At the end of the day all that matters is the experience the player has with this epically crafted story. There are several complaints to be made about the story, sidequests, battle system, character writing or overall balancing. But I'm not here to make them. FF16 plays like a gem nearly the whole time, with the boss fights being the very large cherry on top of a handful of cakes. I laughed, cried and always wanted to see more during my playthrough.
It has some rough edges and builds a beautiful foundation nontheless. It is not for everybody, but oh hell did it click with me.
Rushing into New Game+ never felt so easy. Just to experience it all over again.

This is a great recommendation for everyone who always wanted to try a city building strategy game, but was too deterred by their complexity or did not want to spend so much time getting behind the mechanics. It takes virtually no time to understand Terra Nil and how to get around. Usual playtime will be 5-8 hours and it is very much worth it for everyone who looks to get into a cozy game that has a low difficulty scale.
I enjoyed my time very much so far and got to 100% quickly. Even compared to other strategy games, there is nothing like it and I look forward to any updates in the future.

It was good while it lasted and way better than every other MTG online game in the past 15 years. There are two main reasons I stopped playing after around 450 hours.
Regrettably, to play more of the fun formats (Draft, Sealed) you need to play a lot of unpleasant Standard matches. The unstoppable force of a new expansion every three months seems like a breath of fresh air in theory, but instead emerges a nuisance. Most high-level decks are only valid for this particular frame of time and have to be updated or discarded afterwards and even if you were to put many hours into this game, every cycle there'll be around 1 to 2 max that can be crafted through the wildcard system. Unless players have loads of money left to put into it.

The other reason consists of the incredibly boring grind in ranked matches. Arenas reward system works great and is fair when other games are considered. The battle pass yields a lot of prizes and is worth to get for every new expansion. But to climb in the ranked system it's required to win at least 72 games more than you lose as every win counts 1 or 2 points and every loss subracts 1. There's no other dynamic and whenever I had more time in any given month it was possible to get to the highest rank. After three years I just can't be bothered anymore.

I still love MTG as a card game. One person can only play so many games in their life and this was definitely one of them.

The second playthrough fell a bit flat, but the game remains great nontheless.
Triangle Strategy features an intricate story that can be played and enjoyed multiple times, as intended in the games' design. Decisions have consequences and shape the turn of events and players can see up to four different endings yada yada this has been done many times and what's actually setting this game apart: the story is pretty good on a subsequent try and if you enjoy political mysteries this game's gonna be a field trip. It's not the most complicated thing, but many twists can be foreseen just the right amount of time and a few will surprise you like red circles on a clickbait thumbnail.

Story-wise I cannot regret playing this again, but the gameplay elements were not balanced at all. So you really feel like the person responsible for common sense in game design did not show up for work at a certain point. Places visited before will not contain new items, and battles yield the same loot that they did beforehand. So you need high-tier materials and a lot of money and the game gives you three bananas. Leveling up in the second playthrough is more of a nuisance. There are plenty of characters to recruit and even more are playable in later playthroughs, but you cannot equip and pull up their stats fast enough and the game becomes a grind festivity. This is such an oversight in an overall well developed game.
As for positive elements of gameplay the developers outdid themselves on the flow of battles. Even though they can be long, it never feels boring to play them out. Difficulty can be changed anytime and whenever you lose a battle you don't lose the EXP gained by the characters. This is massive and I hope this will be the gold standard mechanic in all future games of this genre. Overall it was a nice experience.

How are game systems like these still a thing nowadays?
They had beautiful visuals, an engaging story and interesting characters to fill their world with. It turned out incredibly bland, boring and actually the game actively pulls every fun out of the experience the further you're in.

It starts out great until you actually have to do something to progress the story. Movement is very slow and every city & dungeon has chests planted all over them with items you don't need 95% of the time. Every side quest in the first hours is a fetch quest combined with a tougher encounter. My passion to play this game skyrocketed when the trailers came out and decreased every hour of my playthrough.
The following points hold this game back tremendously:

〇 The story heavily revolves around the mechanic to change the time period to the past or the future. You can also do this in combat. The design of enemies and most bosses actually discourages the player to use this mechanic. How do you develop this mechanic and then make every bossfight harder when used is beyond me. And then an NPC who is always with you can jump to either times in most cities. First of all this is executed so slowly and secondly it has a max range of about 3m. So you probably sigh harder every time you have to use it.
〇 The enemies in this game are weak to either physical or magical attacks and that is all you need to know about how to approach every encounter. They get more boring the further you go and have no variability. The combat also lacks any momentum to motivate the player about the time travel skill, as it's just faster and more effective to perform standard moves.
〇 Also random encounters as a concept is bad.
〇 To trigger mandatory or optional events the player has to follow the very specific route to do that. Dialogue, collecting items, jumping to another time etc. So if you want to do any quests in this game it has to follow a -> b -> c and cannot be done any other way. There is no real freedom to anything and no playthrough is a meaningful experience. It could have been a visual novel with no combat, though.
〇 The max party size is three and there are more playable characters beyond that. Everyone not in combat doesn't receive EXP and at a certain time a character has to leave the party for a little while and when he comes back he is the same level as before.
〇 There is no way to see all of your items. If equipment cannot be held on to by any character then you don't know it exists. Also equipment is poorly balanced, because you get access to very powerful parts about 1/3 into the story and afterwards you just stomp over every encounter.
〇 It's way too long and dragged out with a carbon copy of quests and cities beyond the first hours. I was eight hours in and realized there was about 24 more to go. At this point I already lost all motivation to continue.
〇 Achievements block each other out so you cannot master this game in one playthough. This isn't that bad, but noteworthy because why should you play this game twice.

read in any order

In the end they all got in the fucking robot.
Dislike anything mentioned? You will still enjoy the experience.
Into visual novels? They made a game just for you.
If the TV series Firefly was a video game.
This story slaps.
The RTS parts are fun, but not diverse enough in contrast to the way the rest plays out.
You will like the art style.
Incredible to combine so many ideas at once and it works out.

Playing this free content provided to the game is astonishing, because the gap in the last part of the story was enriched in such a beautiful way.
In the original game most tasks could become tedious towards the end as you bounce around places too often with only crumbs of content. With new characters and quality of life upgrades (such as Safe Travel which is simply a great idea) I felt like at every other part of the story: at ease. And at the same time it felt like a masterful balance act to include even more to the existing universe. There is a whole new island and just this combined with the background of Stella is a stroke of genius. Satisfying and admirable till the very last moment of Spiritfarer.

The developers really outdid themselves. At times I did not want to do anything else than to see what's next for these characters. I fell more in love with a game that holds a special place within me.
Kudos to Thunder Lotus

the amount of goosebumps I had was through the roof
I literally remember each day I got a new console over the years and this game is just a love letter to the past & future of Playstation

you play as a dude with an iron mask on and at one point in the beginning another dude deadass says "I can see how you feel just by looking at your face" lmao I knew I was in for a ride. such a funny game

great pacing
easy to read encyclopedia containing actual helpful information
could literally go forever I stopped at loop 69

How was this approved on PS4 in this day and age?

Some thoughts on the campaign system:
〇 Why is there no way to speed up time? Even higher difficulties have downtimes.
〇 You cannot re-organise any step in the technological tree. If you are completely new and go in blind, this will be a nightmare after 3-4 bad decisions.
〇 There is an incredible amount of arms at your disposal. Or you can employ hundreds of soldiers instead. Works either way. Why make the player go through so much painful research every level, when it's only the final mission that is tedious without great tech.
〇 Why have hero missions in your game if they add absolutely nothing after the first one? And then they give you soo much more points than a 90 minute campaign run. Tedious.

Free play is fine. Could last longer than entire other games.

The artstyle really was not poop or old at all. This is a remastered game before it came out what a time to be alive

Started with 1 PHY and the first interaction with a light bulb blew my head right off.
10/10 would blow my head off again

With 3 legendary weapons completed and everything else done and pretty much every single achievement possible this concludes my huge nostalgia for MMO's.
After the closed beta I grinded as many gems as I could and after a 3 year break I was probably Bruce-Wayne-rich and have sent so much random gold to players. A true gem in my life

Even People who profoundly avert the Musou genre should play this game, because it strips off many characteristics of the usual tropes. How ATLUS delivered state of the art storytelling time and time again over the past few years is beyond me. From characters to music to new style, Persona 5 as a franchise has been the biggest blast to play and contiunes to be a powerhouse of JRPG's and Strikers is no exception
Also this game has tons of references from JOJO's to internet culture to Shin Megami Tensei itself it's hilarious