Xicatrice

Xicatrice

released on Jun 29, 2023

Xicatrice

released on Jun 29, 2023

Around 100 years since superpowers awakened in society, the Anti-Abnormal Unusual Talent Team (AUT) was created to prevent incidents caused by those wrongly using their powers. However, as these efforts became strained, the Reserve Anti-Unusual Talent Team (RAUT) was then formed to assist in tackling such conflict. This group is made up of the aforementioned students. Now, in 2023, the protagonist is a former member of the AUT who lost their powers after an unknown incident.


Released on

Genres

RPG


More Info on IGDB


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I'm writing this review 27h46m into the game, at the third to last battle event in the game.

If you've played Fire Emblem Three Houses, the general flow of this game is pretty similar: You go through a calendar scheduling classes for your students, improving their stats and making them learn skills; then about every month or so there's an event where you have to go into combat.

Problem with this game is that the combat is absolutely miserable. Battles consist of the player having to choose from one of four suggestions from your students as to what action to take in battle, and you can only take that one action per turn. Later on there's passive skills as well as some other mechanics that allow you to do some extra stuff per turn but you're mostly limited to one action each turn.

But even then sometimes your students will refuse to suggest using their multi-target skills on groups of enemies or your healer simply will not bring up their healing spell despite stubbornly suggesting using it turns before back when you didn't need it.

No matter how far you get into the game and no matter how many skills your students learn, you will always feel just as weak as you did in your very first fight, and your students' attacks will always feel like wet noodles. However, since the game has pretty little combat all things considered, the game feels the need to make it so that every single enemy in the game takes an obscene amount of time to kill.

The game lets each of your seven students have four different skill loadouts, I suppose the intention being that you must build 28 different loadouts for any possible scenario. The issue being that that is such a hassle to do, and the massive skill list inspires such choice paralysis that I found it very difficult to tackle this the way the game apparently wanted me to.

The game has a system where you can start over from the beginning with several bonuses after each restart so that every future run is easier than the last. I figured this meant it was gonna be a somewhat short game that required several runs to achieve the best ending. However the game ended up being decently long and the bad endings really easy to avoid.

The story was also just deeply uninteresting. None of your students are outright awful characters and I didn't really dislike any of them but they're all pretty dull and generic and this made it pretty hard to care about the story, since the majority of it is so focused on them and their problems.

I was so close to beating the game that I figured I could just power through, but the game hits such a huge difficulty spike in the last few months of the game that I just lost all patience for the game. Enemies were now able to decimate my party with very little effort and battles could easily take over thirty minutes each.

As I said, the story wasn't interesting in the slightest so at that point I felt it just wasn't worth wasting any more of my time with this game.

I was pretty intrigued by the admittedly amazing cover and the raising-sim-like mechanics of the classroom, but I would suggest anyone who's curious about this game to just avoid it.