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*I mean Legend of Zelda series as a whole, since most games in the series are linear.
I really like the changes made to the melee system and to combat in general. The submissive/dominant system, despite its silly name, makes it natural to tell when to keep attacking in melee and when to back off; in comparison, in Rabi Ribi bosses stop being stunned at what feel like arbitrary times, and occasionally this would result in a surprise hit that felt very frustrating. I do agree that there are rather a lot of sigils and they blend together, but eh, I like more-ish stuff so I didn't mind.
The boss fights feel much more elaborate but Hard on Tevi is too easy for me to really tell much about the pattern design beyond the spectacle. However the spectacle is very cool. Honestly Hard felt way easier in Tevi than it did in Rabi Ribi; I'm looking forward to playing on harder difficulty levels later. I am a bit worried it'll make fights drag; hopefully a mode similar to "Critical" in Kingdom Hearts is added at some point.
The area design is much better in Tevi, and the enemies feel much fairer. Rabi Ribi had a lot of baddies that you just fight from long range because you'll get clipped by something if you close in. It's a good thing, too, since traversing zones is much more of a part of Tevi than it was Rabi Ribi.
I do miss the unique structure of Rabi Ribi, with a nonlinear world and a host of boss fights to enjoy. The bosses in Tevi are longer but there are many fewer of them, and of course there's usually only one way to explore. It's still rewarding to explore "side areas" but much less so.
The area music is a step up in Tevi from Rabi Ribi. I thought it was great all game; standout tracks include "Morose", "Blushwood", "Heaven's Valley" and "Snowveil". However most of the boss music didn't make an impression on me.
Rabi Ribi's bright colors and cheeriness were a delight and a mode very rare in the genre, so I do miss it. It's not really fair to criticize Tevi for having a different vibe, of course, and I think it conveys its own charms successfully.
I do have mixed feelings about Tevi's story and plot. On one hand, the voice acting performances are great (as one would expect from its absurd cast), and the character designs are almost all really good and fun too. Celia stands out as having really fun and evocative facial expressions. On the other hand, the plot itself felt a bit melodramatic, and I would have appreciated more opportunities later for the story to make Tevi herself seem more impressive. Rabi Ribi of course had a very lightweight plot that never made much of an impact on me one way or another.
I really enjoyed both games!
It's actually recommended to play one difficulty level higher than you would in Rabi-Ribi. I played Rabi-Ribi on Normal, so for TEVI I started on Hard, and upgraded to Hard+ after chapter 4. For both games I also refuse to use consumables. (I buy at least one of each for the sake of completion though and then waste them.)
So far I can confirm that Rabi-Ribi on Normal and TEVI on Hard have felt similar, at least for the boss fights. Enemies in TEVI are considerably more dangerous due to sparse healing, though.
But maybe it does come at the cost of the magic attacks being a bit less interesting. You can go pretty much the entire game with no issue using only the A-type shots for combat. (The other types at least have some puzzle-based applications.)
Ah, that makes sense. Maybe I'm wrong about this, but when I played Tevi I was under the impression difficulties over Hard needed to be unlocked, so I never even considered raising the difficulty. But I am looking forward to revisiting the game at a higher difficulty level at some point.
I'm grateful Free Roam even exists at all and that's something the vast majority of Metroidvanias don't have. Like, imagine if could wander wherever you wanted in Metroid Fusion without plot gates and railroading.
Yeah but the point is that if Rabi-Ribi was able to be open AND have the story on the same mode, there's no reason Tevi should get to use a special mode, specially to band-aid a problem IT decided to create
It would be as if to compare RR vs Tevi difficulty, I decided to compare Hard+/Expert Tevi with RR Bunny Hell mode so its 'more fair'
Yeah it would be cool
But that means that railroad is the intended experience
With Tevi, the pressence of a Free Roam mode is almost an admission of "Yeah we had to gimp the exploration in service of the story"
When it comes to story in games though I prefer how Hollow Knight does it, telling the story through the environment and keeping dialog sparse. TEVI’s story is getting pretty tiring and reminding me why I don’t play JRPGs that often. They could’ve just written a book or something.
The only time I felt Tevi did this was with the Valhallan underside aka Cloister of Redemption
But then again, unless its decay, the game is constantly adding stuff that only matters for an hour or two and then is completely forgotten about
I finished the game yesterday and the more you near the endgame, the more the game throws out surprise plot twists and asspulls with (to my recall) no sense of subtlety or foreshadowing
I would almost go as far as saying the plot is, while much more elaborate, about the same quality as RR's; Its just that RR's is considerably less wordier
Idk, "Empress Dahlia" was actually foreshadowed if one was paying attention to what Vassago was saying about her and Cyril, and maybe what Memloch says in the opening cutscene. Actually that twist I don't even mind considering what Celia says about how human society values the illustrious individual and places them above all others; in their eyes there's no "second place".
Revenance though? I got nothing. Well the decay manifestation was actually hinted at even in the opening cutscene and her sprite being partially green in one of the flashback cutscenes and the final boss, but I'm not a fan of it being sentient. The only thing I can think of is Celia saying that spectres display signs of intelligence that transcend basic instincts.
There are hints strewn out here and there but most of them are extremely subtle.
My opinion on it has definitely changed over time. Initially, I actually felt pretty good about the story and characters. I cared more about it than I ever did in Rabi-Ribi. But by chapter 5+'ish it just... got too much, and especially in the endgame. New characters and plot points introduced left and right, some of which are promptly dropped or forgotten about. Felt like I didn't get a good reason to feel invested in most of it, in the end. At least I like Tevi herself.
The combat i like more in TEVI, even though it was already my favourite thing about Rabi-Ribi. Big fan of the large amount of sigils that lets you customize how you wanna deal damage. Melee is a bit cooler with the addition of more special attacks.
Exploration.... ehhhh. Yea I'm not a fan of there not being any hidden techs in the main game mode, and that all the main traversal upgrades are locked behind story. It felt annoying just how many times I tried to tackle a hidden item/area after getting a new traversal move, only to find out that NOPE, still need even more ♥♥♥♥. Basically, it almost felt like a waste of time to try to explore thoroughly in the beginning or even in the midgame. Because there's so much ♥♥♥♥ you need to unlock through story progression.
I picked Expert, which is the hardest difficulty you can start with, but it's easier than Hard was in Rabi-Ribi. By the midgame I never died to any boss anymore. The game can't keep up with the powerful sigils and stats you get.
Overall it was a fun game. Fun (but easy) boss fights. The story in both Rabi-Ribi and TEVI are meh, but unlike Rabi-Ribi's story, the one in TEVI feels like it gets in the way.
This is what I was thinking all this time but never found the words, ty
Maybe that's why I'm so intolerant about the structure of Tevi;
It was sacrificed for the sake of the story... which if most of the players are to be believed, they started skipping and zoning out of
Frankly the more I think about it, I'm almost thinking if this game should have instead just been stage-based, up until the later Chapters it gains almost nothing out of being a Metroidvania