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You and the boys woke up in full force today huh?
Why?
SMT 4 for the record is very good story writing wise while being a hype game. Most of the old games are strong but its hard to recommend FP dungeon crawlers to people.
I have SMT5 in my library already, and I plan on playing it eventually, but that's not really the issue.
I just feel like there's a key part of Metaphor that I'm somehow missing. The story is nothing, the combat feels broken, the time management feels impossible because they only give you ten days to do way too much stuff, and the characters are just empty archetype slots with no personality.
Based on stuff I've read and seen so far, the game seems insanely grindy and full of cheap pitfalls that severely punish you for spending your time the wrong way. The idea of being robbed of progress that way is extremely off-putting.
I really don't wanna be a hater, but I genuinely just don't understand.
i have no idea how the combat is "broken".
the time management is quite liberal, you can do everything in the game before the game ends, i can say that at this point considering im in endgame without anything not complete.
and "characters are empty/no personality" is a pretty subjective opinion, while you do their social links you can very clearly see their personality stand out, if not the main story itself.
but yes, jrpgs tend to be grindy, persona 5 was as well, but i haveb't seen a single "pitfall", unless you consider "didn't level up social links you were told to level up" a pitfall.
:)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
Does it ACTUALLY tell you? Or does it just ambush you with a game-over if you didn't magically know you were supposed to do it?
I just don't understand what the game wants from me in terms of combat, because right now I only have one character who can actually do damage, and for the other two I just skip their turns because they're useless. I spam the same single-target spell over and over again until everything is dead. I'm in the first dungeon on normal difficulty and if the enemy gets to take their turn, my entire party dies.
Going for coverage with your team clearly doesn't work, going all-in with three of a single archetype also won't work...What are you supposed to do?
It feels like trial and error, in a game where you have no room for error.
what the game wants from you in terms of combat is to, specifically: hit the enemy on their weak points, every time you skip a turn you either reduce or outright waste a time slot, so you should never be doing that unless you truly cannot do anything with that character.
if your character is being useless: it is time to swap out their archtype, or inherit skills that you have seen constantly needed in the dungeon you are in.
you use the first dungeon as an example: a dungeon where there is a lot of undead, which are weak to light damage (and strike damage? if i remember right) so fundamentally each turn you should be casting light or attacking with strike damage.
i have never really seen how going all-in doesn't work, but my first team comp was a mage (cause there were several weaknesses to their damage types), a healer(both strike and light damage) and a..monk? which is pure strike with high crit rate, which means every single enemy in the dungeon was weak to something on every single character.
i have never really felt like i had no room for error, so i should ask: are you playing on a higher difficulty? cause on normal you should be able to kill enemies before their stun wears off, if they aren't mini-bosses.