Posted on: October 12, 2017

madcowtw
Verified ownerGames: 231 Reviews: 2
Beautiful, Strategic, Unbalanced, Grindy
It's not often that I leave a review for a game; I need to spend quite a few hours in it to understand how it works – often coming close to beating the game (if not doing so) before I can feel if I really enjoy a game or not. I can say that – after some 20 hours with Battle Chasers that the game is not for me. Pros - The game is graphically beautiful and the animation incredible. The leveling system (perks) seems meaningful as well; having reached level 18/19 in the game (slightly more than halfway from what I can tell) you really get to make some decent choices to your characters in this regard. The voice acting and sound effects are nicely done as well (I have the English version). The hits sound great, the limit-breaks (burst abilities) are incredibly well done too. Often I found myself using a burst during an easy battle (while farming) to see what it would look like. Characters weapons change with the art/equipment you have geared them with. ONLY their weapons work this way from what I can tell. I enjoy the lore book. Unlocking the creatures and learning what abilities the creatures can do (and what they're weak against, etc) is a very nice tough and something I've always liked when developers added it. Very nicely done. Middle Roads - The game's dungeons are pieced together with randomly chosen tiles, which have shrines/chests/etc places in certain key locations. Imagine a board game consisting of different boards. Each having a spot for certain types of items you can interact with. The game will spawn these boards randomly to create a dungeon, and then place items here and there in designated spots for you to interact with. This gives the game an interesting feel as you're likely to not see everything possible in a dungeon in the first go. The loot is also randomly acquired. Sometimes you'll do a dungeon and acquire a fantastic piece of equal-level gear with enchantments on it, allowing you an easier time at getting through hard dungeons (or making average dungeons a cakewalk). It has the FEEL of a Diablo game in that regard. Indeed – when you complete a dungeon you get a loot chest containing random gear, encouraging you to aim for higher difficulties. Dungeons themselves also have a difficulty you can set it to, allowing you to go through the game at an easier pace (somewhat). With the final difficulty (legendary) being unlocked for a dungeon once you complete it once, or perhaps once on 'heroic' difficulty. In my play through I went to each dungeon 2+ times just to see what was in the chests I would receive for their completion. Most non-healing/mana potions are useless. They require giving up a turn to use them in combat, which often means you're taking massive damage for some slight damage/defense gain. Mana/healing/prismatic are useful though... but since you can just leave a dungeon, rest, and combat back to it I don't see the need for them. Some even have penalties beyond giving up an action. Normally I'd mark this as a con, but you can just choose not to engage in the potion crafting aspect of the game. This is somewhat odd too since there's out-of-combat buffs (food/drink, and rejuv potions) you can use so I don't understand why other potions can't be used in a similar fashion. Cons - The game's balance is all over the place and this is what has caused me to put the game down until patches (or mods) can fix it. The first 12 hours were mind-numbingly easy, the next 8 were stupidly hard. In the beginning you can (and will) cakewalk through everything. Later you'll be slaughtered by two tough enemies who were linked together (spawning near an entrance so you can't split the pull) and need to retreat/reset the dungeon in hopes the same doesn't happen again later. This can be somewhat mitigated thru grinding (gets rid of the frustratingly hard aspect but then makes it too easy). More on this balance: creatures do not match your level. This causes dungeons to feel like a cakewalk if you show up to them overleveled, but extremely unforgiving if you show up to them too early. I can not see how, simply doing the main quest and dungeons once, you could survive the 4th dungeon (The Dig I believe). Also – for whatever it's worth 'fleeing' combat never worked, not once in the 40 times I tried using it. You CAN just quit to the menu though, which causes your characters to leave the dungeon/combat and spawn outside with their health/mana at the level before you entered the combat you quit from. Grinding. You MUST grind dungeons/creatures for randomly dropped crafting materials, loot and experience as showing up to a level 17 dungeon in level 13 gear (or levels) will see you slaughtered in no time by even the simplest of creatures. Didn't get a sword for Garrison? Tough luck there – you're going back to that dungeon you just beat 4 times in hopes for one, or a smithy to craft one for him. Combined with the way dungeons are pieced together it can take several runs in a row in order to complete a side quest (because the game didn't spawn all the parts you needed the first, or second time through) so if you want all the perks/bonuses you'll be doing the same dungeon at least 2 times. There's no real tutorial aside from combat – which is the easiest thing to figure out after four or five fights. Those loot chests you get for beating dungeons? You need to go to them in your inventory to OPEN them. Those treasure maps you find? That means a non-interactive space on the world map now can be searched for some hidden loot. Summary - There's some good ideas here and the game is simply breathtaking to watch, but I found the game to be boring, repetitive, and frustrating with game balance issues presenting themselves after the first hour or two that I played (too easy) and then switching round to the other extreme at the halfway point (The Dig and Deadwatch). 2 stars out of 5 from me – if the game ever receives a balance pass I'll take a look at it again and change my review accordingly.
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