Publicada: 25 de dezembro
Personally used a DS4 gamepad for Sequence. Having played through it using only the gamepad, I have no idea how it handles with a keyboard, but I can say that the gamepad felt completely natural to use. Switching through the fields using the triggers was outright cathartic.
Sequence is a gameplay-focused game, and the gameplay is as fantastic as it is interesting. The field-based rhythm combat isn't just a novelty, it has handfuls of legitimate merit. I'd even go so far as to call it innovative. The inherent multi-tasking and battle system means that the game is less execution-heavy than you might like, but playing on Hard did mean that Piano Jam left my fingers aching nonetheless.
Battle system itself revolves around the use of skills and micromanaging several fields. Things start to fall apart here - the usefulness of skills is determined by your stats (automatically allocated after each level-up) entirely and utterly. Pulling off a skill doesn't nearly matter as much as the stats behind it, and at several points in the game I had to go to a previous area to grind up a few levels because I was simply unable to deal enough damage to defeat an enemy in the time allocated (you only have until the song ends). Taking into account that the insurmountable enemies in question were rather easy otherwise, it was a total chore.
Stats don't belong in this game - instead of skillfully outmaneuvering the enemy through sick beats, you're either painfully chipping away at their health pool or utterly annihilating them, and all in the space of about 2-3 levels.
The reason this game has so many stats is because it also bills itself as an RPG, and stats are a required part of that I guess. It fails as one. There's no sense of playing a role whatsoever, and the worldbuilding is so thin it completely collapses under itself at several points. All the item descriptions are all completely irrelevant puns (funny ones, but quick wit doesn't flesh out a world), and the entire premise is waved off by the characters as intentionally arbitrary, which tries as hard to engage as a prince betrothed to a simian. This game is about as much an RPG as your average dating sim.
You progress through the game through the game's shallow crafting system. Choose an enemy to fight, and they have a chance to drop an item. Use these items to craft an item that will allow you to progress to the next area. How quickly you are able to craft this item depends on whether or not an enemy decides to drop the item. While it should be noted that there are some late-game items that increase item drop rate, the progression remains steadfastly a nightmare. Farming for items isn't fun. Whoever thought it was fun is a monster.
Combine this with that crafting recipes requires EXP. On it's own, this is a fantastic idea. However, combined with the stat-dependent gameplay and already tedious farm-based progression, it does nothing but serve to remind yourself how much of a chore it should have been to get through the game, had it not had the lucky break of being legitimately enjoyable to play. I don't see myself replaying it anytime soon, though.
The character banter is alright, though the story is so horrendous that I was left shocked by the sheer contrived garage leaking out of that final 10 minute exposition dump that sold itself as an ending. Shocked at a point I'd long since become apathetic. It's almost impressive how bad the plot is. The weak sense of intrigue initially spiked is just dragged out and finally shot like a dying dog. The super secret Sequel hook is hilariously nothing as well.
Art direction, I found, was fine, outside of rather cheap-looking UI. There's not enough of it though - there's a total of about 8 area images, and a single sprite per character or monster. No CGs for major events, and even those scarce few images are reused to hell and back. There's budget, and then there's ridiculous.
In spite of these problems, I completely and totally recommend that you play Sequence. The choice of music is stellar, the mechanics responsive, and as a whole the game is plain fun. The gameplay doesn't just carry it, it vaults it to the finish line. I'd love to see a sequel.
Regardless of its other issues (they're important to know, and I've spent the majority of the review ragging on them as a result), they're superficial to the very meaty game itself. And that's the bottom line.