Posted on: March 11, 2022

decadentgray
Bestätigter BesitzerSpiele: 248 Rezensionen: 3
Not what it purports to be.
The game looks gorgeous, it nails the 16-Bit aesthetic rather well, but improves on them in subtle but noticeable ways. The music is rather nice too, catchy chiptunes all the way, pure joy. It certainly has the classic jrpg look. So I prepared myself for a funny action adventure. Only the game is neither an rpg, nor an action adventure. It is a twin-stick-shooter with an attached rpg mechanic. You have a ranged attack, which demands absolute precision and fast reflexes, even on the lowest difficulty settings. The target overly might from time to time be missing, depending on the readiness of your ranged weapon, and might blend in rather splendidly with rain and other (stunningly beautiful) graphical effects. And you will need it, for puzzles (with timers, none the less), and enemies which stay away and force you to shoot them. (You could try with the mouse, here at last aiming is better. But then you have, different from the controller, to click spam your attacks with the mouse buttons. This is Carpal Tunnel in the making.) Dodging and your shield is bound to the very same button (not customizable), the action depending on your character moving or standing still. Enemies will absolutely throw themselves or their attacks onto you perfectly zeroed in, so you are forced to dodge with lightning quick reflexes or eat up the damage. But, this is an action rpg? For sure a bit of actual action should be expected? Yes, of course. But. Above mentioned elements are not woven into the rpg system. You can't level to increase your dodge time. You can't spend experience points to make targeting more forgiving. Hence, those elements are dependant on your reflexes and raw skill, so "get gud" or leave. It's like buying Mass Effect, but instead getting thrown into a round of Fortnite against a bunch of hyper skilled twelve year olds. If I wanted to play a brutal action game, I wouldn't have bought an rpg. Pity.
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