Deception III: Dark Delusion

Deception III: Dark Delusion (Japanese: 蒼魔灯, Hepburn: Sōmatō) is a video game developed and published by Tecmo for the PlayStation.

Deception III: Dark Delusion
North American cover art
Developer(s)Tecmo
Publisher(s)Tecmo
Composer(s)Shun Otake
Masaaki Udagawa
Saki Ishii
Ayako Toyoda
Hiroshi Miyazaki
Susumu Fujii
Takayasu Sodeoka
SeriesDeception
Platform(s)PlayStation, PlayStation Network
Release
  • JP: December 9, 1999
  • NA: March 1, 2000
  • JP: January 28, 2009 (PSN)
Genre(s)Strategy-RPG
Mode(s)Single player

Gameplay

Deception III expanded on the gameplay of Kagero by introducing a training mode, a mission mode, and trap enhancement through a series of crests and other artifacts. In the main story mode, players control Reina, a girl who, with her adoptive family, has been kidnapped and brought to the land of Burgenhagen to be sold into slavery. Reina must use the trapping powers she acquired to defeat her kidnappers and solve the mysteries of the pendant she wears, which other people seem to covet for unknown reasons.

The Free Training mode is simply a means of testing all of the available traps in a controlled environment with an immortal invader who can be programmed to adopt behavioral patterns, to learn their effects and uses without any real consequences. The mission mode, known as Expert Mode, assigns the player a given goal to achieve, usually within a time limit, with the traps available being any unlocked up to that point. Typical missions include "Crush the invader with a 4-hit combo" and "Make the killing hit a Pendulum trap." Also included is a Trap License mode which functions as a further tutorial, asking the player to perform various tasks that teach the nuances of the game in the name of learning helpful tips or trap functions. Traps are even more customizable than in previous games through the uses of Base Circles, Orbs, Emblems, and Rings. Base Circles contain the variety of trap involved (Pendulum, Arrow Slit, Bear Claw, etc.); Orbs determine the power level of the trap, ranging from 1 to 4; Emblems give the trap an element or special characteristic (Lightning, Fire, Slave, etc.); and Rings further enhance a trap by increasing their power, shortening their charge time, or a myriad number of other changes. The more modifications a trap employs, the more "Dreak" (the replacement for Kagero's Ark) it takes, but again, traps could be used infinitely upon creation. The loons from Kagero also returned as the sole means of regaining lost hit points. While not having secret traps, special emblems and rings can be acquired by achieving the game's four endings. Game saves are one block in size.

Reception

On release, Famitsu magazine scored the game a 31 out of 40.[1]

Eric Bratcher reviewed the PlayStation version of the game for Next Generation, rating it three stars out of five, and stated that "This is a creative niche title, worth checking out if you have a strong stomach and want something new."[2]

Reviews

gollark: Probably because it's newer and thus the education system is bad at it, and also because you can learn it well from just a computer and network connection.
gollark: > My coding teacher is just google and YouTubeProgramming does seem to be something people teach themselves a lot.
gollark: I've had pretty good maths teachers consistently, at least.
gollark: ħæħ indeed.
gollark: Although that seems to partly just be people being annoying and saying "no, I obviously should have gotten X grade, you should just have used my definitely accurate teacher-predicted grade".

References

  1. プレイステーション - 蒼魔灯. Weekly Famitsu. No.915 Pt.2. Pg.22. 30 June 2006.
  2. Bratcher, Eric (April 2000). "Finals". Next Generation. Vol. 3 no. 4. Imagine Media. p. 89.
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