Suicidal
Arcane
- Joined
- Apr 29, 2007
- Messages
- 2,317
Yeah, Paladin auras are fucking useless, and the game DEMANDS a dedicated healer, since most fights eventually devolve into attrition wars.
Xulima is a decent game, but I wish they had made a great 15-20 hour RPG, instead of a 100+ hours monstrosity that makes you beg for the sweet release of death and boredom-quit just by reading you still need to cleanse ANOTHER temple, dethrone ANOTHER prince, grab ANOTHER artifact, kill ANOTHER witch....
That's exactly how I feel, although I think 15-20 hours would be too short. 40-50 for a game of this scope would be just fine. While undeniably a good game, LoX really suffers from not having enough content variety to fill its 100 hours of gameplay. By the time you reach mid game everything just starts feeling the same. Most high level monsters are just reskins of old ones with maybe 1 changed ability, many bosses are just beefed up regular monsters. You fight the Dark Heralds 8 times and each fight is almost the same (IIRC the first 3 are literally identical apart from having more hp and damage than the last, then they start mixing it up a bit with a new ability here and there and the final battle is basically a super herald which has all of the same abilities plus a few new ones - would be cool if each Herald actually used the elements of the temple he was occupying, like the Herald in the wind god's temple would be much faster than others and use more lightning-based attacks, etc.). You fight four princes, which are also very similar to each other and don't do the things they are known for in-setting (why doesn't the beastmaster prince summon beasts to help him? why doesn't the faggot charmer prince charm my party into fighting eachother?).
It seems "repetition is the mother of learning" was the main theme the developers were going for. I was very excited when I had to fight the first titan because he seemed really different from everything I encountered before but my excitement turned to disappointment as soon as I killed him and thought "now I will have to do pretty much the same thing again 3 times, won't I?". Not to mention the game becomes really easy in the second half due to the overabundance of healing skills (mass regeneration healed every member of my party each turn for more health than the monsters could damage) and "bleed-stacking and waiting" being a tactic very few enemies are protected against. And if bleed stacking didn't work then injury stacking quickly turned even the most powerful enemies into non-threats (funny how all of the enemies who had a skill to remove injuries weren't immune to bleeding, it's like they could either have one or the other).
If it were shorter, but had more thought put into every major encounter, it could have been a great game, but as it stands, it's merely good. This is one of the reasons I loved Labyrinth of Touhou so much - it has such huge variety of everything. Almost every boss encounter was totally different from the last and the regular enemies constantly kept changing all the way to the last map.
I hope that if there is a LoX 2 the developers will look at the Steam stats, see that only 4% beat the game on normal difficulty (and only 0.7 beat it on hard lol) and draw the correct conclusions.