ebPD8PePfC
Savant
- Joined
- May 13, 2018
- Messages
- 225
Finished Orphina's story. Good game. I tried Romancing Saga 3 beforehand and dropped it after several hours.
- The combat system is excellent. Combat is all you do the entire game and it stays fun to the end. The formations and the bp systems are great. I was still experimenting with new formations as the game ended.
- The leveling system is really good.
- I love that you don't need to waste time talking to NPCs, or navigating a pointless virtual world. Instead it's just combat, interspersed with small conversations.
- I didn't like the writing, but there's not a whole lot of it in the main quest so it's easy to ignore. I have no idea who's Siegfried or what's the deal with those Scarlet shards, but that didn't hurt my enjoyment of the game. I did like some of the light hearted side quests, but sometimes it turns to pure pointless drivel. I feel bad for the translator who had to do all the meaningless product conversations.
- There's not much you can do to respond to enemies without knowing who they are going to attack, which flattens the strategies you can employ. Counterattacks aren't useful because they require knowing who the enemy is going to attack (so you need Frenzy), and interrupts aren't really defensive. I would love to see a version of the battle system designed around knowing ahead of time who the enemy is attacking, but it would require quite a redesign.
- I like the LP system. It punishes loses in a really gentle manner, so players are encouraged to switch characters after a lose rather than reload.
- I wish they were more visible numbers. What's the chance to block, what's the chance to debuff, etc'.
- I like the art style. Yeah, Square has overused the chibby style, but it's fine overall.
- The crafting system is dumb, mostly because tier 5 is always better than 4, so going for a better item in tier 4 isn't a meaningful choice when it's gonna be quickly replaced. Maybe I'm missing something here.
- I don't get why the product system is in this game. What is it supposed to add? It also has a lot of drawings, which is money for art that could have been used in other areas. It feels completely tacked on.
- The biggest issue that I see is that the game has too much content, and some of it isn't up to par. I would be happy if they slashed a route or two, and had hand crafted items, or meaningful itemization in general. They could have also had better encounter design, but that's fine for most of the big fights.
If you enjoy unique combat systems but don't like the sort of overwrought narratives that plague most jrpgs, than you should try this game. 90% of it is a good combat system with challenges to go through. It's a really good jrpg, wish other games were this focused.
- The combat system is excellent. Combat is all you do the entire game and it stays fun to the end. The formations and the bp systems are great. I was still experimenting with new formations as the game ended.
- The leveling system is really good.
- I love that you don't need to waste time talking to NPCs, or navigating a pointless virtual world. Instead it's just combat, interspersed with small conversations.
- I didn't like the writing, but there's not a whole lot of it in the main quest so it's easy to ignore. I have no idea who's Siegfried or what's the deal with those Scarlet shards, but that didn't hurt my enjoyment of the game. I did like some of the light hearted side quests, but sometimes it turns to pure pointless drivel. I feel bad for the translator who had to do all the meaningless product conversations.
- There's not much you can do to respond to enemies without knowing who they are going to attack, which flattens the strategies you can employ. Counterattacks aren't useful because they require knowing who the enemy is going to attack (so you need Frenzy), and interrupts aren't really defensive. I would love to see a version of the battle system designed around knowing ahead of time who the enemy is attacking, but it would require quite a redesign.
- I like the LP system. It punishes loses in a really gentle manner, so players are encouraged to switch characters after a lose rather than reload.
- I wish they were more visible numbers. What's the chance to block, what's the chance to debuff, etc'.
- I like the art style. Yeah, Square has overused the chibby style, but it's fine overall.
- The crafting system is dumb, mostly because tier 5 is always better than 4, so going for a better item in tier 4 isn't a meaningful choice when it's gonna be quickly replaced. Maybe I'm missing something here.
- I don't get why the product system is in this game. What is it supposed to add? It also has a lot of drawings, which is money for art that could have been used in other areas. It feels completely tacked on.
- The biggest issue that I see is that the game has too much content, and some of it isn't up to par. I would be happy if they slashed a route or two, and had hand crafted items, or meaningful itemization in general. They could have also had better encounter design, but that's fine for most of the big fights.
If you enjoy unique combat systems but don't like the sort of overwrought narratives that plague most jrpgs, than you should try this game. 90% of it is a good combat system with challenges to go through. It's a really good jrpg, wish other games were this focused.