
Tales of Nebezem: Elemental Link
A quiet, handcrafted RPG Maker adventure that ditches combat grind in favor of mythology, puzzle-solving, and four elemental souls slowly pulled toward each other by the gods. Short, sincere, and easy to overlook.
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I have a soft spot for the RPG Maker games that decide the engine's battle system is optional. Tales of Nebezem: Elemental Link is exactly that kind of game - GrayTower stripped out the stat-climbing entirely and replaced it with environmental puzzles, herbal magic, dialogue, and a world built around the mythology of five competing nations and the gods who meddle with them. The result is something closer to a point-and-click adventure wearing JRPG clothes than anything you'd call a role-playing game in the traditional sense. The story follows four protagonists aligned to the classical elements: Maoti, a trainee herbalist from the structured northern wetlands who learns simple spells like Wash Away and Grow Vine; Corvus, a fire-clan magus from the desert whose people are at war over divine favor; and two others drawn in by prophetic dreams. The dual-perspective structure works well for the first half, letting you feel the genuine cultural friction between the Order-following northerners and the fire-worshipping Veraces before the plot pulls everyone onto the same divine errand. The mythology here is patient and particular - this is a world with named gods, a Midring, a coming era called the Gray Tower Age - and GrayTower clearly cared more about internal consistency than accessibility. If you like lore that feels lived-in rather than explained-at-you, that care pays off. If you want instant momentum, the opening chapters will test your patience. On the puzzle side, community reception is warm but measured. Some puzzles land well - the herb-gathering and trading chains, like sourcing Atsuguki flowers or crafting maple fertilizer to barter with a forester, have the low-key satisfaction of a good adventure game fetch chain when the world around them is interesting enough to warrant the walking. Others, like a later tessaract-style puzzle, have been called frustrating even by players who liked the game overall. Combat exists in a very minimal form - think timing-based avoidance rather than turn-based fights - and death carries almost no punishment, which keeps things moving. There are ten optional side tasks and collectible Uniduality Tokens scattered across the world for players who want a completionist pass; one reviewer mentioned needing three full playthroughs to collect them all, which suggests the token placement rewards genuine exploration. The soundscape deserves a mention. Player feedback specifically called out the atmospheric music as one of the things holding the experience together during quieter stretches, which tracks for a game this deliberate in pace. The world of Nebezem has a particular quiet to it - wetlands, desert shrines, divine planes visited briefly - and if the music is doing its job in those spaces, that is not a small thing. Playtime sits around three to four hours for the main story, closer to six for completionists, and the game is self-aware enough to end when it should rather than padding toward an arbitrary length. For an RPG Maker title released in 2018, that discipline is genuinely rare.

Indie & narrative
Etiquetas
Requisitos del sistema
Mínimos
- OS
- Windows 7 or newer
- Memory
- 1 GB RAM
- DirectX
- Version 9.0
- Storage
- 450 MB available space
- Graphics
- Integrated graphics
- Processor
- Intel Core 2 1.06Ghz
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Información del juego
- Desarrolladora
- GrayTower
- Distribuidora
- GrayTower
- Fecha de lanzamiento
- 22 feb 2018
