I love the original LISA. I'm glad Austin removed those unsavory bits - they sucked and were far from his best work. This review is not about that. I am addressing some major issues that are present in this "Definitive Edition". Spoilers ahead, folks.
Fights now start with a deafeningly loud noise accompanied by what I can only describe as a flashbang. Sounds in general are either way too loud or too quiet. Due to this game being made with Unity rather than RPGmaker, most of the original sound effects could not be repurposed for obvious legal reasons. The new foley and sound effects sound weak and awkward. Some might just need getting used to, but the old sound effects had a goofy charm to them. No more church organ when you pass out for bed - just a simple rendition of the main theme.
Many of the animations have been rendered extremely choppy or feature characters in awkward locations on the screen for no reason. Some animations won't even play properly, like in the Dayspa Henning fight (the sleeping guy) - he dies before the death animation plays (AN ISSUE THAT WAS FIXED IN FANGAMES MADE IN 2017). The flavor text used to communicate which player or enemy is attacking gets bugged very easily and disappears in fights with multiple enemies. Fights also end without properly dealing with the BGM or will end abruptly in the middle of combos (just like in the original). In addition, I found that interactions with shopkeepers and menus felt very sticky and unusual, like they'd hang around for slightly too long or require multiple more button presses than usual to escape. Worse yet, sometimes, they game will throw up a useless pop-up whenever you use an item to remove status effects. Want to use a cigarette to clear Poison? Better be careful - if you click through too fast, you might accidentally give Brad Joy.
Some more issues. Shadowy figures have this super-fast bobbing animation that diffuses the tension of the battle altogether. Gimmicky fights like the big end of Area 1 fight against Sweet Tea Rakeem (on Pain Mode) are just as annoying as they used to be - not as a result of difficulty, but rather 500+ damage RNG. If you get unlucky, both guys can KO your entire party in one turn without warning. Status effects now only appear when selecting skills rather than on a party member's profile, forcing you to have to memorize a character's current states or re-examine them via skills/items. Damage done via DOT is not displayed to the player, so it's an absolute crapshoot as to whether or not you're actually doing foes in. Let me stress that it's a bit ridiculous that a boss can have 3 DOT statuses on them at once, be attacked by all three party members and be stunlocked via Pissed and still take about 8-9 turns to kill. The AOE attacks have only one centered animation, which can catch players off-guard, as they'll see a simple chop that's targeted at the center of the screen somehow eradicate half of their team.
No matter if these issues were present or not in the original, it's unacceptable that a price-hiked version labeled "The Definitive Edition" features them. The thing is, though, most of these issues WERE NOT in the original RPGmaker version, despite its numerous other points of jankiness. I am not sure how it's possible that a new engine (that should have more functionality than the original) has these issues.
Let me be fair. There's a lot of new writing that blends seamlessly into the original. You receive a new guidebook that allows you to learn about all of the combat intricacies, with it even providing strategies to succeed. There are some new visual effects that look quite nice. Nern gets a brand new monologue, but god almighty, it clocks in at a consistent six plus minutes, which was far longer than any previous monologue he ever gave. I barely chuckled. That might be personal bias speaking, as I never thought Nern was THAT funny, but I think even his biggest fans might groan at the ridiculous length.
They removed harmless stuff from the game. In the first safe zone - Aurora Town - there used to be an event that would play, wherein you'd fall on a guy and he'd pick himself right back up. At the same time, a fellow next to him would smile and clap, making a little laughing noise in between. All of these nice details were zapped out of the game, leaving you with an awkward encounter wherein both parties just stare at you as they deliver the same dialogue. This may just be my mind playing tricks on me, but I swear the "drunkamania" fellow used to start dancing when you handed him alcohol. Now he just sits. Woo.
There's a new mechanic involving TP building, wherein by drinking booze you can get drunk and start with more TP. Sounds fun, right? Well, the devs made sure to carry over the detail that alcohol actually LOWERS your damage output, meaning that not only do you hit less frequently, you hit less hard (irrespective of critical damage). You are actively hampering your own ability to succeed by drinking for a measly 5 TP boost at the start of the fight. It is a nitpick, for sure, but it is a clear example of the devs introducing something without considering if it is ACTUALLY helpful or not.
I haven't yet reached the ending of the game, but I've beaten LISA at least a dozen times at this point, both modded and not. I've been around since 2016, and have seen plenty of community fixes and suggestions that should have been put into the game long ago. Some are present, like fixes to Joy Withdrawal (let me note here that joy withdrawal operates on several timers, rather than one - now you will hear the yell and see the red flash multiple times). Hell, there was a FAN definitive edition known as Desolate Expanse that did a far better job at handling all of these fixes while creating exciting new zones, bosses and party members for the player to discover.
Maybe the rest of the experience will provide enough nice new material to be worthwhile. As of now, though, I know for a fact these issues will persist for the rest of the game. I will update this review with more positives and negatives as I go along.
I had a sinking suspicion that since this was made by the DDLC Plus devs (Serenity Forge), they'd find a way to botch it. After all, I can't say I look fondly on people that mangle a game's novel functionality just to sell it on consoles. Perhaps that's a bit harsh, but so is asking for 15 dollars for a game like DDLC plus. LISA's original cost made it an easy recommendation. Now? Not so much.
I love LISA. I wouldn't call this a Definitive Edition.