![]() ![]() ![]() Rising’s real meat lies in the town building. As I didn’t have a full party, it's possible there's more to combat than I've seen, but right now it feels like an empty snack between meals. Calling it bad feels harsh, but it’s certainly basic, at least this early. Each character has their own attack button, and you can swap between them in the middle of the action to perform a Link Attack, almost like tagging in in a fighting game.īut I wouldn’t call combat a highlight for Rising during this preview: Link Attacks were the only accessible combos, and everything else was limited to single button inputs. ![]() CJ hits quickly with her two pickaxes, while Garoo is your slow and heavy type with the comically oversized sword. You can jump, attack, or use a unique skill against an enemy, like Garoo’s parry. There are no turn-based battles, but there are still monsters to kill during exploration. ![]() Half the fun comes from a lively cast of townsfolk with fun designs like Frida, New Neveah’s high-spirited armorer, and Hogan, a lizardman running the trading post. It’s a pleasant something-always-happening feeling, and I quickly fell into the old “just one more quest” mentality. Seeing my efforts immediately bear fruit was deeply rewarding: I'd check off a quest and then buildings would spring to life moments later, giving the town a stronger personality. I got a sense of pride from rebuilding New Neveah, which was reflected in CJ becoming more invested in the community. I enjoyed helping the town grow even though I couldn't get far with just two levels available. Smaller shops like the apothecary are relegated to side missions, and at least this early in the game were quick and easy to complete, keeping the pace breezy. I used those resources to revitalise a town full of classic fantasy buildings like a smithy, armory, inn, and local tavern. Quests never felt dull, even though they revolved around fetching specific resources from either The Great Forest or The Quarry, Rising’s two preview levels. ![]()
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