I think a recurring gripe is that the game doesn't feel particularly rewarding until at least around the midway point. And so instead you get to play and spend time and watch your party interact the entire playthrough, which really helps them grow on you even if hte writing is a bit cheesy. But in an RPG, I want to see all the characters, and it's hard to grow attached to someone if theyr'e just always tucked away in a menu instead of out in battle.īug Fables I think handles this well since each character can be built in fairly radically different ways, they're effectively multiple characters all in one, with badges ultimately being the "characters" you slot into whatever vessel you want. In terms of mechanics, that's fine, though it's nice if the game gives me incentives to try out radically different builds (ie what Supergiant does with their games with giving rewards for trying every new toy out, or challenges or areas that require vastly different tactics to get past even if it's post-game). A thing I dislsike about having parties large enough that you need to swap people out is that inevitably I end up just not ever using some characters.
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