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Something New, but not yet Impressive.

  • Sviel
  • 05/14/2014 09:43 AM
  • 1282 views
Part I


tl;dr Play it. You'll have some fun and experience a genuinely unique game.

Part I here contains light spoilers and is an overview. Part II consists of bugs, my notes while playing, etc. There's no rating due to being a demo, though it would currently come in as a 2.5 or so.

Overall, there are plenty of interesting concepts here, but they're hamstrung by some poor design choices. That sounds fairly stock...so I'll get right into detail.

The game operates under time pressure, so the player needs to be able to be sure of their decisions as they may not be able to remedied later. For the most part, this is handled well, but some information needs to be more forthcoming, like the type of resources that each dungeon drops. It would also be nice to be able to see the amount of SP available when its under 1,000

Speaking of dungeons, they're pretty well mapped. Each has its own tileset and theme, and pulls that off rather well. The Mabinogi inspired design is well-implemented and allows for a fresh infusion of gameplay every now and then with puzzle rooms and such. One exception, however, is the needlessly immersion shattering message that comes when a room is locked. It pulls the rug out from under the atmosphere. And while we're on immersion, the Key Wardens would also benefit from theme-oriented dialogue.

There is one dungeon, though, that needs some attention. Namely, the haunted manor. Having the lights flicker is a great touch, but obstacles that are made more difficult by the game being too dark for the player to see are just frustrating. The player is at the mercy of the lights and no amount of wriggling will make the situation more comfortable.

Saves are set up to be free in town, but un-usable while out for the day. This means the player must go half an hour or more w/o saving, which is not a necessary risk. The goal seems to be to prod them into thinking their risks through carefully, but the end result is a lot of lost playtime due to reloading. It would make more sense to allow the player to save after every action, or even to save automatically. At least after doing tasks and dungeons, as if something happens, these are just going to be done again.

The only place where saves may really see abuse is at the shop that sells lottery boxes. Save, open box, reload...repeat ad nauseum.

Combat is a bit of a mixed bag. Despite the time pressure, the game sets you up with lots of characters. You get plenty of EQ so everyone can be decently equipped, but you'll still have to pick a few to focus on, especially with the Social Rank system. But I've digressed...

The first few characters, including the silent player character, are somewhat boring. Well, the mage was a little interesting, but I dropped him for other reasons. Anyway, the player character can choose between two weapon sets, but can't switch in battle. This means he has access to no more than 3 skills at a time, each with a clear use-case...rather too clear. The mace skills (I remember 2 of them) are damage, then damage plus 100% stun with a CD. The sword skills are damage, then damage in a very small AoE that only works on enemies specially clumped up for it. The result is that there are few decisions to be made with him until halfway through when he can learn 1 or two more skills. Even then, still not all that interesting.

The second character, LEONA, is set up in several cutscenes as a fearsome fighter, but she turns out to be a level one legend. She doesn't remotely measure up to what's shown in the scenes and suffers from a similar issue to the player character. If memory serves, she has damage, damage in a small AoE, then higher damage in a small AoE and a self-attack buff. Granted, it is possible to create an interesting character with just a few skills, but this is only if there is a serious decision to be made each turn about what to use or at least who to target. Since neither LEONA nor the player character does notably higher damage, I ended up just focus firing enemies save in the case of some weakness to exploit.

DAMIAN, the mage, had a somewhat interesting design, but I dropped him before I really explored it. He would have needed to get some skills that made it worth charging higher, which he might have, I did not bother to check.

MAYRA is an odd gunner/healer/elementalist combo with a resource gimmick. One skillset builds up the resource for the other skillset, though the first one deals less and less damage as this resource builds. It's kind of cool, but I never, ever had the problem of that resource being too high. Since the rate at which characters can learn skills is rather low, I didn't really get to play around with her mechanics. She is still fairly interesting, though, just needs to peak sooner or, ideally, join the party already tuned to create gameplay around her unique mechanic.

ALMA is a spiritualist or such. She has debuffs, poisons and damage. She deals more damage when her resource is high and less when it's low, but can't do much of anything without it. Rather, attacking with her is a mixed bag as it's nice to get her resource up higher, but she deals paltry damage. Nevertheless, she does a pretty good job of giving the player decisions to make (to wait? or to blast now?) even though I only picked up two skills for her (and the rest).

ARI is a blood mage who can fill many roles to some degree.She seemed fine, probably, though I didn't really toy around with her much.

Enemies are rarely a challenge, and if they are, it's generally because their numbers are too much bigger than your numbers. Since each lvl up adds very substantial stats, though, you'll find power balances swinging fairly wildly. Beyond that, the only challenge is staying in one's seat long enough for them to die. They either hang around for a long while or...

...die to an elemental weakness. Each character has a scan command that shows an enemy's weaknesses and what not. They can then hit the enemy with said weakness to deal like 7x normal damage. This absurd multiplier ensures that using a neutral or resisted element is never wise: 3 members of your party can go all out and not kill a monster only to have the 4th ohko it twice over with a weakness skill. It turns combat into a 'Fit The Shape in the Hole' deal.

Mapping is quite pretty and mostly tight in the main areas, if too spacious elsewhere. I suspect this is because of content that is not in the demo, though.

The story is fairly basic. Your dad dies and you take over as Lord and try not to screw up. There's also a god called DEIMOS about to end the world and you're occasionally concerned about it. The first part of the intro is very, very good, but it slowly gives way to ham-fisted story delivery over the course of the demo.

This is mainly due to a lack of subtlety. At one point, you're told that you see tears in a character's eyes. This has clear meaning and impact. The next line, however, is 'those tears say more than she ever could.' It doesn't add meaning. Doesn't add impact. Does kill the moment dead. Unfortunately, this becomes somewhat of a theme.

There are other characterization woes such as anyone saying w/e the plot needs them to say at any given point. Even though there are usually some fairly stock personalities going on (save for MAYRA), characters will sometimes succumb to plot shrooms, like when one praised the player character unilaterally one day and basically called him a wuss the next, when only one of those was tied to much in the way of action.

The final boss is probably hard, though, I got an elemental weakness crit that dealt 22x more damage than any other attack up to that point and almost one-shotted him. No worries, he drinks some plot juice and abuses my party before becoming the victim of another plot juicer.

In short, there isn't currently any good reason to play the game for it's story, and combat isn't interesting or challenging enough to warrant celebration...but the actual design of he game is very noteworthy. With tweaks, it seems like it will be a lot of fun, as nothing is so far off that it even hints at being un-salvageable. For now, give the demo a run and see if you find the concept as exciting as I do.

Part II



-Okay, let me just take a moment here to gush over that intro. It didn't try to be a movie, which is smart, because RTP movies are rarely good. Rather, it used a minimalist approach to ensure that the player had nothing to distract them from the scene playing out. It mixed exposition and action in just the right ratio to get information across while keeping the player's eyes on the screen. It wasn't technically anything new, but it was old stuff done right, which is often better.

-Immediately after the intro, it launches into an RTP MOVIE. The text moves automatically and everything, and I miss some of the beginning due to adjusting my BLANKET. It's a modest movie and well-executed, though the fighting bit lacks umph due to limited graphics. There are some edits though, and those make it worthwhile. I wouldn't mind seeing more of these.

-The character's we're introduced to, though, are slightly worrisome. Or rather, the way the introduction is done is a bit off-setting. It's not terrible, but it feels like the author really likes this character and thinks the player should too, but we don't even know her yet. For a specific example, the THUG has a 'so that's why they call you STOCK TITLE' line, which comes a little ways after a 'LEONA CRAWFORD, LEGENDARY CLAYMORE WIELDER' line. If he really believes she is the LEGENDARY STOCK TITLE, then why is he engaging her in solo combat? His words are detached from his actions for the sake of exposition and it's painfully obvious. Given how easily the THUG is dispatched, he must have known next to nothing about LEONA to challenge her.

-Also, that's a really short CLAYMORE.

-On to the next scene. I'm given a CHOICE, though it seems rather pointless. As far as I can tell, the only effect was to have a character stand around for a few seconds. On one hand, that action informs me about the character...but on the other, I can't really attribute it to that char as I was the one that made the choice. So in the end, I gain nothing from my choice AND miss out on potential character development.

-There's a short conversation bit where I choose dialogue options. It seems well done and approximates actual conversation in that I only get to choose one option, rather than cycling through.

-I now have to enter a name. It seems this is a player-as-PC deal, which is fine, though not my cup of tea.

-I then walk into town and everyone gives me STRANGE LOOKS via emote bubbles. This effectively gets the point across quite quickly and without and potentially strange dialogue.

-The PROLOGUE or w/e continues. LEONA shows up and talks for a while in a mostly concise fashion. She lays out the CONFLICT and then hauls me on a tour of the town. I'm somewhat itching to use my ARROW KEYS by this point, though.

-I get to use said keys shortly thereafter, at 12:35 game-time. Granted, there wasn't really any gameplay that happened, so it made sense for the whole thing to be basically a cutscene, but perhaps it would be better to pare it down some by moving LEONA'S section to a later point. Whether she kills the THUG before my character meets her or after is of little consequence, and giving the player control as early as possible should take precedence.

-The walking speed is very fast, which makes sense if a person is just trying to get from point A to point B as quickly as possible. There is a price paid, however, in immersion. If you want to cut travel times, cut map size. A compact town is more believable than an absurdly fleet-footed hero.

-I enter the MAGICK shop or w/e it was. My memory is not what it used to be, I think. It's dark, though lamps on either side snap on as I walk forward. Just as I'm beginning to DROOL over this well-crafted atmosphere, a character steps out and claims to know 'everything in the universe.' That feels overdone to the point of killing the mood, though she immediately backs off of the statement and says LEONA told her. That would be a good point to have a player dialogue CHOICE to capture the 'lolwat' feeling and make it work for you. Make sure at least one option is to the tune of 'yeah, sure lady, w/e.' Then, when she backs down from the statement, it has more of a comedic effect instead of a 'yeah, sure lady, w/e' deal.

-YULIE explains MAGICK to me, though I don't really understand it all. I suspect it will make more sense as I go along. I attempt to buy a box from her, but instead of her saying 'you have not enough MAGICK,' I get a nondescript text pop-up that lets me know while YULIE is silent on the matter. To preserve immersion/atmosphere, it would be best to have her say as much, or even have her disallow me from shopping if I don't have the means to buy her cheapest item.

-Also, her opening line contains a grammatical error. Either 'items' should be singular or 'its most basic component' should be 'their most basic components.'

-I visit the BAKERY where BREAD LADY says one line to me, then apologizes in the next for not realizing who I was sooner. I feel like she picked up on it quite quickly, though.

-A HANDBOOK explains the food system. It seems interesting, though I shall have to see it in action.

-Someone in the shop exclaims that there's too much to choose from, though, since I can't interact with anything, I wouldn't know.

-The BLACKSMITH'S greaves bit is legitimately funny. The part that follows feels tacked on, though, as there's a complete shift in the flow of the scene.

-The mapping is detailed, believable and beautiful, btw. The realistic-ish shadows are especially notable.

-I enter the bar, staffed by someone apparently named MR. BARKEEP. The NPCs range from amusing to 'what a great day to hang out with my best friend!' One lady even tells me that she's been stalking some guy for years but hasn't talked to him...which is odd, as she's so comfortable telling a total stranger this, but apparently can't go up and say hi.

-BARKEEP will either be seen as awesomely hilarious or trying-too-hard not funny.

-I ZIP into the other part of town, which consists of a bunch of houses and a church with a WOODEN DOOR. Up to this point, I've just had to walk into a door to open it, but these require me to use the action button to interact. It's fine that every door says there's no one at home, but, the interaction method should be changed to be consistent with earlier doors.

-If I try to leave the castle, I hit an invisible wall, but get no feedback.

-In the military district, the first soldier I see does not respond to interaction requests. The rest of them trigger a notice saying 'this soldier is not paying attention to you.' I'm not sure if it's intentional or not, but the first should trigger that same message so that the player gets some form of feedback.

-I return to the MANOR where LEONA talks some more. She implores me not to wear JACK'S BOOTS ever again, to which I SMILE.

-I explore my quaint MANOR then go to bed.

-When I wake, I'm prompted to save, and realize that I'm 30 minutes into the game without much real grasp of conflict. I've heard a fair bit about DEIMOS and know that I've just become a new LORD after my father was POISONED, but so far it's been pure setting. Nothing has really HAPPENED via gameplay. I actually don't have any idea what the gameplay is like, at this point, as the most I've done is walk around talking to NPCs.
Perhaps, and this is just a quick suggestion, the game could start with ME at my father's grave, then MACK picks me up to escort me to town. We are ACCOSTED by THUGS and fight the grunts. When we get to the BOSS, LEONA shows up and MACK exclaims that she is the LEGENDARY CLAYMORE WIELDER. THUG BOSS is new in town since he just heard of LORD TARRON'S death and hasn't heard of LEONA. He fights her and is SLAIN, establishing her badassery. LEONA joins the party and we make it to town where we fight SOMETHING. She remarks that the SOMETHING exists due to DEIMOS but doesn't go into detail so as not to alarm MACK. She then takes me into town and gives me a tour, then asks me to meet her at the MANOR. At the manor, she tells me the stuff about DEIMOS.
That way, the player is an active participant and gets to see the bad things happening rather than just hearing about them.

-My MAIDs have been diligently cleaning all night, it seems. JENNIE the cook has also stood vigil over the stove the whole time.

-When leaving, I have the option to go to the MILITARY district or the SHOPPING district. I've been told that LEONA is in the latter, but I check out the former for completion's sake or w/e. Turns out, there's 100% nothing to be done there. Probably best not to make it an option until there's some point to it existing, as the player gains nothing from choosing to explore it at this time.

-LEONA introduces me to TARLACH. I'm guessing she's RUAIRI, so now I'm just waiting on MARI to show up. It would not surprise me if DEIMOS resembled GLAS GHABLEAILIJAFLEN or w/e his name is.

-LEONA talks for a while, then we set off to wreak great JUSTICE on some BANDITS.

-As I leave, I'm brought to a PARTY FORMATION window thing. There are no meaningful choices to be made here as my party is under the maximum size, so...perhaps hold off on showing that until needed?

-I exited town via the north, but enter it via the east on the WORLD MAP. I bristle.

-The WORLD MAP seems to use many custom sprites, including a miniature PLAYER CHARACTER. It looks detailed and charming all at once. Included on it at markers indicating towns I can visit and dungeons I can enter.

-Stepping on a dungeon marker gives information about said dungeon.

-When actually inside of the dungeon, it seems like it's set-up is rather similar to a game called MABINOGI. I doubt many people will recognize it, but, I LOVE this. I happen to have played MABINOGI since it's NA release over half a decade ago.

-The similarities extend to the minimap, the room breakdown and the keys. I'm pretty EXCITED to see how it plays out.

-In combat, LACKEY'S animation seems more like he's being sucked into a vacuum cleaner than anything natural. It's not AWFUL, but the game would likely be better off without it.

-Right off the bat, I have 6 commands I can use in battle. ATTACK, SKILLS, CHARGE SKILLS, 0-SKILLS, GUARD and SCAN. So far, only SCAN has been mentioned to me.

-Of note, CHARGE skills have a TP cost, despite TARLACH having a CHARGE bar instead of a TP bar. Also, CHARGING magic? This is definitely MABINOGI.

-I use SCAN and am given a full breakdown of LACKEY'S abilities via a nice PICTURE. I note that he is weak to SWORDS which comes in handy as it is now my turn and I have SWORD SKILLS. I cannot use them, however...perhaps I did not equip a SWORD? Indeed, it seems I have a MACE equipped as I can use my MACE SKILLS. Shouldn't the whole SWORD SKILLS type be sealed, then, rather than just the individual skill being unavailable? Also, why do my WEAPON SKILLS cost MP? Especially since it's just 1 MP.

-I hit him and do perhaps 10% of his hp in damage. It seems this battle may take a while. Of note, LEONA has less hp than I do and is apparently slower, despite being LEGENDARY. She also uses HATRED as a resource, which is a bit too not subtle at all. RAGE is generally accepted, though a fresh name would be nice, so long as it isn't so over the top as HATRED.

-LEONA does TONS OF DAMAGE and finishes the LACKEY off in one go. That bit of her, at least, is LEGENDARY.

-I encounter more ENEMIES. They appear to be struggling to escape the grasp of a BLACK HOLE.

-LEONA'S damage is like 7x lower, for some reason.

-TARLACH keeps mentioning GOD, those apparently this benevolent GOD isn't cool enough to have a proper name like DEIMOS.

-I walk into a room and it is locked by a MYSTERIOUS FORCE. To maintain the setting, perhaps it should be locked by a rote TRAP or perhaps a DOOR.

-It seems being weak to sword skills makes them do 7x damage. Well ok. That kind of discrepancy turns it from a 'bonus damage' situation to a 'you're dumb if you're not doing this' deal. Thus, instead of adding gameplay (I should use swords if I can!) , it restricts gameplay (No point using a mace on these guys...).

-CALIBER says it's an AoE skill, but I can't seem to hit two enemies that are standing next to each other.

-In the KEY ROOM, I turn into a BLUE-HAIRED WOMAN. I am not entirely disappointed.

-I find a KEYWARDEN. Rather than talking to it, I'm given a CHOICE to fight it or not. As in, literally asked and then being presented with a YES/NO. Probably could do better there.

-Since it takes one hit with weakness to down someone, but ~5+ otherwise, it often makes literally no difference to attack an enemy with something other than what they are weak to. LEONA and ME can wail on a FAITHLESS BANDIT the whole time TARLACH is charging, but it's all rendered moot when he OHKOs the sucker with his HOLY BALLS.

-CHIEF OF LACKEYS is an odd title. It's like, a title given to the head of the people without titles. Since, that is exactly what this guy seems to be, I guess it works. I find it AMUSING.

-CYCLONE'S AoE is also too small to hit multiple enemies.

-We get a bunch of LOOT then head into town. I'm given control of my character for a few steps, but the only option is to walk into a cutscene, so I'm not sure why.

-TARLACH says 'Jeez...I thought you knew me longer than yesterday by now.' I'm not sure what he means by this, and I'm pretty sure 'Jeez' is derived from 'Jesus' who probably doesn't exist in this world.

-I'm told about a system to increase SOCIAL RANK with party members. I don't really like the idea of potentially missing out on STATS/SKILLS/STORY because I chose to talk to someone else. Rather, it seems like it adds nothing positive to the game.
If I could talk to everyone, I would talk to whoever I cared about enough to do so, but not really stress over it. The STATS/SKILLS would make it a bit of a chore, though, since I'd feel compelled to talk to people I don't care about in case I need them to be useful later.
As is, I'm forced to make a decision that affects gameplay quite blindly, and can't really enjoy the potential story as perhaps I feel the most interesting characters are not the most useful ones. No matter what I do, it seems I'm going to miss out on some things.
If there's time to reach max SOCIAL RANK with everyone and it's just a matter of who comes first, there are better ways to implement that.

-I talk to LEONA because I dislike BEARS. She shows some unconvincing STOCK CONCERN then over-shares with some remarks about her STOCK PAST. The game declares that I've gotten closer to her, but in truth, I rather regret talking at all. Her character was rather diminished as a result.

-I upgrade the BLACKSMITH because I have little idea of the effects of my choice here and rather liked those STYLISH BOOTS.

-Rather, I was going to, but there's an explanation available upon choosing. Most of it is clear, though I don't know if I should be worried about my residents not paying taxes due to being in the military. Also, I don't really care that upgrading the military bit will change how the story plays out. Regardless of possibilities, I, as the player, only see one story happen and am often unaware of alternatives. An in-world explanation would be better, especially if the EVENT happened and I realized 'I should probably upgrade that for a different outcome.' Even better, it'd be nice to have a hint that the EVENT is coming and that the quality of my military will be put to the test, rather than being outright told like this.

-I upgrade my SUPPORT TEAM.

-The next morning, I realize the taxes being paid are money that comes directly me.

-I go to change my equips and realize that I have tons of items. Some of them fall firmly into the 'why would I ever eq that' category. It's not so much because they're bad as that they're outclassed by something else I happened to get. Like, I get five clubs, but two are just weaker versions of another, for example. I imagine this is because I'm supposed to break them down into MAGICK, so it's ideal to have lots and lots of weapons.

-I suspect the little girl in the middle of town that first day with pink hair was MARI. At any rate, two new party members join. MAYRA wastes no time making a typo, replacing 'quite' with 'quiet.'

-They seem to have fairly unique combat styles centered around resource management. Future experience will reveal whether this is cool or annoying.

-Already at five party members. With the time pressure and apparently limited improvement opportunities, that means I already have to pick someone to be a permanent bench-warmer.

-'It's not possible to leave the Inn at this moment.' Well why not?!

-LEONA says she's going to 'stay guard' for us all. I rather wish she would 'stand guard' instead.

-The character descriptions could use some work.

-I remove TARLACH from the party because I want to see if I can get through without the main healer. Also, I need to see how HEAL BULLET works, because...huh?

-What does PIERCING mean?

-Also, SPIRIT EYES needs a cooler sounding name. And SOUL BLAST needs a period after 'Spiritual' in the description.

-Combat is looking more and more like I'm not making too many real choices. It's:
~Use the skill that builds my resource.
~Use the resource for another skill that's basically the same except more damage.
This would be remedied if the AoE stuff worked or perhaps it will get better later on with more skills to choose from.

-It occurs to me that dropping the priest for the undead dungeon was a FOOLISH idea.

-I encounter a group of GHOULS or something that is very tightly bunched. Practically screams 'Remember those useless AoE skills?!?! We're here to justify their existence!'

-ALMA sees nothing with her SPIRIT EYES. Perhaps they just aren't her BRAND.

-Seeing ME say '...' all the time is rather eh.

-In the bloody KITCHEN, there are two small blood smears that seem to block off whole squares for some reason. As in I can't walk on those squares.

-Again with the MYSTERIOUS FORCE. In a HAUNTED HOUSE full of SPIRITS, I'm sure there's some better, immersion building reason the door is impassable.

-Not really digging ALMA'S character, but I think I just fell in love with that POISON CLOUD.

-One room is so dark I can't SEE. There are also, apparently, holes in the floor. This is super ANNOYING. There is nothing fun about waiting to take a few steps when the light flashes.

-In the next room, I see some BLOODY DOLLS or girls or something. When the light blinks out, they are gone. TRULY CREEPY.

-In general, things being too dark to SEE properly does not a fun experience make.

-Combat still isn't remotely challenging, though it's DAY 2 so that's not TERRIBLE.

-I IGNORE the boss's attacks and just do my thing. ALMA finally sees a spirit and I kill it, making the battle even easier.

-The INNKEEPER walks through me 3-4 times over the course of this scene. Would really help immersion if she would just take a step to the side at some point.

-Not really sure what INNKEEP was talking about. Also, having LEONA say something and then apparently admit to having messed up in the next breath is not really within belief. Especially when it wasn't anything particularly bad.

-The color flashes on opening a BOSS CHEST look tacky. If I wasn't already going blind, I'd be upset.

-I wonder why no one but LEONA is supposed to know about DEIMOS, what with him being a world-destroying god and all.

-Not sure why I'm getting a dialogue choice for ARI, as she is not the PLAYER CHARACTER.

-We return to KYNDALE. I get control for some reason for a brief bit, then CUTSCENE.

-Up to 6 characters now. I REALLY hope this slows down soon, especially since I'm asked to divy up limited resources into building a team that will likely have to fight some GOD. Also, there's limited CHARACTER DEVELOPMENT time and it's not like things are going swimmingly on that end anyway.

-It seems like each subsequent character has more interesting combat abilities than the last. Unfortunately, that makes me want to dump the PLAYER CHARACTER like a hot potato.

-'Those tears say more than she ever could.' This is a very IRONIC line because it's true, but in being stated explicitly, it ruins the effect of said tears.

-I get the feeling that if I'm running multiple DUNGEONS later, I'm going to want to be able to save outside of town, even if it's only possible at the end of a DUNGEON.

-Yes, I get that there's something between them that 'no one may know.' That was quite effectively demonstrated. Saying it outright just kills the delivery. SUBTLE is good.

-BOUNTIES, DEATH and FOOD. Seems the challenge level may finally be rising.

-I can't remove PLAYER CHARACTER from the party. Sad day. I hate to remove LEONA as I put a SOCIAL RANK into her, but oh well. ALMA seems useful and has her SPIRIT EYES which can't really be replaced. MAYRA/ARI can both heal, meaning I'll be less reliant on food and can get away with spending resources on other things.
I guess I'm supposed to identify with this PLAYER CHARACTER and what not, but honestly, I rather pity the guy.

-If the doors have been locked since the 'dawn of time' then how were the ruins ever useful?

-I EXPLORE and find numerous DEAD ENDS where I can't enter this or cross that.

-'Focusing' is not spelled 'focussing,' unlike what the MEDITATION task seems to think.

-MinotaurOS.

-I use the same attack 100% of the time on the PLAYER CHARACTER.

-I'm allowed to target dead allies with HEAL BULLET, though it is not allowed to heal them.

-I go to learn skills and find that I can't see how much SP I have in the learning window. I see it when I choose to learn something, though, so it's not as much of an issue as it first seems.
UPDATE: I can't seem to see my SP anywhere, though, so if I have less than 1k then I'm really lost.

-HEAL BULLET II says it doesn't restore any more HP than HEAL BULLET. It has a lower TP cost, but higher MP...not sure what the benefit is.

-Being able to save after actions on the world map would go a LONG way. One unlucky round in a BOUNTY fight and I have to reload and sit through tasks all over again. It would not be terribly gamebreaking to allow the tasks to be one and done via a save after.

-The name of the game seems to be SCAN -> WRITE NOTE -> OHKO happily ever after.

-I encounter an AUDIO PUZZLE, it seems. Given that I can't hear a thing (not an issue with the game), this may prove difficult.

-There are 6 pipes to hit in a certain order, I surmise. Assuming no repeats, that's 700 possible combinations. However, the next room is the key room and it won't open until I pass this PUZZLE...I try patterns first, then patterns with one move transposed. It works. Finally.

-Despite it being the next day, I can talk to ALMA for SOCIAL RANK again. We have basically the same conversation as before. As in, just about literally...maybe a line or two of difference. Also, while at the start it said her SOCIAL RANK was 3 somehow, at the end of the convo, she levels up to SOCIAL RANK 1. Seems I just wasted it.

-My party places their trust in me for some reason. It's not tied to anything I actually did, that I know of, so I'm like w/e.

-It'd be nice to have a TASK list so I didn't have to explore the whole open world every day.

-The ASSASSIN I killed yesterday is looking quite spry this morning. I kill him again.

-Afterwards, it seems I'm able to talk to ALMA again. This time, I know that it really is too good to be true...so I save first. Seems she does get the stats, so that's cool.

-The BOUNTY GUY gives me my three bounties for the day and declares that I have finished all of them, even though I never killed the DRAGON. I'm guessing it just marks up to 4 and thus counted the ASSASSIN twice.

-I wonder what happened to all the urgency of before...after that 'the world is ending' opening, I was expecting a faster pace, or at least something more directly related to Deimos each day.

-It'd be nice to know which DUNGEONS dropped what resources. I can only do one a day and have to guess unless I'm taking notes.

-I find a NOTE on the table in the morning. It is a rambling note with a few spots of grammatical dubiousness. It ends with a 'believe in yourself' line. I'm not really sure why she felt she had to do this alone or why she didn't tell me or why she has to explain herself beyond 'getting useful info lol, brb.'

-I head into TOWN and MAGICK my items away, though I dare not buy any of the boxes before I find time to lvl the shop and/or increase LK or w/e else might help. I suspect I shall have limited chances to get boxes, thus, the longer I can put it off, the better.

-I note there is a SILENT SOLDIER in town now too, giving absolutely zero feedback despite being a fleshy being.

-TARLACH wants to run away together. I REFUSE.

-My SOLDIERS are easily dispatched by LACKEYS. If I was that weak, I'd be silent too.

-'You're even more pathetic than I could ever imagine.' The BANDIT LEADER'S lines are too forced...I can tell that the author desperately wants me to think he's some kind of badass, and its backfiring drastically.

-The TOWNSFOLK talk amongst themselves for several textboxes, though the meaning is relayed in one. The rest just feel like a waste, as they're not engaging and don't put any new info out.

-There is a play on some actual CONFLICT here with the highlight on PLAYER CHARACTER'S decision to leave the town in the dark. Unfortunately, like with other such instances of legitimate drama, the moment is ruined by a frightening disregard for subtlety.

-ARI tells me to 'stand up on my own feet for once' just a day after she inexplicably expressed utmost confidence in me.

-Meanwhile, TARLACH complains that he is SCARED STIFFLESS.

-There are some BOSS ONLY graphical presentation bits weighed down by meh speech, then we FIGHT. BALDER hopes to avenge his son, I hope to avoid having to watch that cutscene again.

-After bragging about killing me in one blow, BALDER proceeds to hit slightly harder than the average enemy, taking off ~15% of PLAYER CHARACTER'S hp.

-I chunk his ample health down by 300s and 500s until ALMA crits him for 11,000 damage due to elemental weakness. He dies soon thereafter, having landed only one blow for less than 200 damage.

-I rather wish I had been able to eat SUSHI before that fight, though I was not expecting a cutscene before leaving town.

-The BANDIT LEADER goes on to preach about how perfect my father was. Makes me wonder why he's a BANDIT instead of a SOLDIER.

-Apparently, that whole battle was a FARCE and BALDER emerged unscathed then ABUSED my party in a cutscene. Thankfully, LEONA shows up and kills him in a SINGLE BLOW...SOMEHOW, despite not being all that awesome when actually in the party.

-And that's the end~

Posts

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I don't know if I was supposed to read part II in Yahtzee's voice but it nearly killed me, that was pretty funny.

Anyways, thanks a lot for writing the review! Especially part 2 is helpful as it pretty much allows me to take a look at what went on in your head. (assuming you typed it as you went)
As for the concerns...

Saving
It's set it up this way so that I am forcing you to not reload UNLESS you want to lose progress, as there's no way to lose it any other way. No game overs etc.
Though I'm definitely aware that RL might get in the way.
However, once you get the Support Team to lvl 3 you're allowed to save after every dungeon, so a save roughly every 20-30 minutes does not seem too bad. It's not my intention to make you play for hours without the ability to save.

Combat
Yeah, the MC and Leona are probably the most cookie-cutter characters in the game by far, I'm trying to off-set this by making the skills they already have a bit more interesting once you upgrade them. Of course, this doesn't actually happen early on in the game so perhaps I could apply weaker, neat effects to the beginner skills as well.

As for weaknesses, currently a weakness hit deals 3x damage. The tuning I had in mind was: weakness hit should OHKO or close to it, all other attacks should deal roughly 33% damage. I guess whether or not this is the case depends on the EQ you get. Either way, I'll make sure that combat's a bit more dynamic later on, simple skill tuning and more challenging enemy skills should go a long way.
Also, Alma could deal 20K crits against the day 5 boss before the patch...;_;

Story
This is THE part I'm not sure if I'll be able to get right. Unless people tell me outright what's wrong I just don't see the problems. Though what I've taken in from your review is that less is more in most cases. I'll see if I can trim some of the fat and change some of the conflicting lines.
I always play RM games in window mode with wordpad on the ready. Immediately after I finish, I pop up to the top of the document and write part I. It makes it really easy to write relevant info when it's still so fresh in my mind :3

It's hard to see how weakness is only 3x damage, but I suppose it's probably due to defense calculations. The OHKO or 33% damage goal sounds like it would be alright, but it was definitely not the case in my experience.

And yes! Subtlety is the salt of storytelling~ Nothing speaks louder than words unsaid.
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