Utawarerumono: Prelude to the Fallen

Utawarerumono: Prelude to the Fallen

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Hattori Jan 29, 2021 @ 4:04am
To easy?
Playing on hard lv 20+.Most of my characters hit for 1k dmg (one guy from dlc hits even for 2k) getting hit for 7 dmg bosses die on one combo.Is it become more difficult later on or what?
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Showing 1-8 of 8 comments
Mechanicalfanboy Jan 29, 2021 @ 4:47am 
Sadly the difficulty is very low in general. No limit to upping stats from BP(well aside from the actual raw stat limit of 99) means you can quite easily become overpowered just by focusing offensive stats.

I did my playthrough without touching any training missions(granted the major loss is less equipment choices rather than BP) and one of my characters still became powerful enough to one shot one of the bosses at the third map from the end.
Dudu(C) Feb 4, 2021 @ 2:35pm 
Hmmm not really, I'd say this is by far the easiest of the trilogy, although the final boss IS a considerably harder than the rest of the game.

If you completely forfeit grinding and use only the BP you get from the main stages, it should be a fun challenge. Imo it's not even only that some enemies are too weak, but more that we outscale them WAY TOO MUCH in stats.

It is kind of a shame design-wise, since it pretty much kills most of the tension in the final act of the game, like... Given how 'strong' the Abh-Kamus should be plot-wise, being able to OHKO them (including Hien and Hauenkua at stage 33) really... kills all the tension regarding them. Same can be said about the boss of stage 35 really.
Typecero Feb 5, 2021 @ 9:45pm 
One of the weaknesses of using the DLC characters is that they have also unlocked "more chain combos".

You can compare the CC of the original characters in this game to the MoD and MoT characters, and you will find you get at least 5 chains to upgrade to. Most of the original characters go to 3 CC (eruruu, Teoro, the Archer Twins, Maybe Haku as well?). An additional healer in Nekone also trivializes alot of encounters. Have Eruruu on one side, and Nekone on the other side (she also gets the added benefit of being a half-magic user in terms of DPS), and you will find you can hold off bosses with ease (what would have been a threat before, as Eruruu was your one shot at saving a nearly-dead character.

Oboro is probably one of the outliers in terms of raw damage and CC compared to the MoD and MoT characters.

I also don't see to recall the original 2002 game utilizing equipment, items, or chain combos.
So while they gave you more options to make yourself stronger, you will find that this benefit is not given nearly as much as it should have to the AI as well.

Give them full revives, Zeal Restoration, more Single-Target Rings, equipment with attack or defense, and stronger heals.

Because even when the enemy uses items or equipment, it is the bare minimum, and barely serves to turn the tide of battle.

The most you can screw up is running into a "co-op chain attack" by the enemy that one shots a character.


So yeah, you are looking at an easier game. More benefits for yourself and your team, but not nearly as many obstacles as these additions to the game should entail.
Dudu(C) Feb 6, 2021 @ 6:27pm 
The one thing Prelude has going for it in difficulty, is that debuffs are REALLY strong here, the way you can't get zeal when poisoned, or lose all your zeal when you get dazed, really makes them fearsome, which "would" add a nice layer of strategy to the game.

But the major problem remains that enemy stats just escalate too poorly compared to ours. I can get behind it on normal mode, but for hard mode it would be better if they were MUCH more beefy. Like it's okay for regular enemies, but most bosses should have their HP doubled, heck, some bosses should have their HP tripled even, because they just.. pop so easily.

Since the focus of the game is the story it isn't that big of a deal, but it is valid to point out imo.
Mechanicalfanboy Feb 6, 2021 @ 8:30pm 
Originally posted by Dudu(C):
The one thing Prelude has going for it in difficulty, is that debuffs are REALLY strong here, the way you can't get zeal when poisoned, or lose all your zeal when you get dazed, really makes them fearsome, which "would" add a nice layer of strategy to the game.

But the major problem remains that enemy stats just escalate too poorly compared to ours. I can get behind it on normal mode, but for hard mode it would be better if they were MUCH more beefy. Like it's okay for regular enemies, but most bosses should have their HP doubled, heck, some bosses should have their HP tripled even, because they just.. pop so easily.

Since the focus of the game is the story it isn't that big of a deal, but it is valid to point out imo.

MOD/MOT got around this by imposing maximum limits and scaling costs for BP stat increases so they definitely had options to make PC stat scaling more in line with enemy stat scaling. I guess the end goal of Aquaplus was to present something that is as close to the game they were remaking as possible though so that's why there's no cap on raising stats. (beyond the hard cap of 100 points).

Mind, I think MOD/MOT ran into the same issue of being too easy once you did manage to max out all your stats but that's a fair bit of grinding as opposed to here where just storyline missions could get you an Oboro with >80 atk by the end of the game doing only storyline missions due to his high availability and low bp cost for attack growth.
Kiru Feb 7, 2021 @ 5:37am 
I don't think you want a really hard srpg bundled together with a visual novel. I've played a game where every battle is tough and extremely strategic. Not dice rolling, strategic. If you'd lose, it's your fault. Battles ended up around 20vs40, lasting easily an hour. Once you are done with one of those beasts, all you can really say is: It's fun but REALLY exhausting.

You can design battles very well, and make them strategic, but that can end up more exhausting than fun. To me the goal of a strategy rpg is, that I have to at least somewhat think and be careful. This game offers that even on normal mode, provided you also get all drops in a stage. Doing so requires things like purposely ignoring the boss, so you defeat all other enemies.. and rocks and barricades. Or actually leaving your safe haven to get to this damn rock out in the fields where tons of enemies spawn.

I've only done like what, 8 maps, and just unlocked the training thingy, but given how hard also exists, it's probably just fine. Game makes you think, but isn't so brutal that there's just one solution to the puzzle. Well, outside of maybe map 1 hard mode.
Last edited by Kiru; Feb 7, 2021 @ 5:38am
Miuna Feb 14, 2021 @ 2:48pm 
I haven't brought this yet but it is sad to read as the original version of this game was seriously tough outside normal, it got harder and whilst a older not to great system, it could mean investing in characters who aren't relevant to your team would make it impossible to complete (though this was for the hardest modes).
Whilst i wouldn't wish to see that, i would of hoped they maintained some of the toughness as the game required you to actually think of who will do what roles to keep your team going to clear levels.
Lapu Feb 15, 2021 @ 2:26am 
Lmao this game was piss easy. Played on hard mode but if you level everyone equally, there is no difficulty at all. Just don't rely on one character exclusively, otherwise you will be in deep ♥♥♥♥ when they take them away. Though I might have a very biased opinion since I am comparing everything to Fire Emblem Awakening Lunatic+. After experiencing this hell, you know what's difficult. The only thing I detest about this game is that they purposely prevent you from attacking some enemies during the story because "InFiNiTe dEfEnSe LoL". It's just poor implementation when I can oneshot them immediately after they decide to give them believable numbers.

Well, my point is that it was just the right difficulty for me to be enjoyable (not too easy and definitely not too hard).
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