My World My Way USA
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Is there a guys first version(with girls that get hotter as you get better)?
It don't warck
Try cheatplanet.com for cheats!
For those that -- like me, as of a week or two ago -- are in the dark
when it comes to My World, My Way, the concept is amazingly simple,
though shockingly has never really been done to this extent. You play
as a snobby princess who leaves her life of luxury behind to try and
prove her worth to a dashingly handsome hero. Traversing the
countryside, this spoiled brat is out to learn how to become an
adventurer, gain experience (as she specifically calls it, oftentimes
to a boss or enemy's shocking double-take), and collect all the fame,
fortune, and hotties (in this case, males) that come with being the
best of the best.
Despite playing as a very "girly girl," My World, My Way is far from a
female-only game. In fact, for the most part, I'd say it's still very
much geared for the hardcore RPG fan, and anyone that hopes to use this
game as a "girl's first RPG" so-to-speak might be getting a bit ahead
of themselves. Yes, you can turn down the difficulty at any time via
the "pout" system (which I'll elaborate on), but this is an RPG first
and foremost. I was saving every couple minutes, and rebooting the
system when battles didn't go my way. That sounds like a full-fledged
RPG to me.
The most unique aspect of the game is obviously the Pout Points
system I talked on in our hands-on, but I'll elaborate on that. Outside
of hit points and magic points, Elise gets pout points (or PP) to divvy
out at any time. These open the game up considerably, as you can use
them for making enemies easier or harder, doubling experience, making
more items appear, or even in-battle to ensure the first attack of the
fight, mute magic casters, freeze enemies, or force enemies to run away
automatically. If you come to locked chests and want to see what's
inside, you can wait to find a key, or just pout and look inside.
That's how the game is set up, and that's how it's balanced as well.
The nice thing about it though, is that while the pout system makes
for an almost customized, user-controlled situation, it never gets too
easy. The game expects you to use your points in the right way, so when
you kill every enemy in a given area (battles are done by user request,
random, and also finite in nature) you'll need to remember your divine
gift of complaining, and spawn new enemies if you're looking for
specific quest items. This can also go the opposite way as well. There
were a number of times I was too hard on myself, attempting to make the
game up levels or spawn tougher bosses just to level rush, and I was
whupped time and time again until I sucked it up and leveled it back
down. During one such situation – one where I didn't want to pout my
way to an easy victory – I actually fought a boss down from 130 HP one
hit point at a time. I was too weak for the fight, made it too tough,
but opted to push through it, using all my magic, all my items, and
cash in on a double XP battle (which I did
use pout points for) that ended up giving me a huge, huge boost. Just
because you can change the world to your liking doesn't mean it's
smooth sailing, and that kind of balance is impressive to see in a game
that's based soley on a "do what you want" experience. It's still challenging, and that keeps it fun.
But really, that's just the beginning of the game's innovative nature.
Sure, you can pout and change the world; that's the hook of the game.
To push the boundaries even further though, developer Global A Entertainment
expanded on other areas of the game as well. All towns and world
navigation is done with simple one-screen backdrops and basic interface
icons, so there isn't much to worry about in that sense. Instead, the
team focused on making Elise's supporting characters just as innovative
and strong as she is, and it again pays off. Her parrot, for example,
learns magic by having it casted on the team first, so as you level up,
the bird will gradually learn more along the way. Even more of an
"expanded design" idea though, is Pinky, who is a tiny blob of slime
that follows Elise around.
This Ditto-like shape-shifter doesn't level up, but rather gains
attributes and skills based on learning mimicking enemies as well.
Battle one enemy, and he will gain strength, but lose the ability to
wear armor. Battle another though, and he may gain the ability to wear
armor again, keep his strength, but sacrifice two hit points for his
max health. This sort of juggling technique is used to step him up
level by level in a very unconventional, but very unique and balanced
way. If you want Pinky as a magic caster, just fight magic users and
have him learn from them. If you want him as a fast-paced,
giant-weapon-wielding psycho like mine is, improve on his speed and
strength and he'll be more of an asset than Elise is. It's really a
great supporting character.
With that all being said, My World, My Way isn't a perfect game, though it does
have some serious charm and lasting appeal to it. Trips away from town
are often really short, and I found myself saving time and time again
just to make sure I didn't lose a battle or two along the way. Enemies
can also be surprisingly difficult at times, killing off one or two
team members with a single attack (or two single attacks back-to-back,
if you're fighting groups), and there isn't a whole lot of variation
from one area to the next. The game pokes fun at itself for re-using
character art for each shop owner, innkeeper, and some additional
supporting characters, but it's still a simpler way to get a lot more
of out the title. More varied designs if not in the characters, but
also the enemies, areas, or speed of leveling and equipment gaining,
would have helped blur the lines between this being a very niche RPG,
and one that anyone could pick up and get into.
Of course it's still a blast to play, and most of the design decisions
not only satisfied the game's needs, but also ensured more time was
spent on character balance and the like, leaving room for little asides
to Global A's other recent DS work, Master of the Monster Lair. Not
only is a lot of the interface and icon work similar between the two
games, but the actual dungeon crawling in My World, My Way – the only
actual "active" movement in the game, considering the tile-to-tile
travel system in overworlds and the like – is taken directly from the
Monster Lair engine, mini-map and all.
Closing Comments
For all the
“innovation” talk on the DS, I find that few games really innovate all
that much in the end. A little touch here, a little dual screen there…
maybe one out of every two dozen games really get it. With My
World, My Way though, originality comes in a different way, as it’s all
about opening up the RPG mechanic to players, giving a slew of options
and tweak abilities, and pushing the innovative (there’s that
word again) RPG mechanic to its fullest. Atlus followers that sunk time
into Master of the Monster Lair will recognize a couple characters, a
huge bulk of monsters, interface icons, and even the main dungeon
crawling engine from Global A’s previous game, but take time to warm up
to this one and you’ll find a whole lot more depth and originally here.
The pout points system makes tweaking the game’s drop rates,
difficulty, experience and cash payout, and other major factors
extremely easy, and any game that has support characters that are just
as fun – if not more entertaining altogether – than the main character
is one I’ll fully stand behind. Anyone can do another straightforward
“random battles RPG,” or whip up a quick DQ or Final Fantasy clone, but
it’s great to see a game that uses the assets it has, cuts corners
where it needs to budget-wise, and focuses on making something really
unique. Despite its repetitious feel, and the inevitable grind that
comes with leveling up and battling your way through dozens of hours of
baddies, My World, My Way is a unique, innovative, and more
importantly, fun game.
Scores:
For those that -- like me, as of a week or two ago -- are in the dark
when it comes to My World, My Way, the concept is amazingly simple,
though shockingly has never really been done to this extent. You play
as a snobby princess who leaves her life of luxury behind to try and
prove her worth to a dashingly handsome hero. Traversing the
countryside, this spoiled brat is out to learn how to become an
adventurer, gain experience (as she specifically calls it, oftentimes
to a boss or enemy's shocking double-take), and collect all the fame,
fortune, and hotties (in this case, males) that come with being the
best of the best.
Despite playing as a very "girly girl," My World, My Way is far from a
female-only game. In fact, for the most part, I'd say it's still very
much geared for the hardcore RPG fan, and anyone that hopes to use this
game as a "girl's first RPG" so-to-speak might be getting a bit ahead
of themselves. Yes, you can turn down the difficulty at any time via
the "pout" system (which I'll elaborate on), but this is an RPG first
and foremost. I was saving every couple minutes, and rebooting the
system when battles didn't go my way. That sounds like a full-fledged
RPG to me.
The most unique aspect of the game is obviously the Pout Points
system I talked on in our hands-on, but I'll elaborate on that. Outside
of hit points and magic points, Elise gets pout points (or PP) to divvy
out at any time. These open the game up considerably, as you can use
them for making enemies easier or harder, doubling experience, making
more items appear, or even in-battle to ensure the first attack of the
fight, mute magic casters, freeze enemies, or force enemies to run away
automatically. If you come to locked chests and want to see what's
inside, you can wait to find a key, or just pout and look inside.
That's how the game is set up, and that's how it's balanced as well.
The nice thing about it though, is that while the pout system makes
for an almost customized, user-controlled situation, it never gets too
easy. The game expects you to use your points in the right way, so when
you kill every enemy in a given area (battles are done by user request,
random, and also finite in nature) you'll need to remember your divine
gift of complaining, and spawn new enemies if you're looking for
specific quest items. This can also go the opposite way as well. There
were a number of times I was too hard on myself, attempting to make the
game up levels or spawn tougher bosses just to level rush, and I was
whupped time and time again until I sucked it up and leveled it back
down. During one such situation – one where I didn't want to pout my
way to an easy victory – I actually fought a boss down from 130 HP one
hit point at a time. I was too weak for the fight, made it too tough,
but opted to push through it, using all my magic, all my items, and
cash in on a double XP battle (which I did
use pout points for) that ended up giving me a huge, huge boost. Just
because you can change the world to your liking doesn't mean it's
smooth sailing, and that kind of balance is impressive to see in a game
that's based soley on a "do what you want" experience. It's still challenging, and that keeps it fun.
But really, that's just the beginning of the game's innovative nature.
Sure, you can pout and change the world; that's the hook of the game.
To push the boundaries even further though, developer Global A Entertainment
expanded on other areas of the game as well. All towns and world
navigation is done with simple one-screen backdrops and basic interface
icons, so there isn't much to worry about in that sense. Instead, the
team focused on making Elise's supporting characters just as innovative
and strong as she is, and it again pays off. Her parrot, for example,
learns magic by having it casted on the team first, so as you level up,
the bird will gradually learn more along the way. Even more of an
"expanded design" idea though, is Pinky, who is a tiny blob of slime
that follows Elise around.
This Ditto-like shape-shifter doesn't level up, but rather gains
attributes and skills based on learning mimicking enemies as well.
Battle one enemy, and he will gain strength, but lose the ability to
wear armor. Battle another though, and he may gain the ability to wear
armor again, keep his strength, but sacrifice two hit points for his
max health. This sort of juggling technique is used to step him up
level by level in a very unconventional, but very unique and balanced
way. If you want Pinky as a magic caster, just fight magic users and
have him learn from them. If you want him as a fast-paced,
giant-weapon-wielding psycho like mine is, improve on his speed and
strength and he'll be more of an asset than Elise is. It's really a
great supporting character.
With that all being said, My World, My Way isn't a perfect game, though it does
have some serious charm and lasting appeal to it. Trips away from town
are often really short, and I found myself saving time and time again
just to make sure I didn't lose a battle or two along the way. Enemies
can also be surprisingly difficult at times, killing off one or two
team members with a single attack (or two single attacks back-to-back,
if you're fighting groups), and there isn't a whole lot of variation
from one area to the next. The game pokes fun at itself for re-using
character art for each shop owner, innkeeper, and some additional
supporting characters, but it's still a simpler way to get a lot more
of out the title. More varied designs if not in the characters, but
also the enemies, areas, or speed of leveling and equipment gaining,
would have helped blur the lines between this being a very niche RPG,
and one that anyone could pick up and get into.
Of course it's still a blast to play, and most of the design decisions
not only satisfied the game's needs, but also ensured more time was
spent on character balance and the like, leaving room for little asides
to Global A's other recent DS work, Master of the Monster Lair. Not
only is a lot of the interface and icon work similar between the two
games, but the actual dungeon crawling in My World, My Way – the only
actual "active" movement in the game, considering the tile-to-tile
travel system in overworlds and the like – is taken directly from the
Monster Lair engine, mini-map and all.
Closing Comments
For all the
“innovation” talk on the DS, I find that few games really innovate all
that much in the end. A little touch here, a little dual screen there…
maybe one out of every two dozen games really get it. With My
World, My Way though, originality comes in a different way, as it’s all
about opening up the RPG mechanic to players, giving a slew of options
and tweak abilities, and pushing the innovative (there’s that
word again) RPG mechanic to its fullest. Atlus followers that sunk time
into Master of the Monster Lair will recognize a couple characters, a
huge bulk of monsters, interface icons, and even the main dungeon
crawling engine from Global A’s previous game, but take time to warm up
to this one and you’ll find a whole lot more depth and originally here.
The pout points system makes tweaking the game’s drop rates,
difficulty, experience and cash payout, and other major factors
extremely easy, and any game that has support characters that are just
as fun – if not more entertaining altogether – than the main character
is one I’ll fully stand behind. Anyone can do another straightforward
“random battles RPG,” or whip up a quick DQ or Final Fantasy clone, but
it’s great to see a game that uses the assets it has, cuts corners
where it needs to budget-wise, and focuses on making something really
unique. Despite its repetitious feel, and the inevitable grind that
comes with leveling up and battling your way through dozens of hours of
baddies, My World, My Way is a unique, innovative, and more
importantly, fun game.
Scores:
For those that -- like me, as of a week or two ago -- are in the dark
when it comes to My World, My Way, the concept is amazingly simple,
though shockingly has never really been done to this extent. You play
as a snobby princess who leaves her life of luxury behind to try and
prove her worth to a dashingly handsome hero. Traversing the
countryside, this spoiled brat is out to learn how to become an
adventurer, gain experience (as she specifically calls it, oftentimes
to a boss or enemy's shocking double-take), and collect all the fame,
fortune, and hotties (in this case, males) that come with being the
best of the best.
Despite playing as a very "girly girl," My World, My Way is far from a
female-only game. In fact, for the most part, I'd say it's still very
much geared for the hardcore RPG fan, and anyone that hopes to use this
game as a "girl's first RPG" so-to-speak might be getting a bit ahead
of themselves. Yes, you can turn down the difficulty at any time via
the "pout" system (which I'll elaborate on), but this is an RPG first
and foremost. I was saving every couple minutes, and rebooting the
system when battles didn't go my way. That sounds like a full-fledged
RPG to me.
The most unique aspect of the game is obviously the Pout Points
system I talked on in our hands-on, but I'll elaborate on that. Outside
of hit points and magic points, Elise gets pout points (or PP) to divvy
out at any time. These open the game up considerably, as you can use
them for making enemies easier or harder, doubling experience, making
more items appear, or even in-battle to ensure the first attack of the
fight, mute magic casters, freeze enemies, or force enemies to run away
automatically. If you come to locked chests and want to see what's
inside, you can wait to find a key, or just pout and look inside.
That's how the game is set up, and that's how it's balanced as well.
The nice thing about it though, is that while the pout system makes
for an almost customized, user-controlled situation, it never gets too
easy. The game expects you to use your points in the right way, so when
you kill every enemy in a given area (battles are done by user request,
random, and also finite in nature) you'll need to remember your divine
gift of complaining, and spawn new enemies if you're looking for
specific quest items. This can also go the opposite way as well. There
were a number of times I was too hard on myself, attempting to make the
game up levels or spawn tougher bosses just to level rush, and I was
whupped time and time again until I sucked it up and leveled it back
down. During one such situation – one where I didn't want to pout my
way to an easy victory – I actually fought a boss down from 130 HP one
hit point at a time. I was too weak for the fight, made it too tough,
but opted to push through it, using all my magic, all my items, and
cash in on a double XP battle (which I did
use pout points for) that ended up giving me a huge, huge boost. Just
because you can change the world to your liking doesn't mean it's
smooth sailing, and that kind of balance is impressive to see in a game
that's based soley on a "do what you want" experience. It's still challenging, and that keeps it fun.
But really, that's just the beginning of the game's innovative nature.
Sure, you can pout and change the world; that's the hook of the game.
To push the boundaries even further though, developer Global A Entertainment
expanded on other areas of the game as well. All towns and world
navigation is done with simple one-screen backdrops and basic interface
icons, so there isn't much to worry about in that sense. Instead, the
team focused on making Elise's supporting characters just as innovative
and strong as she is, and it again pays off. Her parrot, for example,
learns magic by having it casted on the team first, so as you level up,
the bird will gradually learn more along the way. Even more of an
"expanded design" idea though, is Pinky, who is a tiny blob of slime
that follows Elise around.
This Ditto-like shape-shifter doesn't level up, but rather gains
attributes and skills based on learning mimicking enemies as well.
Battle one enemy, and he will gain strength, but lose the ability to
wear armor. Battle another though, and he may gain the ability to wear
armor again, keep his strength, but sacrifice two hit points for his
max health. This sort of juggling technique is used to step him up
level by level in a very unconventional, but very unique and balanced
way. If you want Pinky as a magic caster, just fight magic users and
have him learn from them. If you want him as a fast-paced,
giant-weapon-wielding psycho like mine is, improve on his speed and
strength and he'll be more of an asset than Elise is. It's really a
great supporting character.
With that all being said, My World, My Way isn't a perfect game, though it does
have some serious charm and lasting appeal to it. Trips away from town
are often really short, and I found myself saving time and time again
just to make sure I didn't lose a battle or two along the way. Enemies
can also be surprisingly difficult at times, killing off one or two
team members with a single attack (or two single attacks back-to-back,
if you're fighting groups), and there isn't a whole lot of variation
from one area to the next. The game pokes fun at itself for re-using
character art for each shop owner, innkeeper, and some additional
supporting characters, but it's still a simpler way to get a lot more
of out the title. More varied designs if not in the characters, but
also the enemies, areas, or speed of leveling and equipment gaining,
would have helped blur the lines between this being a very niche RPG,
and one that anyone could pick up and get into.
Of course it's still a blast to play, and most of the design decisions
not only satisfied the game's needs, but also ensured more time was
spent on character balance and the like, leaving room for little asides
to Global A's other recent DS work, Master of the Monster Lair. Not
only is a lot of the interface and icon work similar between the two
games, but the actual dungeon crawling in My World, My Way – the only
actual "active" movement in the game, considering the tile-to-tile
travel system in overworlds and the like – is taken directly from the
Monster Lair engine, mini-map and all.
Closing Comments
For all the
“innovation” talk on the DS, I find that few games really innovate all
that much in the end. A little touch here, a little dual screen there…
maybe one out of every two dozen games really get it. With My
World, My Way though, originality comes in a different way, as it’s all
about opening up the RPG mechanic to players, giving a slew of options
and tweak abilities, and pushing the innovative (there’s that
word again) RPG mechanic to its fullest. Atlus followers that sunk time
into Master of the Monster Lair will recognize a couple characters, a
huge bulk of monsters, interface icons, and even the main dungeon
crawling engine from Global A’s previous game, but take time to warm up
to this one and you’ll find a whole lot more depth and originally here.
The pout points system makes tweaking the game’s drop rates,
difficulty, experience and cash payout, and other major factors
extremely easy, and any game that has support characters that are just
as fun – if not more entertaining altogether – than the main character
is one I’ll fully stand behind. Anyone can do another straightforward
“random battles RPG,” or whip up a quick DQ or Final Fantasy clone, but
it’s great to see a game that uses the assets it has, cuts corners
where it needs to budget-wise, and focuses on making something really
unique. Despite its repetitious feel, and the inevitable grind that
comes with leveling up and battling your way through dozens of hours of
baddies, My World, My Way is a unique, innovative, and more
importantly, fun game.
Scores:
Quote, "I was saving every couple minutes, and rebooting the system when battles didn't go my way. That sounds like a full-fledged RPG to me."
Not really...you could just suck at RPGs. AND if you want an epic RPG, play Disgaea DS. Its EPIC.
Wow lots of talking here
This game is from the same video game compiny that made (Mugen no Shovel) Dungeon Makers.
It has the exact system except for the addition of a few more screens (The intro) the coppy system (The slime) The pout system (Replaces the Dungen/Shovel System) and the overwrold map/Feild Map.
I forgot if (Mugen no Shovel) Dungeon Maker was released in the US or not.
I enjoy plaing this game, alot of funny times. But the stupid thing is the ability to choose the end boss in exception to dungoen areas.
-Hell, there is even a cameo from Dungeon Maker, a Dungon Digger was called to re-create the Succombis Dougeon.
Toadpike, doesn't it seem a little strange to you to be preaching about plagerism on a site that you upload basically stolen games from?
Let me tell you guys once more
i'm not girl but i can tell you, this game was really funny
RPG with your own rules, now that rocks!
plus the system was mixed with Master of Dragon Lairs, because with the "ALL-NEW" Dungeon Prespective system
If you fans of Global-A Games, don't miss it!!!
I tried the game and it was great but I can't save? D: I'll try it once more. ^^ The game does look intriguing though. xD
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