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Retro Game Database · TurboGrafx-16

Necros no Yōsai

Retro Game Database · TurboGrafx-16

Necros no Yōsai

Necros no Yōsai starts you off as a lone Mercenary chasing what sounds like a modest job, then steadily turns that search into a reunion with the heroes who once defeated the warlock Necros. Its chapter-based structure and restricted route system give it a more guided, story-to-story rhythm than the wide-open JRPGs of its era.

The hook is its combat flair: random, turn-based first-person battles break away for short animated attack scenes whenever someone strikes. That is a memorable wrinkle on a very traditional RPG framework, though the linear travel and frequent enemy interruptions will test your patience if you want to roam freely.

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Retro Replay Review

Gameplay

The first stretch has a clear, useful hook: you are the Mercenary, separated from the other heroes and looking for work, when a search for a missing father pulls you into something much larger. It is a grounded way to begin a fantasy RPG, and it gives the early chapter a sense of direction rather than dropping you into a huge quest with no immediate foothold.

Underneath that setup, this is a traditional Japanese-style RPG built around random encounters and turn-based battles from a first-person viewpoint. The twist is that attacks do not simply resolve on the battle screen; each one cuts to its own short animated sequence. That extra punctuation can make routine commands feel more dramatic, especially once the party expands beyond the Mercenary.

Later chapters let you use the other heroes, with up to three active at once, so the game’s party play arrives as part of the larger reunion. The most divisive choice is travel. Instead of a freely explorable world map, you move linearly between icons for towns and hostile areas. If you prefer a tightly directed RPG that keeps pushing you to the next chapter, that focus is welcome. If wandering, detours, and self-made discovery are a major part of why you play the genre, the rails will start to chafe—particularly alongside random battles.

Necros no Yōsai — screenshot 1
Necros no Yōsai — screenshot 1

Graphics

The clearest visual flourish is in combat: attacks receive separate animated scenes rather than remaining confined to the first-person battle view. That gives each strike more character than a static exchange of menu commands, and it is the game’s most distinctive bit of on-screen showmanship.

Outside battle, the adventure uses a top-down view, while travel between locations is represented by town and danger-area icons. The contrast between top-down exploration and first-person fights gives the game two very different ways of framing its fantasy journey.

Necros no Yōsai — screenshot 2
Necros no Yōsai — screenshot 2

Story

Tankirie begins with the kind of legend fantasy RPGs love: the evil warlock Necros conquered the world, eight heroes defeated him, and peace returned. The game wisely does not leave that history as mere background. The Mercenary’s small-scale opening eventually brings him back toward the old threat and the companions who fought it before.

The hero roster has a pleasingly broad, toy-box fantasy lineup—Knight, Mage, Amazon, Samurai, Elf, Dwarf, Berserker, and Mercenary. Because the story begins with the Mercenary apart from everyone else, gathering back together has an obvious built-in pull. You are not just collecting party options; the journey is pointed toward restoring a group with unfinished business.

The chapter structure suits this material. Each portion can move the Mercenary from a personal errand toward the wider danger without requiring the story to pretend the whole world is open from the start. It is a straightforward good-versus-evil setup, but the missing-father lead gives the opening a human-sized reason to care before the old warlock returns to the foreground.

Overall Experience

Necros no Yōsai is for the RPG fan who can enjoy a familiar 1990 framework when it has one or two memorable quirks. The party of returning heroes and animated battle attacks give it more personality than its basic ingredients suggest, while the early Mercenary chapter offers a sensible path into its larger conflict.

You should go in wanting guidance rather than freedom. The linear icon-to-icon travel keeps the pace pointed forward, but it also narrows the pleasure of inhabiting Tankirie. Random encounters can further make that direct route feel longer, so patience with old-school RPG friction matters here.

The payoff is a focused fantasy reunion tale with a battle gimmick that still sounds charming: every attack gets its own little moment in the spotlight. It is not an adventurous pick for someone chasing open-ended exploration, but genre devotees who appreciate chapter-based momentum, compact parties, and a little animation around their turn-based combat should give it a chance.

Retro Replay Score

6.4/10

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Retro Replay Score

6.4

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