![]() It is linear, sure: there are correct paths and incorrect paths, and choosing the latter when given the opportunity will end your game and force you to go back in time once again to make the right call. Radiant Historia is not an open-world, branching-quest-and-decision-tree kind of JRPG. My short answer to that line of questioning is this: because that’s not the story the game was telling. It’s about time traveling, why is the plot linear, where is the freedom of choice, etc. There weren’t very many complaints about time-traveling role-playing game Radiant Historia back when it released in 2011 for the DS, but there was one that popped up more than once in reviews of the Atlus and Headlock title. ![]() ![]() Previous entries in this series can be found through this link. If you want to request a game be played and written up, leave a comment with the game (and system) in question, or let me know on Twitter. This column is “Reader request,” which should be pretty self-explanatory.
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