Rudra no Hihou ("Treasure of Rudra", rendered as "Treasure of the Rudras" in the fan translation) is another late-to-the-party Squaresoft RPG for the Super Famicom, and while it has gained a small following over the years it remains one of their more overlooked games. It was relatively unique in its time for being primarily based on elements of Hinduism, though a few Biblical references also appear. Somewhat like Live a Live, the game follows different characters with separate narratives, though unlike that game, they also all take place in the same time period and interconnect in small ways - one character can leave behind a relic for another to pick up later, for example, and at certain points you can even swap to another character's narrative and come back to the other's later. The final chapter of the game has you take control of a fourth character, uniting with the other three protagonists to that point in order to face the story's antagonists. Said storylines are broken up into "days" counting down to the end of the world, though this is simply a measure of progression; resting "overnight" at an inn does not cause it to increase. Rudras' presentation is a step above most RPGs on the platform, with fully-animated character sprites in battle (including all enemies and bosses) for even mundane actions like using items and normal attacks, and just some gorgeously detailed spritework in general. The gameplay is pretty standard turn based combat and mechanics, although one interesting twist is that elemental resistances have mutual exclusivities - you can't become resistant to fire and ice at the same time, for example, so tweaking your loadout requires a bit more thought. The real selling point of the mechanics, though, is the magic system - by entering combinations of up to six katakana characters (or just typing combinations of letters in the translated version), you can create new Mantras with a wide variety of added effects. For example, "Ig" is a basic fire-elemental attack, but adding "Na" to create "IgNa" will cause it to hit all enemies instead, or "IgRex" will increase the damage it outputs. As the game progresses you'll learn new prefixes and suffixes to add to a core effect. Bosses will also frequently give clues to spells you can create and use yourselves and you can even try just punching in random words to see what you get, although more often than not you'll get something weak or outright useless. Other special words can also be used to create powerful effects, like "Epymetheus" creating a powerful water-element spell that can freeze enemies, "Peace" being a guaranteed flee from battle, or "Saintelmo" for a powerful lightning-element attack. There are countless possible combinations to find and surprisingly nearly all of them do at least something, so it adds a great deal of experimentation to the game. While not Square's best RPG of era, it is an interesting game with some unique elements and certainly worth a look. Hopefully one day it gets an official localization or remake so a wider audience can appreciate it too.
Publisher: Squaresoft
Released: 1996
Platforms: Super Famicom