RPGM - Completed - Enatus Radi [Final] [Crazy Nirin/Otaku Plan]

  1. 4.00 star(s)

    NuuRaa

    good game

    while the story is abit lacking, or maybe too common and lack of scene, but I love the character.

    for battle thing, we can reset skill easily to change focus in offensive or support, and the boss is quite challenging.

    and for collectible there is gacha for weapon too haha >-<
  2. 5.00 star(s)

    JeremyBlack

    Great game. The story is engaging, the characters are well developed, and the sex scenes fit well in the narrative. The combat is also very interesting. Also no NTR. Very high quality for a RPGM H-Game.
  3. 3.00 star(s)

    Fuscen

    Game version: final
    Decimal rating: 3.5
    tl;dr: light-hearted plot with whimsical party; challenging bosses but anti-climatic endgame; bland sex scenes

    For most of the ("Custom" / hard difficulty) playthrough, Enatus Radi is a well-balanced experience. The level caps are sensible, and story bosses are generally challenging without veering into frustration. Very few porn RPGs get their balance just right, and I desperately wanted to give Enatus Radi a higher rating because of it, but...

    The average:
    The plot is functional, but not inspired. The MC is your typical might-as-well-be silent amnesiac self-insert. To nobody's surprise, he and his all-female combat harem save the world from an extradimensional threat. Why? Because these are all free spaces on the Japanese porn RPG bingo card. You can expect light-hearted party hijinks, and the plot's ineffectual attempts at upping the stakes, which doesn't land because the writing prioritizes comedy above all else. The MTL also slightly muddies some finer lore points, but don't bother into Enatus Radi looking for a story-driven experience.

    Both mob and boss sprites lack variety. Each area has ~3 mob types and 1 boss, and Enatus Radi recycles sprites fairly quickly, Optional bosses, in particular, are all rehashes of the area (mini)bosses.

    Speaking of variety: gear. The 1* and 2* weapons have some pretense of choice. Unfortunately, each party member only has 2 3* weapons to choose from. Armor choice is even more barren: two armor per major town/dungeon, with zero customization.

    The bad:
    I don't mind a challenge (hence why I played on the "custom" difficulty), but I do mind artificial tedium. Enatus Radi is designed around re-specing your party as you figure out each boss. That's alright, but some bosses (just about every optional ones, especially Roboco rematch) really only have one viable party build.

    The endgame feels rushed. The final boss is significantly easier to neuter than the final sidequest boss (Roboco rematch), didn't have phases (not that any other bosses had them), and there was no cutscene/epilogue to celebrate.

    The weapon gacha system is poorly conceived. It throws the balance / party versatility out of developer control when players can either get a 3* weapon way ahead or behind the curve. The saving grace is that you don't need to max out your 3*s to win (my party was +2/+3/+2/+2 and walloped the final boss on the second try, so a full set of +1s, or even maxed-out 2*s should do just fine).

    And, perhaps the elephant in the room: the sex scenes are really bland. All 4 party members (and 2 of the 3 non-party LIs) behave virtually the same way in bed: supposed virgins that inexplicably have insatiable stamina (in hours, no less). The outlier also has insatiable stamina, but she bucks the trend by not being a virgin. Talk about variety.

    Fundamentally, a porn game needs to be good on both the gameplay front and the lewd bits. Enatus Radi practically nails the game part, but falls flat on the latter. Good game, average porn game.
  4. 5.00 star(s)

    sunkiller

    Good game with great story and cg. It's so hard tof ind any HRPG game with a really good story. While alot of HRPG games are just great and alot of CG but with shitty ass story telling, instead, this game has a masterpiece story(my opinion) and greatest art I've ever seen in any HRPG games. The problem for me is that there're little CG and char, I think they could make more CGs and introduce more char in the game. Still, this game is a masterpiece to me. ( wth am I typing at 1 am )
  5. 4.00 star(s)

    c.o.w

    custom music and custom battle sprites make this a bit above other RPGM games, the characters skits and events make the story more enjoyable, albeit the gacha part and skill tree saving/loading seems over redundant sometimes
  6. 3.00 star(s)

    LolKek95

    It was boring.

    Fun: 6/10 - boring
    Story: 5/10 - boring
    Gameplay: 6/10 - well done RPGM without anything new or interesting
    HGraphics: 4/10 - No animations, common CGs, really little of HScenses
    Kinky: 3/10 - I mean, common sex with 4 scenes for each character (I know that 8 but 4 is just duplicate with little difference)
  7. 3.00 star(s)

    Randousername

    I enjoyed this game a lot more than I expected to. It's a pretty well put together rpgm game with interesting class progression and boss encounters. However, some translation issues and the lack of a satisfying ending prevent this from being a truly memorable experience.

    The premise is that you are an amnesiac that suddenly finds themselves in a new world. It sounds like isekai, but isn't. The female lead finds the character lost in the woods and, being a fellow amnesiac herself, you decide to journey together to reclaim your memories. 3 more characters join the party over time and there's a few more side characters featured prominently in the game as well. The story starts out ostensibly like any cliche fantasy rpg but there are some twists along the way to set it apart. There's a surprising amount of character development for each of the heroines that goes a long way towards immersing the player, but this also makes the lackluster ending all the more jarring.

    The translation is probably a little above average, but I don't think it's quite good enough for this game in particular. Some of the dialogue feels stiff or awkward at times and I found myself spending a lot of time trying to decipher if there was any missing nuance to the text. I felt like the dev had some thought provoking wisdom they wanted to impart on the player, but the translation quality held it back from doing so. Or maybe I was just searching for meaning where there was none all along.

    As for the game mechanics, there are good and bad elements. Each character has skill trees that allow them to focus on different combat roles. You get a skill point when you level up, so it's generally enjoyable to level and advance your build. You can reset skills at any time, and the game expects you to do so in order to specialize around each boss. The "forced" respec'ing for each boss started to wear on me after a few hours when each of my party members had 30+ skill points that needed to be reset and spent in order to solve each boss's unique mechanics. Each enemy is weak to certain damage types (and each character only deals one damage type) and resistant to others. The result is that you need to respec who your damage dealers are for each boss to match their weaknesses and relegate your characters with the resisted damage typing to support roles. The game lets you save skill loadouts to save time, but you gain enough skill points between each boss that you are going to want to fully respec anyway to more efficiently spend skill points so it doesn't really save any effort. I would have been much happier if the damage typing didn't exist and I could settle each character into my preferred role/build for them instead of having to swap the dps, support, and tank roles for each encounter. Respec fatigue gets even worse when you're dealing with the trash mobs that are best killed with a full dps-specialized party. Everything said, solving each boss's fight was mostly enjoyable once I got through the initial trial and error of knowing how to specialize each character for the fight.

    The weapon acquisition system is probably the low point of the gameplay for me. Weapons drop as unidentified gacha tokens that an npc will roll into weapons for you. There are 3 rarities of tokens that each have different chances of rolling into higher tier items. It's cute at first since the tokens are fairly plentiful, but the roll rates on the rank 3 weapons are very low and the rank 3 weapons are much more powerful than low tier alternatives. There's nothing stopping you from save scumming your rerolls as long as you're willing to pay the low, low cost of your own sanity to do so. The game is fairly difficult on the hardest setting so the incentive to get rank 3 weapons as early as possible is high. Considering it only takes 5 seconds round trip to reload a save and turn in a token, the system feels like it's implicitly encouraging you to reload for better drops. I don't think the dev was maliciously trying to design an annoying weapon system, but I would have preferred if weapons and crafting materials were just placed in fixed locations in the world instead of grinding the save and load screens. It's extra weird that the item system feels so grindy when the experience system isn't at all. Your level caps in each zone until you beat the associated boss, and it's pretty easy to stay at the current level cap just naturally fighting on the way through each zone.

    The sex scenes are decent and definitely improved by the character development for each npc. That said, I think they suffer from not being integrated well into the story. Most of the scenes start when you rest at your home or talk to an npc at home once they reach an affection breakpoint. There are a handful of scenes that occur out in the world as part of the story progression that have better buildup and more interesting settings, but these are a minority. Having more creative settings for the scenes could have carried them a lot further. There's no animation other than that the images briefly rock back and forth once with each dialogue advancement. The lack of any group scenes is also a bit puzzling for a harem game.

    I would have said this was probably a 4-star game right up until the last 10 minutes. The narrative just kind of... gives up right at the end. The game waxes philosophic on the nature of the characters, their actions, and our quest throughout the entire game. Unfortunately, it's hard to decipher a lot of the meaning/nuance due to the middling translation, but there were points where I poured over the words trying to find higher meaning. And then at the end of the game, with all the truths of the world laid bare and our quest completed: the game has nothing to say. You beat the boss and the credits roll. It's a shame because the game spends a lot of time setting up its world and there are significant consequences of the heroes' actions that just aren't addressed. Equally criminal is that there isn't a single ending scene with any of the girls.

    I don't know what happened to make the dev give up right at the finish line when it seems like they put a lot of effort into the game otherwise, but it comes close to ruining the entire experience. I enjoyed the journey enough that I don't regret playing the game, but the destination brought no satisfaction. The dev states in game after the ending that they might be willing to add more scenes if there's enough popular demand, so maybe there's hope that a future update helps polish the game by adding an epilogue.
  8. 5.00 star(s)

    Cracatoa

    I am really liking it so far. I am playing in the most difficult mode and it is quite a fun challenge with each character having interesting skills and combos.

    The story is nice, the characters are likeable, the music is ok and the art is really good. Definitely worth a try.