My number-one quality-of-life ask? A better, more detailed map and fast-travel screen. It can feel rote, but thankfully if you’re fast and make use of the locomotion skills your party has on-hand (as well as the teleportation signs), these portions can be pretty quick. But the flip side is that in the early layouts, everything is samey, and the enemies don’t rise to the occasion after you level up. There are no randomized dungeons, which is fine as not every game needs them. This whole system is a bit give-and-take. The early dungeon (the woods in the above image) is very much a basic teaching tool, but you’ll need to go back to it often to satisfy a main story quest or swaths of sidequests. Most of the action is in dungeons, with some outshining others. Even in terms of its skill ceiling, it’s still on the lighter fare side of action, but as you acquire more abilities through upgrades and gear (including elemental equipment that can alter how your attacks flow), it does add more variety in how you approach enemies and bosses. All three have different health bars too, and using a health potion conveniently replenishes all of them at once. Pressing a different button right as an attack connects will queue up a chain combo, which incentivizes using three characters instead of relying on just one.
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