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My issue with the game is the cutscene system and how it and the game world design makes me feel "disconnected" which usually doesn't happen in other linear JRPGs. Every time the screen freezes it feels jarring and how you enter the first time in some areas without any traveling by just popping up there, which makes the areas also feel disconnected separated levels sometimes.
That said, I don't have issue how the game plays with controller at all outside of crappy menu navigation. I really like the combat and it keeps getting better the more skills you unlock. The story gets interesting as it progresses and I like the characters even some of them feel rather generic.
Sounds like this game just isn't for you if you don't like how the combat feels, cutscenes and linear game design.
What are those "proper games" you speak of? If you want opinions, there's plenty in the reviews. But yeah, you are comparing apples to oranges. This is not an open world game - and so are most of Bandai's games as well as JRPGs in general. Not quite sure what it is exactly that you are criticising here.
And while we're at it, let's look at your complaints, shall we?
It's a hack'n'slash / JRPG, complaining about M/KB controls being horrible is a nonsense. As for the controller, I would like you to elaborate, because so far I had no issues whatsoever.
Makes sense, because it's a linear game.
Again, makes sense, because at the start of the game you have a very limited moveset. The more you play, the more abilities you can unlock, making the gameplay more diverse. Nothing surprising here.
That's the problem I mentioned earlier. Instead of treating the game as its own thing, you went in expecting something completely different. Of course you ended up being disappointed. Like, duh.
The cutscenes are done in a VN style. It's okay if VNs are not your thing, but it doesn't mean they are "low effort".
All in all, yeah, you do compare apples to oranges, that's exactly what you're doing.
Just want to put in my two cents here on a few things because I agree with what your saying,
M/K is actually rather smooth considering it's a Namco game. despite that I'd rather use a controller. My only issue so far is that keyboard prompts CONSTANTLY show up when pressing my buttons on my controller. It's a tad annoying, but oh well I can live with it
Looking at their games, it seems the only thing that actually matters to them is "Is it Open World" so I guess they didn't look at any gameplay before trying the demo. Which at least they tried the Demo first so at least that's better than buying it and giving it a negative review because "bad game linear"
Only real issue I have with the combat is that the dodge time is hard to understand, other than that it's mostly on my lack of ARPG skill, I imagine I'll get used to it eventually.
This is the bigger issue here. People really need to stop going "oh this game looks like this just from screenshots so it MUST be exactly that" and then either condemning it or making their expectations through the roof. It just doesn't make sense, especially when the games have no relation to each other.
I agree that the cutscenes aren't low effort per se, but they definitely do not feel good within the game. Watching it cut to stills is just a very jarring and immersion breaking experience for most people. Very weird design choice here IMO.
Find something else.
Also, K+M works just fine, I've been playing that way for 40 hours.
I wouldn't be surprised in a sequel with more budget that it's the first thing they change.
That's not what the game is advertised for so that's borderline scam. :)
Story could have been writted by a kid fan of Nier, Kiznaiver and something with time travel.
Twist and turn ? After 30 min in game I knew who we will fight at the end, who's gona die and everything. The only plot twist I didn't see coming was cause they were so dumb that it was impossible to see it coming.
Yeah it's a passable game but it's such a disapointement. Combat could be way better if the team just tried (they gave up considering since chapter 9 you have a save point and a vendor after EVERY room).
Oh and "Wanna sleep on A2's thighs" is here, hey kiddo how it's going still defending your baby ? Where is your buddy ? Oh and still waiting for you on my review. Back to the topic ?
No it's not, it's like that till the end on almost every fight and on every boss.
Mmm a bit condesendent did you gorget to put your shinywhite knight armor ? Kinda true but you can't expect someone buying a new license to not do that right ?
Still can't believe you continue with that. It's low effort considering that's a Namco Bandai game and have good writters behind it. And even if they've done it for like 50% of the game but here it's 90% even crucial point of the story is like that and it's juste boring and don't entice people to follow the story. They don't put effort on it why should we ?
Yeah wow so unrealistic to compare other JRPG of the same brand made by the same team to each other. How dumb of us. :')
And to remind people about something considering budget. It's no our ♥♥♥♥♥♥♥♥ problem as customer. They"re short on time ? They spend money to add some extra manpower and reduce the gain in order to not reduce the quality. And if they don't you don't defend them you tell them that was a ♥♥♥♥♥♥ move and they will not do it again.
You like the game fine you wants more ? Better ? Tell them what you dislike. Spoiler alert that won't change the fact that you like it, just maybe a tiny chance to make the next one is even better. That's why you do HONEST review or you just don't.
"you dont like it dont play it" "it just not meant to be that way".
so, just to throw the ball back:
genre/linearity - nah. ive played a lot (nier, MHW, TOS, XB, Bayonetta etc.). you can make linear levels really well (the most linear one would be bayonetta, which could go as a "sidescroller" as linear as it is) but you dont have stupid walls everywhere. you dont have magic streets you cant cross. it is just not well implemented. and hack and slash... well.. i feel this is more like a combo-arcade game than a hack and slash. due to the prompting and chaining, which does not feel fluid. maybe you could say rhythm game in the sense the souls genre is practically a rhythm genre. JRPG.. eh.. thats even more of a stretch. VN with interaction - yes. JRPG - no.
gameplay /fighting - eh, from what ive seen online and read from others, no. the basic gameplay loop does not get better. you get different attacks, but the principle does not change.
expectation - oh, if they post screenshots that suggest a certain style of game and i interpret it that way its my fault for expecting what was shown to be true? why not show the half assed VN UI windows (black boxes) or the limited gameplay loops.
cutscenes - yeah. mouth only animations and no effort into the windows. as said, they could have put in more animations, proper frames around the VN windows etc. make it like a hologram or something blended into the world, not just a magically appearing immersion breaking text wall, with low effort animations.
other stuff - the permanent prompts are quite annoying. MKB.. yeah i dunno how people call that "working" or "good", you cant really look around as you can in most other third person games (like FF or xenoblade). the controller CAN be rebound, but some of the combinations or conflicts still make it for a non-enjoyable experience.
for the guy asking for examples:
first sentence in initial comment. xenoblade and tales series are two of them. :)
and finally: me no like, you like. easy as that. some of the things we might see or perceive different. maybe it is apples to oranges but on some fundamental levels, this game is not fulfilling. it is not bad, but not a masterpiece (like most tales) either.
to quote a great man: not great, not terrible.