Monday, 18 February 2013

Ni No Kuni - The Best Bad Game I've Ever Played



Ni No Kuni is a game that for a while now has been heralded as the "great savior" of the JRPG, or some such. The fact of the matter is we don't get many triple A JRPG style games these days, it's a genre that has mostly been relegated to the indies and the handhelds. The ones we do get tend to be very strange, like they are stuck in some ugly mid-metamorphosis stage, trying to adapt and be fresh and new but not quite getting it right. So the prospect of a solid, traditional style RPG made by Level 5 and the legendary Studio Ghibli was quite tantalizing for many, myself included. Now that I have just about completed everything there is to do in the game, I thought I would talk about my thoughts on the game. 

The short version is, it's undoubtedly a good game, but it has such a ridiculously large amount of problems with it, that it doesn't come anywhere near being great in my book. Thus far I've played the game for about 65 hours, and a good 15-20 of that has been spent bored and/or angry at the game. Now I'm glad I played it, it was mostly fun, but the game designer in me aches as I play it. Aside from the amazing visuals, the likes of which we will probably never see ever again, I don't think there is a single aspect of the game that doesn't have some problems biting at it's ankles. If you are looking for a game with a good story and an interesting universe to explore, then Ni No Kuni is probably a game you will love despite it's problems. If like me, you are more interested in good combat and interesting mechanics, then Ni No Kuni will probably still be worth playing, but might be disappointing.

There are a lot of little problems that bog down the game, but there are a handful of huge, fundamental flaws as well. So let's break it down:


Repetition


Let me quickly outline one of the game's mechanics. Basically, many people in Ni No Kuni are "brokenhearted". This means they are missing a piece of their heart corresponding to a specific property (love, courage, ambition, restraint, etc). As such they don't act entirely reasonably, and that's a problem. Luckily the protagonist (Oliver) has a locket which allows him to extract pieces of heart and redistribute them. So if you find someone with an excess of courage, with their permission you can take it and give it to someone lacking courage. It's an interesting mechanic, but very overused. Throughout the game there are about 80 side quests, and at a guess, about 50-60 of them involve fixing someone's heart. Not only that, but a donor for the appropriate quality is almost always just across town. It gets to the point where I literally skipped as much quest text as possible, because as soon as I saw that red word that said "Courage" or what have you, the entire point of the quest is clear. The fact that a dozen boxes of text exist where a single word is sufficient is another problem, but I'll talk more on that later.

Now the issue of brokenhearted people extends beyond sidequests, too. See the game has a very clear formula that repeats exactly 8 times, stretching through almost the entire game. Basically, almost every time you arrive at a new town, it goes something like this: I need something in this town. Oh no, the leader/important person is brokenhearted! Fight a boss (a ghost thing named "Void of whatever heart quality the person is missing"). Now we need to fix their heart. Oh, the person we met 5 seconds ago has an excess of what we need! Cool, they are better, now they can help us with the reason we are here to begin with. Time to go do a dungeon, then head to the next town! This happens almost exactly like this 8 times, once for each aspect of the heart, and it gets very old by the end. 

Now the last thing to mention on Repetition is just that, you revisit old areas a lot. Like, A TON. It's not like anything really changes in the places you visit either, so it's not a cool kind of revisiting. It's the monotonous kind. There are more issues with revisiting areas, but they fall more under future categories, so I'll leave it there for now.


Pacing


Pacing is really one of the things that Ni No Kuni does quite badly. In fairness I think it's an issue that plagues almost every long epic style RPG, but it still stuck out to me while playing Ni No Kuni. The short version is simply that nothing you do is quick and easy. Every task has to be bogged down by some sort of fetch quest or some form of complication. Oh, you want to go back to town? Too bad, volcano errupted on the other side of the continent, go there first. The "formula" I described earlier is an example of this too. You can never just show up and talk to the king about what he can do to help you save the world. You have to get an audience with the king, then fix his borkenheartedness first. Some of this was acceptable at the beginning of the game, because they used it to demonstrate the game's mechanics. But then they just kept doing it...

Just to add insult to injury, the game's scenes are painful (and surprisingly few of them are voice acted). Whenever you do anything you are faced with a fairly hefty amount of dialogue. Perhaps the most annoying thing about it though, is the way said dialogue is done. Quite literally it seems like they explain everything like you are 5. Simple concepts are explained at gross length, obvious plot points are slowly unravelled 10 minutes after you figure it out, and every time you need to do just about anything your companion feels the need to hint at what needs to be done and/or how to do it. The volume and quality of the dialogue make the scenes drag on dreadfully, to the point where it feels like you spend more time discussing how to save the world than actually doing it. In fact, the game's dungeons are all pretty small and really don't grow at all the further you get into the game. They get more windy, but not any bigger.

One of the other things the game seems really good at doing is introducing new mechanics several hours after  when you could have used them. You don't get the ability to start capturing familiars (one of the game's main mechanics) until about 8-10 hours in. Compare that to something like Pokemon, where you get your first pokeballs usually within 20-30 minutes. Another example is the Travel spell, which warps you back to areas you have visited. Yet, you learn it after you have already explored half the world. In a normal game that might not matter, but in Ni No Kuni revisiting old areas is the norm, whether you can warp or not. You would think maybe they would give you the warp spell before giving you quests to walk all the way back to the other end of the continent, but no. 

And of course you have weak enemies back there not worth fighting. Many of them will run from you rather than engage, but some will still charge at you. Why a level 1 boar would charge a level 99 I dunno, but you have to waste the 30 seconds killing it anyways. Even Earthbound had a solution for that, and it was released almost 20 years ago! Ni No Kuni's solution is an invisibility spell that you get ~40 hours in, and involves doing side quests. Of course you always have the option of not doing any side quests, and you would almost never have to return to old areas then. The problem with that is that, the game's difficulty is high enough that if you skip the side quests there is a good chance you won't be prepared for the next dungeon. In other words, you need to do side quests on top of all the random fluff tasks the plot has you doing if you want to make it through the next dungeon, which probably won't be longer than half an hour.


AI


So now that difficulty has been mentioned, let's start talking about the game's AI. By now it's already pretty legendary in it's inability to do much of anything, and personally I would call it the biggest issue in the entire game. Before I go into too much detail, here's an overview of how combat works. You have a party of three characters, but only control one at a time. Each character can be assigned up to 3 familiars to control, and in combat they fight as either themselves, or one of their familiars. Each familiar can only fight for ~30 seconds before running out of stamina, and forcing the character to switch familiars, though familiars can be switched at any time. Each character shares a heath and MP bar with their familiars, though they all have different stats and abilities.

So now that's out of the way... The AI is just bad. A lot of the issue comes down to your inability to make the AI do what you want it to. You can change tactics for each party member, but they don't seem to work very well. The number of times I've seen a character burn all of their MP using attack spells when I set them to the "Keep us healthy" tactic is astounding. It also doesn't help that you can only change tactics while in battle, and while controlling one of the characters. So if you are controlling a familiar, you have to switch back to the familiar's master and then select the tactics menu from there. Changing tactics is not a fast thing, though it's less of an issue if you consider how useless they are. It's almost always best to just set everyone to not use any abilities (which thankfully, actually does what it's supposed to), and do everything yourself. That brings up other problems, but more on that later.

Now, even just doing nothing but physical attacks, the AI still manages to be terrible. The only thing they are good at is getting themselves killed. If you give someone a squishy caster familiar to be used for healing or something, you can guarantee that you will see that person up in the enemy's face attacking for 1 damage. Similarly, your companions will forego familiars and fight themselves surprisingly frequently. Which is strange, considering that the actual familiar masters are all terrible at doing physical attacks. There's no reason for them to ever fight themselves unless using one of their abilities (which the AI is forbade from doing). Even with no purpose but doing physical attacks, the AI is insufficient. If I need to switch to a different character to heal or something, you can guarantee that the AI controlling the damage dealer will spend most of their time sitting around doing nothing. Considering controlling said damage dealer usually consists of nothing but mashing X, you would think the AI could at least do that right, but alas.

Ultimately it all comes down to you having to do everything yourself. In short/easy fights that's fine and all is more or less well. The second a fight gets even slightly challenging though, all is lost, and things instantly become incredibly frustrating. The AI is completely incapable of doing the things that it needs to do, you end up having to switch back and forth, and said switching is not at all a fast or seamless process. Meanwhile your companions are derping about being useless and getting themselves killed, forcing you to do more switching. Or you let them die and kill stuff with one character. It works better than you might think. There are no fights in Ni No Kuni which are objectively hard. If the AI actually used the abilities you wanted when you wanted they would be easy. I honestly believe that Ni No Kuni would have been a much better game if they just made the combat turn based.


Combat


Issues with the battle system don't end there, though! While the AI is certainly a big problem, the combat itself has issues. I mentioned that I think the combat should be turn based, and this is the first problem. For whatever reason, Level 5 decided that Ni No Kuni should use this action/turn based hybrid system, similar to what we see in games like Final Fantasy XII or Xenoblade. I really don't understand why they decided this. AI issues aside, it seems like Ni No Kuni suffers all the downsides associated with action combat, but reaps none of the benefits. Navigating the battle field doesn't do much for you aside from introduce collision issues with other combatants. Positioning rarely ends up mattering, and half the time when it does the game's pathing forces you to waste time running around the enemy to some strange spot before you can even attack. There is almost never anything in the battle area to interact with at all (lava, obstacles, whatever). Sure it may feel good to evade that big attack (using the evade command, not physically moving), but because of the turn based side of things you often end up sitting around waiting for your command window to pop up, stuck in another action, etc. The negative feeling from that more than offsets the satisfaction of getting it right. Don't even get me started on trying to get your allies to also block the big attacks.

The action side of things kind of works when you are fighting one on one, but as soon as things get more chaotic everything just goes to the dogs. The game would have been better off going all action or all turn based. Choosing a path and sticking to it is not one of Ni No Kuni's strong points though. Even if the game was 100% turn based, there are just too many mechanics at play in the battle system. Since the game has the familiar catching mechanic, which is similar to Pokemon, let me explain what the appeal of Pokemon is to me. Basically, each Pokemon has an elemental Type which gives it certain strengths and weaknesses vs other Pokemon. The idea is to pick 6 Pokemon whose strengths complement each other, in an a attempt to compose a flexible team that has an answer to every situation. When you counter a grass type with your fire type, it feels satisfying . It's pretty simple, fire type has an advantage against grass type in pretty much any situation. That's not the whole story in every situation, but that's the gist of it.

In Ni No Kuni it's not so simple. You have 3 teams of 3 familiars, and when composing a single team, you have to think about the following: Element. Almost every familiar has an element that it is weak to and an element it's weak to. This is similar to Pokemon, except that a fire elemental familiar may not actually ne any good at using fire attacks, in which case it doesn't have an advantage it can exploit, it just has a weakness. Beyond that, each familiar also has an astrological sign (star, sun, moon, planet). Star/Sun/Moon has a rock paper scissors relationship, which is another thing to consider. So putting a team together you probably want a star a moon and a sun, preferably of different elements. But then you have genus. Each familiar belongs to a certain family (bug, dragon, beast, etc) and each companion has 3 familiar types that are their favorite. Using familiars of those types increases the familiar's stats by 10%. So you want a sun, a moon and a star, all of different elements, all of compatible genuses. That's not even looking at the stats on a familiar, the abilities it can use, or how this all interacts with your allies. Heck, familiars even have different growth patterns, meaning that most of the familiars you used at the start of the game will peak around the middle and pretty much just stop getting stronger. Too bad there's no way of telling (without looking it up) what each familiar's growth type is. It would be a shame if that familiar you wanted to use ended up having terrible stats in the end game.

There's just so much going on that it's pretty difficult to put together whatever you personally would consider an ideal team. Instead you just end up using whatever you have sitting around, and you don't get any of that satisfaction of each familiar serving it's role. Certainly you can put together a well planned out team. Having so many mechanics does mean you have a lot of room to experiment and differentiate yourself from how someone else plays. I found that for the most part I just ended up not care about most the mechanics, though. I built a team around stats and abilities. I couldn't give a damn about astrological signs (and in fact, the game's hardest enemies don't even have signs). Yea sure, I fought a fire boss using a familiar weak to fire. It worked just fine. I guess what I'm trying to say is that the game lacks the simple elegance of Pokemon. In fact I can't think off hand of any RPG involving putting together a team which delivers less satisfaction than Ni No Kuni. Normally a game that offers this kind of long term planning and customization is my absolute favorite. Not this time, apparently.

18 comments:

  1. James Childress25 May 2013 at 17:53

    I agree with your assessment. I only made it 4 hours into the game before deciding it would not be worth completing. This was very disappointing for me as it seemed the game had such great promise. They spent a lot on the beautiful hand drawn animation and scenery, but neglected to spend more time refining the gameplay. I got tired very quickly of constant going back and forth doing the quests and spending more time running than in actual gameplay and story advancement. I can see from your review it only got worse and worse as the game advanced. I suspect younger gamers would tolerate this better than the more experienced one who knows what makes a game a pleasure to play and experience.

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  2. I've researched this game's AI significantly, but it seems the only solution given is to just "deal with it". That would be great, if my companions even knew basic combat skills. As soon as you get your first companion, Esther, the game throws larger groups of enemies at you, and better composed groups at that. While this is standard in any RPG, your companions are often of such a detriment to you that you'll consider using them purely as fodder in every battle. While you cam do this in random battles, boss fights require precision and more tactical maneuvering in the field of battle.

    This straight up blows.

    Your companions will haphazardly commit suicide by monster, leaving you relatively defenseless without excessive consumable item usage. This is more frustrating than any difficult boss could ever manage to be, and is a blight to the game as a whole. The level of disappointment I felt after realizing I'd spent hours upon hours into the game, and being unable to continue because of the above statements, was awful. Assassin's Creed 3 Ending awful, and that's selling it short. Good Luck to those more patient than I, for this is one glitter-wrapped garbage pile I'm abstaining from.

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  3. I almost beat the game and even I had completely forgotten about the alchemy options. I didn't find them useful as well as running around and trying to avoid other familiars for the sake of sparing your time while as you stated running across the continent. I truly feel for those who saw the excellent reviews those game critics gave it and found false hope playing it. Its a good game story wise as well as artistic environment and characters, but its actual gameplay moments are truly frustrating in my opinion.

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  4. I don't understand how this game got so many rave reviews. It's beautiful to look at, but only competent as a game. The story is good, but not fantastic.
    The first few hours are mesmerizing, but it quickly becomes a slog. After that I found it never hits the peaks of the introduction, but the boring bits are less boring and so you're left to that awkward ebb and flow throughout the rest.
    Switching between worlds all the time was just a way to add filler to fetch quests. Also off-putting was the completely random seeming voiced/not-voiced dialogue.
    It's mostly a fun game, but it is far to complex for a younger crowd, but holds your hand like that's the audience it is aiming for.

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  5. I don't understand how you guys could bash this game so easily...played 4 hours and dropped the game cause you were tired of quests? Then don't do them! They're all OPTIONAL!!! You can advance the story like the speed of light if you avoid the side quests!

    Yeah the game's not the best RPG in all existance EVER. So that means it's not worthy of the reviews it got and should not even be played? I wonder how it got those reviews...oh, that's right - people PLAYED THE GAME and didnt give up 4 hours through!

    Meaning...if anything it has a very compelling story...and such inspiration alone should be a reason to play a game? I mean if we just want mindless RPG elements strung together all you gotta do is get yourself a DnD set or just play the same old JRPG's over and over again...

    The game is good for the whole package - for the art, for the story, combined with the gameplay elements, etc etc; not just for a select few elements.

    This game got the reviews it deserved because it's a good WHOLE PACKAGE.

    It's also got a great soundtrack to boot.

    All of that together makes the game a work of art...and that's what makes a game a GREAT GAME. When it's a MEMORABLE and inspiring or otherwise poetic experience, something that leaves you with something internal to hold on to and didn't just waste your time entertaining pale, shallow portions of your mind.

    Maybe if you spent your time playing this game with an open mind and heart, like you once did as a kid perhaps, instead of from the perspective of a critic ready to analyze and scrutinize all of these factors, you would have actually enjoyed your experience and went beyond the first 4 hours of gameplay.

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    1. As it happens, different people have different ways of playing games, different people enjoy different aspects or them, and different people can have different opinions. If you enjoyed the game on it's merits then more power to you. I encourage you to re-read the second paragraph of this article if you don't think I gave the game a fair assessment.

      Ultimately this article was meant to be an analysis of the the game's mechanics, because those are the things I care about. When I think of Ni No Kuni, I think about terrible AI long before I think about beautiful graphics. I think about a discordant battle system before I think about the game's story. Clearly it is the opposite for you, and that is fine. You're allowed to like games that other people do not.

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    2. I agreed with just about every statement you made about the game. However, it seems as if you were scavenging for every little flaw and error that the game had. I mean, at the end of the day, it all comes down to preference. I can accept the fact that your preference is different from mine. although, it does seem like an awfully difficult task to grasp the the entire scope of a game such as this while you are focusing so thoroughly on things like mechanics and AI. In all honesty, if you spend enough time focusing on anything as much is this you are bound to find flaws. However, those flaws do not define the game itself, at least not in my eyes. Anyways, I actually did enjoy your review.

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  6. I played this game more than 3 minutes and i'm entitled to say that it sucks.

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  7. Its worth noting that even as the Josh bashes the game endlessy, he still considers it a good game. Meaning he *is* considering the other positive aspects of the game, he just didn't mention them. I can relate to that, I also have a far easier time identifying what's wrong in a game than what is good. If you were to ask me I could point out an endless number of problems on any of my favorite games. Doesn't means I don't like them.

    That said, I don't entirely agree with the review.

    About the repetition... its true, to be honest, although I find it doesn't bother me that much, because I find the circumstances and the story involving said events interesting to watch/read. It also must be granted that this kind of super-predictable game structure is not a fault just from Ni No Kuni, but rather is a staple from the JRPGs genre in general... Pokemon, for instance, if you think about it, is a very structured game. You travel between towns to get the badges on their GMs, you invariably go through some kind of wild zone along the way, you run into team Rocket/some other threat at semi-regular intervals, etc. Only difference is that in Pokemon that just means lots of battling, which is what you expect from a Pokemon game, while in Ni No Kuni it means a lot of chatting and running back and forth which kinda sucks if you are not too interested into the story.

    Its also worth noting that a lot of the back-tracking and general repetition involving side-quests and such can be avoided by some witty planning and some knowledge of how RPGs typically work. For example, in almost every RPG where you go getting new abilities unlocked gradually, there are goodies spread all over the game that require X or Y ability to get. Meaning that you should generally wait until you're either near the end game or in a need to grind before getting around to collecting these goodies. There's also typically nothing preventing you from having multiple quests active at the same time, which means you should generally wait until all the quests at a certain location are unlocked and then get all of them at once, which tends to minimize the amount of running around you need to do. AND, getting better methods of transportation later in the game are a staple too, even if its just something like a speed boost. All of this means that, contrary to what the game usually tries to tell you, its more efficient to rush the plot and *then* come back for the goodies, as much as the occasional need to grind allows you.

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  8. [Continuing]

    Is this situation where you are basically expected to metagame to play the game in a time-efficient fashion a good thing? Nah, but its not a fault just from Ni No Kuni, like I said, it can be observed in almost all similar RPGs. At most you can blame Ni No Kuni for not fixing the problem, but it was not its creator.

    About explanations and feature introductions... to be honest, the verbose mode the game enters when explaining new features is annoying, yes, specially since you have both the book and the stone to get this information out of if you need. In the game's defense, this is a fault of almost every game that is trying to appeal to both adults and children a the same time. Newer mario games, for example, are pretty guilty of this. That is not to say there couldn't be an alternative, this and other games could just ask how much help you want or whatever. The slowness the game has in introducing important features can probably be blamed on this, also, at least partially. Its trying to now overwhelm children with too much in too short a time, since it does build up to be quite a complex game.

    As for the AI... yeah, no excuses there. Its just plain bad. Its not game-breaking bad, in that there are things you can do to make up for the bad AI and continue playing, but its definitely an annoyance as it prevents you from using tactics you *should* have been able to use, but can't because the AI will screw up their end.

    I must say that in the combat portion, you seem to have just not quite got the game. While it definitely could have been done better in some areas, its pretty good overall. For starters, you seem to not have noticed how much positioning does, yes, matter. The position you start an attack from and your timing define whenever you will do the smacking, or the enemy, because combos and stunning ensure that whoever lands the first hit will land the next ones. Also, you *can* physically dodge attacks. Not big, area ones, but there are a lot of attacks that you can just side-step, or whom are less likely to hit if you are almost outside their range. Also, and this is very, very, important, you can *interrupt* your actions by pressing O. From the way you spoke of being "stuck in an action", it felt like you don't know this. Interrupting is rather massively important, as it means you can end attacks in time to avoid the enemy's rebuttal and thus trade blows much better than otherwise.

    Finally, about team composition, its not like you *have* to get your team perfect. Ni No Kuni is far from the only game whose stats are far more complex and difficult to align than anyone can be bothered with, but that doesn't means this extra deep makes the game bad. Whenever to dwell into it or not is optional. I don't. If you want an example of other games that do this, look at tactical rpgs such as tactics ogre, where you often have ridiculously hard to match up stats such as signs, and which have tiny effects to boot... but don't really make the game any worse.

    Although I must admit I do not like the signs system

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  9. I am 26, and have played and enjoyed and gotten way too close to many RPGs in my gaming. The problem I have with Ni No Kuni is that I'm smarter than the game, and smarter than the game thinks I am. For such a large world, full of characters and situations, it really is quite dull. I personally could not feel impressed nor enjoy what was happening on-screen, because it was...hmm, how to put it:

    Someone hands you a stack of paper. You look at it, and they want you to fill out very simple information, your name, your address, your phone number, and so on. You grab a pen, and go to write your name, but the person stops you. Before they will let you write your name, it is mandatory that they must describe what a name is, and how you have come to have a name, and that you should, after all is hopefully filled out correctly, have ultimately filled in "your name" where the papers read "Your Name Here".

    You know this already; it was instantly apparent.

    Ni No Kuni puts a ball under one of 3 cups, and doesn't shuffle them, but won't let you select what you know to be the cup with the ball under it until it finishes it's long-winded patter (like this post.)

    I could feel my desire to play this game sap as each new town and situation was almost immediately clear, as you described ("This man lacks courage!"). You couldn't simply use your intelligence to go and find the source of courage, you had to watch a sparsely animated cutscene where a little boy says "Gosh! What's wrong with this man?", and then the back-and-forth of dizzyingly simplified explanations begins...

    "What he's missing...is courage!"
    "Courage?"
    "That old get-up-and-go, Ollie!"
    "Oh, courage..."
    "So...if we want to give him some courage, how are we going to find it?"
    "...Let's find someone with an excess of courage!"
    "Couldn't have said it better myself, boy!"
    "But where, Mr. Drippy? Where can we find someone with excess courage?"
    "Hmm, that's a toughie, lad."
    "Hmm."
    "Hmm..."
    "I know!"
    "You've had an idea?"
    "Let's go find the man we saw earlier with the red text that said he had a lot of courage!"
    "I couldn't have said it better myself!"

    I got this game on sale, for only 20$, and to return it now would only net me a few dollars in exchange rates, so I will keep this game forever, but I doubt very much that I will ever actually like Ni No Kuni.

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  10. Anyone who has done a medium to high amount of drugs in their life will not enjoy this game.

    It is debilitatingly unstimulating, and presents nothing new to your life (coated in another skin, it could be any number of RPGs throughout the ages...but not the good ones), YET, to the average, non-drug-using person, the *very slight stimulation* the game induces is amplified by a life of rote and mundane comings-and-goings, and so it does not surprise me that a very large amount of people essentially had their lives irreversibly blessed, improved, and turned inside-out by the content of this dreary game.

    Oh, it also has nice graphics, as if that is some sort of achievement on the Playstation 3, the most graphically impressive console mankind has publicly released.

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    1. Quote of the week :
      "Anyone who has done a medium to high amount of drugs in their life will not enjoy this game. "

      Thumbs Up Hermit ! :)

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    2. Thanking you...is easy, 'cause you're beautiful.

      Delete
  11. cheeze... it is a GREAT GAME. i have plaid pokemons, diablos, torchligths, sacreds, final fantasys... and after those. what game Does feel even a BIT NEW. WELL NI NO KUNI! TRY IT if your bored of samekind of jrpg,rpg,mmorpg.

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  12. Picked this up recently after hearing some friends say how good it was and saw reviews raving about it. And I'm completely bored. I've put in 10-15 hours at this point. I've been hoping for the game to get better, but it just kind of sits there in a rut. The two biggest issues for me is the annoying constant battling when just trying to get from point A to point B. It would be one thing to see an enemy and have a choice to battle or not, but the fuckers chase you down every time they see you! The other issue is the hand-holding. Yes, I figured out what I need to do. Please stop explaining. No seriously, please stop! Please? Pretty please?

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  13. To the hand-holding complainers: you can deactivate the star
    To the explanation complainers: you can skip cutescenes/spam buttons to skip those easily
    To the "it's repetitive" complainers: RPG
    To the "too much battles between point A to point B i cannot even avoid" : RPG?
    To the AI complainers : Seriously you don't get the game, you don't just press attack here, you get close, position yourself THEN attack, unless you use a spell.
    To the "drugs guys above": we don't play games to get something "new" to our lifes, but something "Better".

    I'm impressed because, i don't think i'm smarter than the people here, but i never had issues with the AI or the game at all, Thanks to the fact that i could move, cancel attacks and such, i was able to kill bosses flawlessly, defending/evading and such, what the hell do you play guys that the AI took all of you?, only thing i point is the lack of more towns and places, but i give them the credit of focusing on the engine, and having an engine done for a future game can change many things ...

    Oh yea and i love the mini games, and the casino is such a nice place

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  14. “Nice Post. It’s really a very good article. I noticed all your important points. Thanks"
    ld hardas

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