![]() This begs the question, "Why bother to include this at all"? Any way you slice it, Dragon's Crown Pro's story is incredibly lackluster and unimaginative. With this relatively limp narrative comes a faux choice system if you make the wrong choice in the narrative, the game says that you're wrong and makes the correct choice for you. ![]() The game stumbles on like this, with you leaving the tavern and being able to access new parts of the city quickly and rather unceremoniously. The beginning of the plot could not be less impressive if it tried. The story is literally conveyed in four sentences, and then the game starts up. Before all of this, you're told that you were a young adventurer with little action under your belt, met Rannie, and because he can pick locks, you roll together now. The game begins with your character sitting across from Rannie the Rogue in a high fantasy bar, and he ushers you through the tutorial dungeon and eventually to the tavern menu, where you can level up, save, etc. While I only had a limited amount of time with Dragon's Crown Pro, the story presented to me in that period was both simplistic and underdeveloped. Dragon's Crown Pro offers a lot in terms of gameplay but ends up lacking in the graphical and narrative departments. ![]() Vanillaware decided to take on the challenge of modernizing and expanding on the genre, adding more in-depth RPG and gameplay elements, and taking a dramatic turn with the art style. Indie developers in the years since have used side-scrolling gameplay extensively, but the pairing with the beat-'em-up game type has fallen largely by the wayside, revived through a few games here and there, such as Castle Crashers and Scott Pilgrim vs. Side-scrolling beat-'em-ups are largely a genre of the past: Golden Axe, River City Rampage, The Simpsons, Streets of Rage, etc.
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