all said, I still do enjoy this game. Yes, I like it because of the art and the theme. I have always said that I prefer my games to have great art and a great theme before I start to care about mechanics and other attributes. This is a case in point. I love the look of the game, the table presence, the Kingdom Hearts IP, and I typically do not gravitate toward roll-and-move games. But, there is enough in Talisman that it keeps me interested in playing more and more. I will eventually be able to play with all of the different characters to experience their own unique special abilities and select a character with whom I most relate. I think I will enjoy that journey.

I can also play this game with my wife pretty readily, and that is a huge positive for me. I know that in time my children will be able to play this game without much arm-twisting as well as we are a huge Disney household. The rules are relatively light, and the rulebook does a great job of breaking everything down. That said, Purple Phoenix Games gives this one a hybridized and limit broken 9 / 12. If you love the Kingdom Hearts IP, or the Talisman games, or even games to introduce to newer players, then you need to take a look at Talisman Kingdom Hearts. I am still discovering things in the game that I hadn’t noticed on previous plays and that keeps me coming back for more. You won’t feel the brain burn here but you will have a great time having Chip ‘n Dale, Dumbo, and Tinkerbell following you along your adventure.
  
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Charlie Cobra Reviews (1840 KP) rated the Xbox One version of Xuan Yuan Sword 7 in Video Games

Oct 4, 2021  
Xuan Yuan Sword 7
Xuan Yuan Sword 7
2020 | Action/Adventure, Role-Playing
Beautiful looking world and nice graphics (2 more)
Pretty enjoyable story and gameplay
Interesting mix of fantasy and history
Lacks the polish that could have made it great (2 more)
Too linear and doesn’t open up enough
Combat could have been further refined
Interesting and Ambitious but Ultimately Average
So to start this review I got to say that I'm pretty mixed on how I feel about this game. For one it definitely has a lot of potential and enough going for it that it could have been a really good. But on the other hand it had a lot of things that I feel could have been done better and falls far from being a great game to just around average for me. The story itself isn't terrible but it suffers from bad writing and performance of the voice actors. The world itself seems like it could have been a lot more interesting but it just wasn't engaging enough half the time.

 It seemed like it was going to be an open world game but wound up being very linear in nature although it had aspects of an open world game like side quests, fast travel, and even treasure chests scattered throughout the game world as well. There's a climbing mechanic that seemed kind of pointless because it was pretty much just a cut scene of in game graphics of you climbing a little cliff or sometimes it would turn into an interactive part where you had to move the analog stick to move the character. Still it was better than these weird times that the game gave you control of the character for a scene in which your only movement was preset like a ride on a rail that couldn't veer off a road.

 I liked that it was an action-RPG meaning instead of turn based combat like most RPG's it had an active combat system where you could move at your own leisure and consisted of hack and slash combat with some martial art skills, blocking, dodging, and some riposte (parrying). There are four basic martial art skills which can be learned as you progress through the game, Bull, Wolf, Bear, and Tiger. They become stronger and increase the length or hits of their combo the more you use them. A big draw back is that you could only equip or use two at one time although they can be changed at anytime through the talent menu. Then there are three special martial art skills which are Taowu, Tundou and ?

 The combat was one of the things that had me really conflicted. A cool thing I liked about the combat was that there was a meter that would go up when you would attack an enemy and if it filled all the way you could perform an execution on them. Otherwise it was very unresponsive most of the time making dodging and parrying really hard and kind of useless. I found the blocking especially useless because of how much damage you still incurred. There is a skill tree for new martial arts and you can create and upgrade structures in Elysium that can enhance various things, such as weapon, armor, accessories and more. You can also use the fusion to capture the souls of enemies in combat and fuse them together in Elysium to equip them for bonus stats and effects.

Your able to carry items in your inventory which are mainly objects like items that don't do anything except advance the story or quest and some like healing weapons. There is an equipment screen for weapons and accessories but you only stay with one weapon the whole game. It does change and become stronger and its appearance changes too. You can even change outfits. I'm not sure if you get any in the game as the version I played came with a couple of additional weapons/costumes. You do wind up getting some party members which is customary of some RPG's and they help out by attacking enemies on their own. You can control them by activating some abilities or special attacks that have cooldown times for when you can use them again. There's a minigame called Zhuolu chess and it can be pretty fun and a nice change of pace but not what you were looking for when you bought the game.

 You can save your game and recover health at random campfires throughout the game world as well as listen to some party dialogue when you choose to rest. The dialogue tends to repeat often and doesn't really advance the story much or fit where you are at in the story that often. These game mechanics are similar to Dark Souls as resting respawns enemies when you save at a bonfire and get healed too. As I mentioned earlier the game employs a fast travel system consisting of waypoints called guard stones that you can activate when found. There is an element of puzzle solving in the game but they don't seem to be that hard to figure out and some can even be skipped if you don't want to bother with it.

 The graphics were pretty solid and the game surely looks good for the most part. The textures are sometimes rough in the environment and sometimes there's very noticeable instances of "pop-ins" but overall aesthetic and style is beautiful. You really never get to play games where you get to see ancient Chinese castles, cities, or kingdoms so that was nice. The leaves in the trees are even ruffled by the wind, which is a nice touch. The main characters like Zhao and his sister Xiang look great and so do most of the secondary characters like Chu-Hong and Mo Huang. It just makes it that more disappointing when you see sub-par detail in the NPC's and stiff cutscenes because you know they could have done better on those too. Maybe they didn't have enough time, man power or budget.

 The music was probably one of the best additions to the game as a whole. Containing traditional Chinese sounds and instruments befitting the setting the music was great. There are some instances where there is no music and the void is filled with nothing but awkward silence or the sound of footsteps. Only the subpar voice acting fills the dead air and background music would have added more depth to certain parts and scenes of the game. There's no English dubbing for the voice acting in the game it's only in Mandarin/Chinese which isn't bad in itself except the performances are kind of hit and miss and not very balanced.

Verdict: [5/10]

 The game seemed very rough around the edges, it lacked that "polished" feel that it would have gotten if it had been a "AAA" game instead of a "AA" game. It's linear aspects left little to no deviation for exploring the world other than the main quest making it feel like going through a tunnel from location to the next. The distances between the towns and villages also made the world feel really small which it probably was. The story and gameplay were enjoyable enough but writing and especially acting/voice acting in key cutscenes needed work. The combat was was so uninspired I felt like I was doing the same sword attacks the whole game and they never really changed. And last thing, even if it doesn't help or is in any way useful, I like to be able to make my character jump and this game didn't let you do that either. So in conclusion I have to give Xuan Yuan Sword 7 a 5/10. It's an average or ok game, which has it's moments but nothing to write home about. However if they make a Xuan Yuan Sword 8, I'd be looking forward to see what kind of improvements they would make in the next installment.