Ki_Suave
2012
The bosses are the major highlight of this game and where combat shines, all except that final boss. At that point, I wanted to say stagger is good but shouldn't be centered, it should be supplementary.
The general gameplay loop of "side quest life progression" felt awful. 85% of the game was just busy work and real no connective tissue for the series. I get "hey, I want u to engage w/ the world" but barely any side-quest had great stories. I respect the effort tho, this is an idea that could be returned to, but modified. possibly in a self-constrained area instead of 2-3 areas at once.
Music, Cutscenes, and Animations were all great tho.
The general gameplay loop of "side quest life progression" felt awful. 85% of the game was just busy work and real no connective tissue for the series. I get "hey, I want u to engage w/ the world" but barely any side-quest had great stories. I respect the effort tho, this is an idea that could be returned to, but modified. possibly in a self-constrained area instead of 2-3 areas at once.
Music, Cutscenes, and Animations were all great tho.
2012
2022
2005
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1997
2011
2021
This isn't a terrible BD entry, but a mediocre game in the general gameplay department in a class-based game
On the equipment weight, I can see what they were trying to do, create a little game w/ equipment w/ cost/benefits. But it ended not messing well w/ the battle system at all. I felt like I was playing I was playing FF5 w/ bad atb system & more information presented, but worse class design which is my next point.
This class design in this game is very just janky slapped together. Why am I learning tier 1 magic at different levels? Why is this passive not even useful in its own class? Why is this passive saying roughly/maybe? Are y'all not confident in what you made? Why am I more rewarded for spamming a busted skill than anything else? Forget the counter system, these bosses don't even get to interact after a certain.
But I can say the story is a bit campy which I like, The art is straight, and music good.
On the equipment weight, I can see what they were trying to do, create a little game w/ equipment w/ cost/benefits. But it ended not messing well w/ the battle system at all. I felt like I was playing I was playing FF5 w/ bad atb system & more information presented, but worse class design which is my next point.
This class design in this game is very just janky slapped together. Why am I learning tier 1 magic at different levels? Why is this passive not even useful in its own class? Why is this passive saying roughly/maybe? Are y'all not confident in what you made? Why am I more rewarded for spamming a busted skill than anything else? Forget the counter system, these bosses don't even get to interact after a certain.
But I can say the story is a bit campy which I like, The art is straight, and music good.