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0.0 ώρες σε 2 εβδομάδες / 21.7 ώρες συνολικά
Αναρτήθηκε: 5 Σεπ 2021, 3:20
Ενημέρωση: 5 Σεπ 2021, 7:29

It's like a case study in almost making a good game, but falling short in every possible way.

Power Progression:
-The game is extremely grindy. I feel like I spent around half my playtime grinding and yet still ran past enemies 16 levels above me on my way to the final boss.
-As far as I could tell, nothing provides flat stats in this game, so your character level has inflated importance.
-Your weapon has to be leveled up too, mostly via combat exp. There are items that exist just to give weapon exp, but not really enough of them.
-The crafting system seems mostly to be present as an excuse to never put anything good in a treasure chest. I don't remember a single chest besides at the end of a random dungeon containing an "Aspect", which are what serve as most of the game's equipment. Also, crafting itself is just simple material farming and picking an unlocked recipe.
-Despite occasionally removing allies from your party or forcing the use of specific ones, the game naturally has no exp gain for inactive party members. You can get an Aspect that fixes this a few chapters in but finishing the quest chain to unlock the recipe and getting materials for a copy for each inactive party member is time consuming.
-Being able to effectively grind seems to rely on getting an item known as an Egg Hunt Sigil. While it does get used up, using one often leads to getting another, so once you have one you can just save before using each. I didn't get my first one until chapter 7 though.

Combat Itself:
-Overall fighting is mostly fine, although only a few enemies are really threatening (Marksmen and bosses) so it's mostly not that interesting. With the main character I found myself using the same combo of attacks, a break attack, and a Round Slash for pretty much the whole game. I guess occasionally I'd use an elemental sword skill.
-Changing which character you're controlling is clunky: you have to open the pause menu and arrange the party so they're in the left slot.
-It's like consumable items were included because most RPGs include consumable items and not because they had any idea how to balance them. It seems like an attempt was made since different items have different quantity caps, but you can use them from the pause menu in combat without so much as an item use animation or cooldown, which is simultaneously broken and necessary.
-Getting ambushed is just boring. The whole party is stunned for about 5 seconds. No counterplay. Even when you encounter an enemy head-on, you can still get ambushed so have fun with that.

Other:
-Even visiting locations is repetitive because there's one town in the game with one exit and the only fast travel is using an item to warp back to town.
-I'm very tired of skidding to a stop out of battle while running, especially followed by the slow material gathering animation. I didn't even do that much material gathering. Most of my endgame Aspects were storebought.

I could nitpick more, but let's just say overall it's extremely mediocre, between a rather generic RPG plot and the flawed yet serviceable enough gameplay.
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