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Shanoa -
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Full Name: Shanoa |
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Main Weapon: Confodere | |
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Weapon Power-Up: Two Glyphs can be combined for a Glyph Union | |
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Alternate Weapons: Click here for Shanoa's full list | |
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Sub-Weapon Power-Up: Click here for Shanoa's full list | |
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Starting Abilities: Shanoa can absorb Glyphs; back dash with a flip; and slide | |
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Gained Abilities: Shanoa can double jump and jump kick | |
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Armor: Click here for Shanoa's full list |
| Limitations
Maybe it's that Shanoa isn't a Belmont blood-relative or a Dark Lord candidate that her abilities are somewhat more grounded: Shanoa's restriction of movement is right in line with those of heroes from the modern RPG-adventures, with the acquired double jump being her only true physical accessibility move; she'll gain levels by defeating increasingly resilient foes; she'll better her statistics by locating or buying armor, which covers for five separate body parts; and she'll augment her respective meters by collecting the usual HP-, MP- and heart-up vials. All of her other attributes are based in the Glyph system, which allows her to absorb and siphon powers from both enemies and objects. Glyph spells account for two physical attack options (main and sub), which if equipped complementary can be used for virtual combos; and one for "back"--spells that function similarly to Soma's Guardian Souls (transformations, shields, and special states). The two attack glyphs can be combined by pressing up plus either attack button for a Glyph Union, a super-powered assault that differs depending upon which glyphs are equipped; where attack glyphs drain the magic meter, which restores itself automatically, Glyph Unions drain a varying degree of hearts. Click here for Shanoa's full bio. |
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Unlockable
Characters
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Albus -
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Full Name: Albus |
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Main Weapon: Agartha | |
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Weapon Power-Up: Max Shot | |
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Alternate Weapons: Optical Shot; Quadruple Ignis; and Torpor Crystal | |
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Sub-Weapon Power-Up: None | |
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Starting Abilities: Albus can warp; back dash; slide; double jump; and super jump | |
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Gained Abilities: None | |
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Armor: None |
| Limitations
Albus, the game's main "antagonist," gets to live out his true desire as an unlockable character whose mission is typical of the sort. While Albus like Shanoa must advance following the same map structure, which limits his overall freedom, his from-the-go spruced-up abilities (the super jump, mainly) will allow him to fully explore each area without having to return to any one of them; his warp ability will allow him to pass through certain obstacles that otherwise required Shanoa's glyph spells while serving as the ultimate evasive maneuver. Potent from the start, Albus' magic-powered pistol, with its quick-firing barrel and Max Shot power-up (up plus Y), will allow him to mow down most enemies while his "alternate weapons" (described in "Weapons / Items"), while draining larger portions of his magic meter and heart-total, will assist against larger foes, those that can fly, and bosses. While free from the game's glyph and armor-equipping mechanics, Albus-style gameplay is governed by an unseen RPG system, and he'll have to increase his capacity by collecting HP-, MP- and heart-up vials--this if he hopes to stand up to the game's toughest enemies. Click here for Albus' full bio. |
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