20 Reviews liked by ahmedxd


Never have I seen a game abuse its status as a video game this hard, it never even once tries to convince you you're playing anything BUT a video game, it's batshit crazy, weird and the entire game feels like you're sick

But where I find a lot of it creative, funny or disturbing, I think much of the game is absolutely atrocious, the combat is bad, the navigation is bad, I know all of these contribute to the weird "acid-trip" like feel of the game, but it's just completely half-baked in its entirety, sometimes I genuinely felt like the game was trying too hard to be weird when it should've been trying hard to be a functional game at the very least

With an otherwise interesting story, I think the game doesn't strike a balance between weird and plain convenience very well. I guess a game should leave you different than how it finds you, and this game can certainly give you a taste of that.

"Master! We're in a tight spot!"

Man, I'm so disappointed. Not in the sense that Killer7 fell short of expectations or that it failed to meet them, that there has never been a game that feels interesting and unique, to which I can't seem to play. Born from the Capcom 5, Killer7 is nothing more than a weird and feverish cult classic born from the spirit of Suda himself. The Kill the Past series, or what I've played so far, is so innovative in itself. Flower, Sun and Rain, for example, unmistakably changed what it meant to be a walking simulator and had the story to tell the message to destroy the burden of your past. The mundane loop and gameplay , though tedious at first, hits slow and the game ends with one of Suda's strongest works in an outstanding series.

And Killer7?

I honestly don't know, I'm having a hard time getting anywhere far in the game. Weird Rail shooter/survival-horror-esque gameplay is probably not my thing. I don't like doing pausing and having to take my shots anxiously, I've always assumed this game to have fast and smoother action. The puzzles, in my opinion, do not match my assumed mood of Killer7. Weird, must-haves of survival horror are known their puzzles, Silent Hill 2, Resident Evil the works..I don't know, maybe I'll go back and try playing this. This is not a review or criticism of itself, in fact you should go install it and at least try it now. Just frustration that I can't seem to enjoy it as much as I wanted to. It sucks, everything surrounding the game is captivating and it tries to draw you in, but god it's a challenge to see this game's wonders. Just sadness, but nothing but respect for this title. Unsurprisingly, one of most bizarre works by Grasshopper and a style, direction and story that can never be replicated again. There will never be anything again like Killer7.

Except Hopper7.

Or Killer8.

"In the name of Harman..."

It looks and sounds really cool and the vibe is immaculate. The presentation is just so stylish. You can see the love put into Killer7, and the concepts presented are very novel and refreshing. It is a 10/10 in nearly every category.

Unfortunately it is not at all fun. Did not finish.

X8 is what you get if you decide you're going to fix X7 but somehow figure that the only issue with that game was the camera, which is an incredibly daft way of looking at the problem. X7 was going to be a bad game from the moment they started developing the tech for it, trying to map a fast-paced 2D action game to 3D, without much regard for preserving the way it played.

The result was a tedious mess with a long list of issues, which includes: awkward physics that create problems not only during fights, but while climbing and moving around on platforms. 3D animations that are just not as snappy as 2D -- achieving that requires a lot of polish -- resulting in a game that feels slower overall. Characters feel unresponsive, as attack animations are far longer and unnecessary additions such as turning animations are added. In fact, while the playable characters are the ones for which this issue is immediately noticeable, almost every enemy in the game has this issue too, which means that bosses feel stilted and unthreatening.

There's more: back when the games were 2D, there was a clear distinction between foreground and background due to distinct rendering styles (X6 is arguably an exception, but it's not a bar for quality). When everything is 3D and stuff flies into and from the background, that distinction is a lot harder to make, resulting in stages that are more difficult to read, and hits or deaths you would have seen coming from a mile away before.

This is also an issue with lighting, color, and the use of perspective. For the former two, 2D games enjoyed well-defined color palettes with defined edges between one stage element and the other. You could see spikes in your peripheral vision as soon as it entered the screen, thanks to their marked shape framed by the clearly understandable platforms, whereas now they blend into details on floors and walls. Details which, by the way, you wouldn't normally see, if not for the use of perspective to accentuate that yes, this is a 3D environment you're looking at! It looks pretty, but adds more noise and makes distances harder to parse compared to the 2D analogues.

The PS2 itself factors in, its relatively low processing power for a 3D console contributing to the limited visuals, slower pace, loading times, etcetera. Only after all that, then you have the design issues, including the camera that seems like it belongs in an RPG of sorts. But forget about the camera for a moment, and look at everything else that comes before it. Can a good Mega Man X game come out of that mess? It can't. And that's what X8 ultimately felt like: a sequel that removes the 3D gameplay from X7, but keeps most of the other problems.

Which isn't to say the game is an exact copy of X7, it did bring new ideas to the table, among which are some very cool ideas and some terrible ones. On the good camp, characters have been reworked and are much more interesting this time around. All of them are available from the start, and power ups are no longer restricted to the character that picks them up. Each of their main gameplay issues have been solved, as well.

X is now back to having two armors, the Hermes and Icarus armors, both of which are crazy powerful and can be mixed and matched if you feel like it. The downside is that they're ugly as heck, but I'll take it after X7's pretty but anemic Glide Armor. His charge shot is back to being good, since it covers a larger part of the screen and there is no lock-on mechanic anymore. This also means Axl loses the spot of top ranged character, but as he can now hover for an extended period of time as well as control the direction of his shots, he finds himself a niche in shooting things outside of their attack ranges.

Something that also helps Axl is a newly added mechanic where switching characters allows the character in the back to restore HP, encouraging the player to not focus on a single protagonist. Still, I prefer having Zero in the back, who still feels sluggish compared to his X4 incarnation, but his Z-Saber now reaches farther, and if it doesn't fit your playstyle, he can collect other weapons to use, like a glaive and a hammer. It's all very stylish, and while I personally stuck to the Z-Saber, I hear the extra weapons are legitimately useful on the Hard difficulty setting.

That said, to get those weapons, you have to go through the upgrade system, and this is where things gets stupid. X8 decided just picking up the upgrade in a stage was too easy. Not only did they make the acquisition methods convoluted -- I don't think most of these are possible to figure out without a guide -- but you also have to grind metals in stages to be able to equip them.

How grindy is it? About a third of my final playtime was spent away from the controller while the shoot button was held down and Axl farmed metals for me. There are faster methods than the AFK one, but it's still hours worth of farming, and you have to do it to get all the upgrades. To add insult to injury, extra lives also have to be bought with metals: the EX-tank is gone, the game is back to booting you to stage select on a game over, and if you want to have more than two lives, you're going to have to fork over those valuable metals.

It's an awful system. Better than rescuing reploids for upgrades and having to redo stages over and over, I guess, but still awful. And then again, you still have to do that, since backtracking is at its worst since X5. In fact, X8's stage design is centered around frustration more than anything else. There are two Ride Chaser stages that play like X7 stages on steroids and can just eff right off. There's a Ride Armor stage that's infuriating in how the armor handles, and in the wonky stage gimmicks that force you to retry dozens of times. There are spikefests that call to mind all of the innate issues to the game I've mentioned above. It's all awful.

There's also a ranking system for the stages, NG+, multiple navigators you can experiment with on stages, but god, I am not submitting myself to this game one more time, and neither should anyone. Mega Man X8 is a sad attempt to salvage the franchise, and puts a long-delayed end to a franchise that kept going for at least three games too long.

There's a good game here but the AI is complete dogshit. The handling is pretty nice though. I'd rather play a good game like Ridge Racer 6 or 7 instead tho

A big step back from type 4 which is very disappointing, with very repetitive tracks only taking place in one location again. If this was a sequel to rage racer it would be a lot more forgivable, but as a sequel to type 4 it is a sad attempt. Only thing interesting about it is its difficulty. easily being the most difficult game in the series

Buenísimo remake de un juego que en su época, tuvo que ser muy bueno.
Hoy en día se queda flojo en muchos de sus apartados, pero el lavado de cara junto a su duración moderada y diversión, lo hacen recomendable.

The short version is, that Star Ocean: The Second Story R is a good remake of a PS1 classic that includes a lot of helpful features and tools to make this a good way to experience the game for the first time. With updated graphics that are quite appealing in the HD Pixel art era that other remakes like Live A Live have been utilizing. There are a lot of interesting ideas that are explored in Star Ocean Second Story R, and it is something other RPGs could learn from.

The long version, is that the gameplay can suffer from being incredibly unbalanced due to the way that the IC system interacts with the combat system. The IC system offers interesting ways to have characters do out of combat actions that all interact with each other in very interesting ways that then help your characters get stronger. Leveling up alchemy gets you materials to then craft into accessories and blacksmith into armor and weapons when you have enough party members with high levels of crafting. Your writing skill allows characters to write books that help other characters to learn these IC skills faster, and publish specialty books that earn you money through the game at publication houses, and cooking gives you very good healing items with effects that can improve other stats. Beyond these are many more combinations that fit into this addictive system. However, the major problem is the combat system is also reliant on this, as there were large difficulty spikes which make it so that the game seems to want you to be investing large amounts of time into leveling these stats up when the game itself is incredibly short outside of the grinding. It is fluff to expand game time when the actual amount of content as far as the main story is short even if it can be fun fluff. The issue is it not being optional by the last dungeon and being required to actually stand a chance against the final boss, let alone the upgraded and enhanced final boss.

Characters were initially interesting, but in the latter half of the game they fall off and are weaker than PS1 contemporary characters, with some of the weakest female characters I can think of from that era. Rena while being a good character, suffers heavily from being an optional protagonist who is so reliant on her other optional lead Claude who is clearly written as the main lead of the story. So much so that when large emotional moments happen for Rena, they are often ignored in favor of Claude to give him more moments even on Rena's route when Rena arguably goes through much more traumatic things than him. It is very much ripe with the feeling that Claude is the main character, and Rena is just an optional character you can play as for a second play through if you really want to. The different paths also don't feel as distinct as I would have liked, with only minor differences between each route, which usually just results in Rena getting kidnapped and trying to escape vs. Claude rescuing her. The major difference being then in the PAs, the system by which small side stories appear for characters. On paper PAs are incredibly interesting, but they fail in the end due to a few limited factors. First, they are very short, and not significant moments for characters most of the time. Secondly, they are very congested, usually getting a lot at the very moment you unlock a new character, before becoming sparse and empty until the latter half of the game, where there are again very few of them. There could definitely be more of them. Finally, they also highlight how shallow the writing is for the women characters, with all of them being either boy crazy, hysterical, or clumsy in a cutesy way to the point where there were no women characters in the party that escaped unscathed. There are two NPC women that actually do anything to the plot that are not mothers, boy crazy, or something similar, and both nearly die. It is that dire. The men for their credit usually have more fun scenes and are more enjoyable to watch PAs of.

A lot of this is cut in favor of the various different endings of the game, which come in the form of different character pairings based on which characters in your party have the highest affinity like the Fire Emblem series. However, similar to the PAs, while there are 99 different endings like the game boasts, they are too short and feel very insignificant compared to the Fire Emblem endings that usually use paragraphs of text to convey things in a better manner that feels more conclusive. Many of the ones that I had gotten feel rather disconnected from the actual central ending which is the same. It might have been that I had just gotten some poorly written ones, but that 4 of the 99 that I had gotten were so rushed, short, and inconclusive that they left me feeling kind of hollow at the end is staggering, especially as I repeat how short the central scenario of the game ended up being.

Star Ocean: The Second Story R has very interesting and fun gameplay that for the time of the original release of the game was something that made it competitive with its contemporaries despite its relatively lower level of storytelling and characters. However, in the modern day with a remake of it, it just highlights all those flaws that other games have learned from since then.

Se me hace todo demasiado simple y genérico, sobre todo en historia y personajes. El gameplay es demasiado caótico, pero se salvan las disciplinas y la creación de objetos, que tienen sinergias chulas. Por lo demás es un juego que me dice poco. Me da pena porque creo que tiene muchisimo mas potencial del que aprovecha y varias escenas de Claude y Rena me han gustado muchísimo, les he cogido cariño. Tiene puntos concretos que incluso sorprenden un poco. Pero es que en general este juego y esta saga son como comer pan blanco

I genuinely don't understand the ratings... If this is the best Star Ocean has to offer (this was my first game of the franchise), I don't see myself beating any other Star Ocean game.

The game itself is good, couldn't have been remade better, all the QOL stuff, the mechanics and even the story has been changed up a bit but It's VERY hard to go beyond what the OG Star Ocean 2 was.

The music is good, not on Final Fantasy's level or Octopath but still VERY good.

The dialogue is very thin, but I found myself liking that a lot because the game respects your time in that regard, if it needs 5 lines to explain something it WILL take 5 lines and 5 lines only. That's the one thing that kept me going and interested even though the plot was the most generic thing ever.

When writting about the characters I need to make one thing clear, you may see so many party members, but there's only 2 characters, Claude and Rena. The rest of the party are just there for the sake of being there.
The main duo have some decent moments but they're both pretty bland and their relationship barely evolves until the very last scenes of the game. I like Kenny though but I expected more from him.

The story itself is, well, the most generic thing I've seen in my entire life. When the game starts I genuinely thought only the start would be generic. Then I saw how the game tries to pull an FF6 separating the game in 2 big parts in a pretty obvious way and I started to think that the first part being so generic was only the buildup for some grand, mature and filled with cliffhangers second part. Boy was I wrong... The second part is not only more of the same but it becomes even worse, drags you for no reason and presents a convenient problem that didn't exist fixing it in a very convenient way. The ending itself left me standing there like... That's it?

I have mixed feelings about the combat. It's fun and engaging but sometimes I felt like the game was very unfair. It's almost pointless to dodge because if you happen to miss you're pretty much dead and the enemies become sponges that gradually hit hard.

The art is MINDBLOWING. Incredible falls short, although I expect more mob and npc variety. There's not much more to say about it besides asking Square to keep going at it, because I love this new 2D style that started with Octopath.

Overall a good game, I do get that some people are getting hyped with how fun the game starts but I do think most of them haven't beaten it and will probably change their opinion once they get there. It's a solid 7.5 in my books, but I genuinely can't believe how anyone thinks this is the best JRPG ever with how many games do the same but better.

Antes de começar a análise, quero avisar que joguei a primeira vez na rota do Claude e não pretendo jogar a rota da Rena.

Star Ocean: The Second Story R teve um início bom, que da metade pro final começou a decair e tudo antes disso pareceu um grande filler. Personagens são jogados na party sem quaisquer motivos ou conexão com a história em si e não fazem sentido algum pro que está acontecendo, eles só te seguem e fica por isso (o jogo até tem um sistema de Bonding Event chamado PA, onde você pode ver coisas secundárias dos personagens da party ou ter uma interação com eles pra aumentar o nível de amizade que pode influenciar no final do jogo).

Fiquei desapontado, esperava mais, já que o jogo é bem aclamado pela comunidade de JRPG. Olhando por outro lado, os gráficos do jogo estão lindos, as cutscenes estavam maravilhosas e me animavam pra chegar no fim, pena que a história do jogo em si deixou a desejar pra mim. O bom é que a melhor parte do jogo era os combates e ver as paisagens, o combate também é bem parecido com o da franquia Tales of, o que me motivou mais a jogar.

Enfim, tive sentimentos neutros em relação ao jogo, personagens e história, e no final não me agradou tanto quanto eu esperava, podiam ter colocado mais algumas cenas aqui e ali, senti que algumas coisas aconteciam de repente de uma hora pra outra, ou enrolavam (como acontece no final do jogo onde falam pra você desafiar 4 testes e você estará pronto para a batalha final, mas não, você na verdade também tem que ir em tal local e derrotar tal monstro pra criar tais armas mais poderosas pra lidar com os vilões), broxante na minha opinião. É isso.

I was hoping that I'd really love this game but everything about it was offputting. I put 6 hours into it, which I think is a fair shake. Let's start with the story and characters- pretty by the numbers. You have to investigate why a bunch of bad things is happening and animals are becoming monsters. Your two main characters seem to be your typical jrpg protagonists. The writing is pretty weird at times. There were a few instances during my play that I thought aloud "who the f*** wrote this?" For example, my two characters leave a house, say 2 sentences, then the owner of the house comes out and says something "oh, what are you guys still doing here?" I left a second ago! Minor gripe but there were a few other similar things.
The gameplay... was not up my alley. In my withering age (34) maybe AJRPGS just don't suit me. Sometimes your party can get completely buttfed in a matter of seconds. The game knows this and offers you a chance to retry the battle which is nice... but I'd rather not get repeatedly buttfed.

What I did like: the weird amount of customization and skills you can delve into. Random things like writing and art, however I don't fully know what benefits they give. I also liked the "private actions," which are entirely skippable bonding scenes between characters that can affect your ending. And finally the game is pretty.

This review contains spoilers

Normally I don't rate games I don't finish, but I had gotten to basically the end of the game and had seen most of what it had to offer by the time I put it down, so I'm making an exception this time. I know this game is in its honeymoon period right now, so I don't want this to come off as me raining on y'all's parade. Have fun with the game, seems like everyone else is loving it, and I'm glad to see people are having fun. However, I did not, and I want to air my grievances about the game without coming across as some mindless contrarian who goes against the grain for internet points.

Let me preface this by saying that this was my first real exposure to Star Ocean. The demo for this game really impressed me, and I was really excited to play the full game when it came out. I wasn't the biggest fan of the combat, but I generally don't mind simple action RPG combat, so I let that slide, because I was really excited to see how the story would play out. When I was a couple hours past where the demo left off in the full game, that excitement quickly deflated as the game turned into the same "we need to defeat the SUPER EVIL GOD MAN" story I've seen a hundred times before, only somehow even less interesting, with some really questionable and dated design choices that ruined my experience with the game, even in spite of the QoL changes; so much so that I couldn't even bring myself to finish the game, despite being right outside the final dungeon.

My biggest problem with the game is pretty much the entire second half of the game, once I arrived on Energy Nede. The game was pretty easy up to this point, but the difficulty spiked tremendously here; when I was having even normal enemies smoking my entire team in a matter of seconds, despite it being the reverse back on Expel, I should have known that that was a pretty bad omen of what was to come. The enemies from that point on, especially the bosses, used every dirty trick in the book to make it impossible to win without grinding to hell and back to overlevel my team and level their defensive skills up, but even then, that didn't stop a lot of the bosses from stunlocking me to death over and over with their bullshit multi-hit attacks. Even after I set the difficulty to the lowest it could get, it still felt like it wasn't enough, the experience was pretty much the same. Dodging was so finicky and requires such precise timing that I'd get broken more often than actually dodge the attack; my party would get their shit blown, no matter how many times I retried the battle, despite several of them having capped HP and the best gear available at the time, no matter what strategy I tried; and even when I did a bit of grinding to overlevel myself, it was still the same result, every time. The last straw was the three Wise Men guarding the final dungeon; it felt like no matter what I did, no matter how well I executed my strategy, they'd always pull something out of their ass and demolish me after several minutes of wailing on their super inflated health bars, doing double-digit damage with the weapons that the story says are literally designed to destroy them. It was at that point, after probably an hour and a half of attemping that boss, when I just said no, I'm done. It's not like I was invested in the story enough to want to continue, and I wasn't having fun at any point in the second half of the game, so I decided to just put the game down. It's almost certainly just a skill issue, but I don't want to continue playing a game if I'm not having fun.

Speaking of the story...God, it's just so uninteresting to me; I have never been that uninvested in a story since...probably Callisto Protocol, a few weeks ago...bad example, but you probably get my point. It starts off with a really strong premise: Claude gets isekai'd to Expel while on a mission with his dad, completely lost and out of his element. After a chance encounter with Rena, he gets involved with the locals' troubles, despite explicit orders not to get involved with an underdeveloped planet, in an effort to investigate the planet's strange occurrences caused by the enigmatic Sorcery Globe in the vain hope that it'll lead him back home. It's a pretty simple premise, but acts as a fantastic hook. This could have led into so many interesting directions, but instead, the story feels like it actively forces itself to follow a generic, JRPG-trope-filled story that very rarely does anything actually interesting with that amazing premise. I get that this type of story was the standard for the time the original came out, but like, man, really?
That's not even the biggest part of my dissatisfaction with the story, because there's something far worse. The Ten Wise Men are by far the biggest offenders of my distaste for this game's story; they're some of the most bland and uninteresting villains I've ever seen in a JRPG, and that's saying something, because I've played a lot of JRPGs. This is gonna be a bit of a rambling rant, because I want to make it known that I really do not like these guys. Not only do they have even a hint of presence in the story before the literal and figurative end of Expel, making their sudden introduction and importance to the overarching story a complete blindside; but none of them, except maybe the one who talks in caps lock (because that's, like, his only defining trait), feel like they have any distinct personality from one another, so they all just blend together as a result. All 10 of them are just Generic McEvilguy who wants to rule the entire universe, and are Big Mega Evil™ because the protagonists need someone to be fighting against, or something. Even comically evil villains who are basically just a means to an end for the overarching plot, like Iago and Hans from Fire Emblem Fates, or Kaneshiro and Okumura from Persona 5, are at least somewhat entertaining whenever they're on screen (especially in regards to Iago and Kaneshiro), have some kind of connection to the main characters to make the player more invested, and both said connection and their comical evilness makes them that much more satisfying to take down. The Ten Wise Men, on the other hand, have literally none of that; They're all just, so...B O R I N G. Their utter lack of both screentime and personality makes me not even slightly care for them. That moment when the Ten Wise Men nuke the shit out of Claude's dad and his ship felt so much like an artificial raising of stakes, like a last-ditch effort by the game to invest me into taking these villains down, but I just did not care. The ship had long since sailed on that. (I do understand the irony of spending all this time typing out something about how much I didn't care for the villains of a video game.)

The way other party members are handled outside of the main duo also bogged down my experience with the game. As I said before, this was my first exposure to Star Ocean, and from what I can tell, having pretty much everyone but the main two characters be optional is kind of just Star Ocean's thing. That doesn't make me like it. It makes the game so much less streamlined, and with this game, it feels like I have to go out of my way to actually fill up my party. I don't like that a bunch of playable characters, let alone the prospect of having a full party, is something that's entirely missable because I didn't go to A location at B time to witness C missable event to get D party member. There's literally no way I would have ever known about recruiting someone like Chisato had I not consulted a walkthrough. It's dated and "unique" shit like this that really ground my gears with the game. The way character recruitment is handled also hurt their presence in the story; it's like Fire Emblem's issue with the existence of Classic Mode: they often can't have most characters show up in the main story in any meaningful way past their introduction, because there's a possibility they might be dead. Sure, the optional characters in this game show up in story scenes after their introduction, and it's cool that they do, but... they very rarely actually do anything outside of exist. That moment near the end of the game when everyone finds out what we've known since we first got to Energy Nede; that Expel is gone and everyone on the planet was wiped out by the collision; is exemplary of what I'm talking about, and it hits as hard as a passing breeze. You're telling me that these characters just found out that Expel, and everything on it; their friends, family, homes, everything; were completely wiped away and they couldn't do shit about it, and their reaction is barely anything more than something out of a SniperWolf video? Like, yeah, they never saw Expel get blown to smithereens like we did, but considering that Claude, one of their most trusted allies, reaffirms the truth about what happened, you'd think they'd have much more of an emotional reaction to them losing everything they've ever known, right?

Bit of a nitpick here, but I feel like it's worth mentioning; They took the effort to rerecord the voice lines for the Japanese voiceover for the game, which is pretty awesome, I like when studios go that extra mile for 1-1 remakes. That being said, why not do the same for the English voiceover too, which, arguably, needed a reworking far more? It's reused audio from the PSP version of the game, and to say the English voice acting is rough, would be a comedy routine. This game's English dub is from that era where English VO in Japanese media were damn near universally bad because of both how flat performances were due to bad direction, and a lack of diversity in the talent because of how few big names were in the industry at the time, leading to, I'd argue, pretty frequent miscasts. The industry has gotten much more refined and diverse over time, with some really talented actors and directors, and, in many cases, I'd say even outshine the performances from the original language; to reuse an example from earlier, Persona 5's English dub runs miles around its original VO, especially in Royal, and for non-game examples, the English dubs for both Love is War and Code Geass are legendary. To see the general increase in talent over the years, compare the original Evangelion dub to the Netflix redub; the difference is staggering. It's such a strange choice to not redo the VO for the English dub, especially for a dub that awful. Seriously, listen to Leon's voice in literally any scene he's in, and you'll see what I'm talking about.

I really wanted to like this game; it was the last game in a year full of nothing but straight bangers that I was super excited for, only to be severely let down in the end. I'm glad y'all are having fun, but I just can't with this game.

While I am a pretty big fan of it's sister series, I have never played a star ocean game before, and I wasn't too sure what to expect. Overall I would have to say, I had a pretty good time. The first portions of the game are amazing. I got hooked by the story, and all of the gameplay elements that I was slowly being introduced to seemed like they would be really fun to play with. All of the different skills and specialties while being overwhelming, I was excited to be playing a game with all these in depth mechanics.

Unfortunately my mindset did sort of shift as I got to the more middle section of the game. I kind of came to the realization that while yes there are a lot of different things to put your points into, a lot of them are kind of samey. Like for instance you can level up a characters art ability, and have them create pieces that will heal and buff your party, or you could level up cooking, which lets you cook food that heal and buff your party, or level up compounding, which will let you create concoctions that will, (take a guess here), heal and buff your party. While certainly this isn't the case for everything, and even these one's I mentioned have a LITTLE bit of their own diversity, but it really seems to me they went for quantity over quality here. Which isn't necessarily a bad thing, because it would allow for a little bit of diversity in a new game plus, (which is something that this game pushes heavily). But unfortunately, you are given more than enough SP to level up pretty much everything to full on one playthrough, so it's not like I would get to experience any new skill sets on another playthrough.

My other main problem is how the combat goes from an enjoyable albeit simple affair, it doesn't take very long to turn into one of the most button mashy games I have ever played in my entire life. You have to choose two skills from your entire arsenal (instead of being able to bind other buttons) and just mash those as well as your basic attacks (of which there is zero directional input). It gets to a point where you don't even see what's happening on screen because of all the visual noise and kinda just spam your abilities until the enemies are dead.

I think one of the things this game does incredibly is how much it communicates with the player. There are so many miss-able little sub events and private actions that would normally be so easy to miss, but the game really makes sure you know when and where anything will happen. And I really like the idea that there are all of these characters you can recruit, and they all have events with each other, so no two playthroughs are gonna be the same, at least story/character wise.

The story itself is also really good. But I was not at all expecting it to take that long to get into the sci-fi section. I feel like for a game called Star Ocean with all of the space imagery would have at least more than 15% of the game have anything to do with Sci Fi. Nothing inherently wrong with it but do not go into this expecting it to be some crazy science fiction story. And because so little of the time is delegated to the sci fi, a lot of it feels EXTREMELY shoehorned in, and they way they wrap of a lot of it up feels extremely forced. But whatever I still enjoyed it for what it was and the characters in it.

Never played a game that i wanted to love so much but just couldn´t.
The gameplay is phenomenal , the game is beautiful aesthetically and every other mechanic is so fun to use and experiment with.

My real problem with this game is the characters that are really really fucking boring and the plot that is just uninteresting