To be fair, the pacing somewhat improves after chapter 2, as does the complexity of some puzzles and enjoyment of dungeons. The game is also constantly throwing cut-scene triggers every 5 steps you try to take, which is super annoying when most of them are glorified tutorials or hand-holding and you just want to play. I don't want to play out stories I already know, but done worse and with no emotional weight because they've been refactored for jrpg mechanics and fetch quests. I don't like the rehashing of old arcs, but with "oh things are slightly different than you remember and also enemies are harder" handwaved by the memory-loss incident at the story beginning. There's some minor quality of life stuff that's very frustrating that's missing, namely the fact that you can't perform actions such as picking up materials or looking at the map while characters are talking, how long it takes to swap between characters (seems instantaneous on other games), or the inability to skip battle animations (although you can speed them up at least). With very few exceptions, enemies are one-shot and bosses are straightforward, even with skipping most battles. Battles rarely, if ever, require strategy, and are typically very easy. But in practice it doesn't affect much and you just spam your favorite attack with your favorite character. I appreciate that they tried to mix it up by implementing a rock-paper-scissors system with characters and enemy types, as well as having "zones" in the battle that combatants can move around if not engaged. 24h PlayedI have no idea who this game is for.
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