Compara los precios de Penny Arcade's On the Rain-Slick Precipice of Darkness 3 en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Zeboyd Games. Publicado por Penny Arcade, Inc.. Lanzado el 25/6/2012. Disponible en PC, Mac. Géneros: Indie, RPG.

A six-to-twelve-hour SNES-flavored RPG where the class system does more interesting things than most JRPGs three times its size. Worth it for Jerry Holkins' writing alone, but the combat will surprise you.

My first hour with Rain-Slick 3 felt like opening a box of something I had no business enjoying this much. Zeboyd Games took the Penny Arcade license after Hothead Games walked away, swapped out the 3D animated style of the first two episodes for a 16-bit pixel aesthetic, and somehow made the whole thing feel more alive for it. The Startling Developments Detective Agency is back, Gabe and Tycho are chasing the stolen Necrowombicon across the surreal streets of New Arcadia, and the Lovecraftian absurdity is turned up past the point of reasonable taste in the best possible way. You get mime-faced octopi, a skeleton named Jim as a party member, and the nefarious Dr. Raven Darktalon Blood returning with a far bigger role than before. If you have no history with Penny Arcade, a brief story recap at the start handles onboarding gracefully enough. The combat is where this one earns genuine respect. Each party member carries a base class, and you layer up to two additional classes on top using collectible Class Pins found throughout the game. The roster includes Tube Samurai, Elemenstor, Crabomancer, Cordwainer, Brute, Hobo, Gentleman, Gardener, and a Dinosorcerer who transforms into dinosaurs to fight, among others. That is not a list made up for comedy reasons only. These classes interact in real and meaningful ways, and the game strips away random encounters entirely, replacing them with fixed, visible enemies on the map. Health and MP restore after each fight, so the pressure is never about attrition. Instead, as battles progress, enemies scale upward in strength, turning every encounter into something closer to a puzzle than a stat check. The four-character party holding up to eight equipped class slots across them means the real game is figuring out synergies: Moira running interrupts paired with a Diva, Tycho healing as a Gentleman-Gardener hybrid, Gabe stacking bleed through Hobo and Brute. Potions become a strategic resource rather than a grocery list, and that single design decision changes the entire rhythm of play. The writing carries its own weight completely independently of the mechanics. Jerry Holkins' script is dense, witty, and occasionally so ornate it requires a second read to parse the joke. Gabe announces his intent to punch things with the sincerity of a religious text. Enemy names and descriptions are their own reward, and the pun density among the monster roster borders on criminal. The world is genuinely strange in ways that feel handcrafted rather than random. The pixel art in battle is where the visual craft really shines, with creative, well-animated enemy sprites that make discovering a new opponent feel like a small treat. Overworld environments are simpler, following a Super Mario World-style dot-to-dot progression map through New Arcadia, which works for the game's pacing but leaves little room for exploration. The weak points are real. The soundtrack is repetitive, with a battle theme that starts to grate within the first few sessions, and sound effects are largely recycled from Zeboyd's previous titles. The menu UI was clearly inspired by the SNES era, and not the good parts of it: class viewing is unintuitive, stat information during battles is sparse, and the game does not auto-save. Some class pins, the Slacker and Dinosorcerer in particular, feel underpowered relative to the roster around them. The linearity is pronounced enough that if you came here hoping for open exploration or branching narrative, you will find neither. And the final boss arrives on a difficulty spike the rest of the game does not really prepare you for. Still, for someone who loves efficient, handcrafted indie RPGs that know exactly what they are, this one holds up surprisingly well. The six-to-twelve-hour runtime feels right. It does not overstay, and the class puzzle at the center of it keeps turning over in your head in a satisfying way long after the credits. If you are new to the series, the recap is enough. If you grew up with SNES-era JRPGs and want something that treats the combat loop with genuine intelligence rather than nostalgia padding, Rain-Slick 3 is worth your evening. Kai, Scout Team

Penny Arcade's On the Rain-Slick Precipice of Darkness 3

Penny Arcade's On the Rain-Slick Precipice of Darkness 3

25 jun 2012Zeboyd GamesPenny Arcade, Inc.
GamerScout opina

A six-to-twelve-hour SNES-flavored RPG where the class system does more interesting things than most JRPGs three times its size. Worth it for Jerry Holkins' writing alone, but the combat will surprise you.

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My first hour with Rain-Slick 3 felt like opening a box of something I had no business enjoying this much. Zeboyd Games took the Penny Arcade license after Hothead Games walked away, swapped out the 3D animated style of the first two episodes for a 16-bit pixel aesthetic, and somehow made the whole thing feel more alive for it. The Startling Developments Detective Agency is back, Gabe and Tycho are chasing the stolen Necrowombicon across the surreal streets of New Arcadia, and the Lovecraftian absurdity is turned up past the point of reasonable taste in the best possible way. You get mime-faced octopi, a skeleton named Jim as a party member, and the nefarious Dr. Raven Darktalon Blood returning with a far bigger role than before. If you have no history with Penny Arcade, a brief story recap at the start handles onboarding gracefully enough. The combat is where this one earns genuine respect. Each party member carries a base class, and you layer up to two additional classes on top using collectible Class Pins found throughout the game. The roster includes Tube Samurai, Elemenstor, Crabomancer, Cordwainer, Brute, Hobo, Gentleman, Gardener, and a Dinosorcerer who transforms into dinosaurs to fight, among others. That is not a list made up for comedy reasons only. These classes interact in real and meaningful ways, and the game strips away random encounters entirely, replacing them with fixed, visible enemies on the map. Health and MP restore after each fight, so the pressure is never about attrition. Instead, as battles progress, enemies scale upward in strength, turning every encounter into something closer to a puzzle than a stat check. The four-character party holding up to eight equipped class slots across them means the real game is figuring out synergies: Moira running interrupts paired with a Diva, Tycho healing as a Gentleman-Gardener hybrid, Gabe stacking bleed through Hobo and Brute. Potions become a strategic resource rather than a grocery list, and that single design decision changes the entire rhythm of play. The writing carries its own weight completely independently of the mechanics. Jerry Holkins' script is dense, witty, and occasionally so ornate it requires a second read to parse the joke. Gabe announces his intent to punch things with the sincerity of a religious text. Enemy names and descriptions are their own reward, and the pun density among the monster roster borders on criminal. The world is genuinely strange in ways that feel handcrafted rather than random. The pixel art in battle is where the visual craft really shines, with creative, well-animated enemy sprites that make discovering a new opponent feel like a small treat. Overworld environments are simpler, following a Super Mario World-style dot-to-dot progression map through New Arcadia, which works for the game's pacing but leaves little room for exploration. The weak points are real. The soundtrack is repetitive, with a battle theme that starts to grate within the first few sessions, and sound effects are largely recycled from Zeboyd's previous titles. The menu UI was clearly inspired by the SNES era, and not the good parts of it: class viewing is unintuitive, stat information during battles is sparse, and the game does not auto-save. Some class pins, the Slacker and Dinosorcerer in particular, feel underpowered relative to the roster around them. The linearity is pronounced enough that if you came here hoping for open exploration or branching narrative, you will find neither. And the final boss arrives on a difficulty spike the rest of the game does not really prepare you for. Still, for someone who loves efficient, handcrafted indie RPGs that know exactly what they are, this one holds up surprisingly well. The six-to-twelve-hour runtime feels right. It does not overstay, and the class puzzle at the center of it keeps turning over in your head in a satisfying way long after the credits. If you are new to the series, the recap is enough. If you grew up with SNES-era JRPGs and want something that treats the combat loop with genuine intelligence rather than nostalgia padding, Rain-Slick 3 is worth your evening.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayercontroller-supportcloud-savestier:sub-516-bit AestheticClass Pin SystemNo Random EncountersCombat PuzzlesTurn-Based StrategyWebcomic Tie-inLovecraftian HumorFixed EncountersPost-launch Accessible

Requisitos del sistema

Mínimos

OS
Windows XP
Sound
DirectX 9.0c compatible
Memory
1 GB RAM
Graphics
DirectX 9.0c compatible
DirectX®
9.0c
Processor
1.6Ghz
Additional
Current version of Windows Media Player
Hard Drive
200 MB HD space

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Información del juego

Desarrolladora
Zeboyd Games
Distribuidora
Penny Arcade, Inc.
Fecha de lanzamiento
25 jun 2012

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Penny Arcade's On the Rain-Slick Precipice of Darkness 3 está disponible en PC, Mac.

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Penny Arcade's On the Rain-Slick Precipice of Darkness 3 se lanzó el 25 de junio de 2012.

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Penny Arcade's On the Rain-Slick Precipice of Darkness 3 fue desarrollado por Zeboyd Games y publicado por Penny Arcade, Inc..