Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
What about the text?
Just to explain my mindset going into this, I'm about half-way through Persona 5 Royal (80 hours played) which is very text heavy, and I wanted a short break to play something more faster paced / action-y before going back to it. Saw that CrossCode was leaving Gamepass, and remembered that I really wanted to play it a while ago (own it both on Xbox and here on Steam), so it's the game I picked for my P5R break. Wondering if it's a good choice or not.
If there's anything I've never heard in 35 years of gaming, it's "I wish games like Secret of Mana and A Link to the Past had A LOT more jumping puzzles".
It's simply mindblowing that someone thought that what the 2D top down pixel arts games needed the most was jumping / heights based puzzles. Maybe I'm getting too old and my eyes don't see as well as they used to, but all I see is a flat map where I'm somehow supposed to see how high each ledge / platform is.
I know RPG Maker is versatile and can work with a lot of different concepts, but seriously, not this.
Its normal to be confused by its layout, sometimes I get confused too. What I do to prevent this is by aiming at the cliff so you'll see if you are higher or lower than the cliff, shooting there helps too. Helped me out when I feel confused.
To add a further note, combat can be challenging too later on as well. Its not just visual novel. The game actually delivers challenges for both combat and puzzles. The story has a nice touch to it.
and its not really about eye sight, its more about the abilty for your mind to create a 3d layout of it.
minds work differentlly and when it comes to imagination (based on phillosophical self-tests more then neurological test) my abilty to imagine is pretty bad compheard to the averge, but i excel at making 2d images into 3d layouts in my mind (based on the fact that i was pretty good back then in my technical enginering modeling classes,when it comes to using 2d technical sketchs and making 3ds models it just goes smoothly for me).
i have no idea if its possible or if you even want to "train" this abillity but i do belive its a good trait to have if youre working on technical stuffs like this. [/quote]
But, if you really are immovably averse to the verticality, and the puzzles (which to this day I admit are more than a touch too abundant in this game), Secrets of Grindea might be right up your alley. It's a very firm place holder for second best for me in this barren "Manalike" genre with much less dialogue and way, WAY less puzzles. It's been in development for about the full lifespan of a dog, but it really is in the home stretch now, and there's nothing stopping you from playing 95% of the game right now.
It's...not RPGmaker. XD
It's some kind of HTML5 wizardry.
As someone who does a LOT of RPgmaker, I WISH RPGmaker could do stuff like this.
Still, if the parkour puzzles in the overworld are a bridge too far for you, oh well.
It requires patience and understanding how the puzzles in this game work. It gets easier when you figure it out. Giving up on the spot wont get anywhere, although doing it later would work too since I remember giving up some stuff and did other things. Which I later come back, do it and succeeded.
first of all, the tutorial was super boring for me up until u get out of the first city and start killing things where the game starts super slow (still fun for me though).
second of all, if u focus only on the main quests u will see more dialogue than if u do sidequests too (since sidequests have less dialogue and more killing).
as for when i REALLY started enjoying the game... the moment i entered the first dungeon(which i wanna say around 10 hours, doing sidequests along the way too) and the whole rest of the game.
but yeah, if u dont like story/dialogue games, this1 isnt for u
I'm not sure if I found the tutorial boring but it dragged its feet IMO. Maybe that indeed is just a synonym for boring. Both the ship and the Rookie Dungeon serving as a tutorial was a bit too much for the pace, even moreso when compared with the starting sequence with the black-haired girl, which was way smoother. I guess RFG realizes that since the option to skip tutorial in NG+ costs 0 points. I understand the care to teach players everything they need to know and gradually build upon previous lessons, but I think the ship part of the tutorial could have been compressed into fewer rooms/more being taught per room, fewer transitions and waits for the Crossworlds capabilities to be initiated (enabling Charged Shot, enabling Melee etc.), even without cutting out any lessons.
And well, no. The game isnt super text heavy. It basically has story moments, pure open world combat moments, and temples, which means puzzles.
The puzzles are really well built and tbh i had no issues with the platforming. If anything the super tight controls make the platforming great. I agree it takes some getting used to to have height in a 2D game but imo all the important puzzles are easy enough to figure out.
the fun in the game is split between combat and story. The combat can be either just for fun (for me)or for grinding.
It should be noted its possible to win without really having the need to grind. Just get better gear and know how to fight thats all. Grinding is just a small bonus unless you intend to get new skills, which does make a difference.