Reviews from

in the past


Honestly Im super biased cause I just love CyberConnect2's world building and art style and always have, but its a really fun RPG! Its straight forward and just throws you into the action, and it honestly offers plenty of challenge if you choose to seek it out. The balancing felt good, I never felt overpowered or like I was falling behind the curve (though I was always taking the hardest path for maximum rewards). The game doesnt overstay its welcome either, with a nice roughly 20 hour playthrough just to see the story through, and the pacing felt great.

The time management aspect of the intermissions was fine, it added some depth with deciding what you wanted to do but it definitely felt like your choices were pretty obvious (upgrades -> build character bonds -> maybe a meal/restocking cooking supplies), at least the scenes between characters as their bonds built were cute and definitely gave something to look forward to each intermission

The real focus of the game was definitely the combat and it delivered well on that front, its tight and bombastic, landing stuns on enemies feels great and engaging with mechanics like character swapping and pairing felt plenty of rewarding, and most skills felt like they had their uses. If I had to pick my biggest complaint, I would have liked it more if the game put more pressure on you to use the sacrificial cannon, at least in my playthrough it was super easy to ignore the mechanic entirely and never consider its use at all, which given its story impact was a bit disappointing! Ruins exploration could have been more too, I dont expect them to package an entire side game necessarily but if its going to be a little walking minigame I think some world building would have been cool to include and give me more reason to actually spend SP on it during intermissions

Overall I really enjoyed it as a tight RPG experience with challenging and fair turn based combat with a cute art style and fun juxtaposition with the darker tone of the story, no bugs or crashes in my playtime and load times were snappy

Um jogo muito legal com os combates e carismático com os personagens, gostei bastante do gerenciamento da base antes das batalhas e durante o combate com armas diferentes e na afinidade entre os personagens.
A arte é o principal aqui, muito linda.
únicos defeitos são a trilha sonora q achei muito repetitiva e a duração do jogo, achei q se estendeu muito.

The furry child soldiers did indeed invoke strong emotions in me. Quite a big departure from the earlier Little Tail games, but honestly I appreciate it. From a purely mechanical perspective it's the most actually fun of the games, though it goes from platformer to RPG. Since you're all in a tank there's only one target for enemies even though you have 3 people fighting at once, and enemies can do a fair bit of damage, so it does capture the feeling of constantly being on the verge of loss without going into the deliberate unfun territory. Has resource management as a real factor. Compared to the other games, the world/environments aren't as memorable, though I guess being set in a war that's fitting.

Fuga: Melodies of Steel makes a compelling pitch. It’s a JRPG that distills the formula down to its essential elements. Gone are the random battles, the dull sidequests, and the gratuitous cutscenes, leaving only combat, dialogue, and party building. It sounds like a juicy formula but does it deliver on expectations?

Fuga is the story of bunch of anthropomorphic kids and their giant tank. The game opens with Free Lands of Gasco fighting a losing war against the Berman army. Taking refuge in a cave to escape an attack on their hometown, the group of children stumble upon an ancient tank, the Tanaris. A voice from within the Tanaris invites them aboard, and off the children go to save their captured families.

It’s a journey that could be summed up as “Turn-based JRPG Battle: The Game.” The Tanaris only moves one direction – forward – and automatically initiates combat with any and all resistance. To JRPG veterans, combat will feel familiar. Characters come in three varieties – light, medium, and heavy. Lighter fighters do less damage but their turns come around more quickly, and vice versa. Turn order for both allies and enemies is displayed on a timeline, and enemy turns can be delayed by hitting them with certain combinations of attacks. The Tanaris only has three seats for attackers, so you’ll often find yourself shifting party members in and out of the gunner seats to exploit enemy weaknesses. It’s not the most original system but it gets the job done.

Then there’s the Soul Cannon, a feature prominently mentioned in the game’s marketing materials. If you’re about to lose a boss battle, you’re given the option of sacrificing one of your children to the cannon. Doing so instantly annihilates the boss, but the downside is that you lose one of your characters for the rest of the game. This is no small sacrifice; each character is unique and non-replaceable.

Unfortunately, I found this choice to be less interesting than it sounds. First of all, the cost vastly outweighs the benefit. Sure, you win one battle instantly, but enduring a handicap for the rest of the game is a very high price. While there is enough redundancy between the characters for you to limp ahead while missing one or two of them, your tactical agility will nonetheless take a hit. This will in turn make later battles harder, increasing the likelihood that you’ll feed more kids into the cannon. It’s a vicious cycle.

The bigger issue with the Soul Cannon, however, is that there’s not enough incentive to use it. JRPG veterans won’t find much challenge in Fuga. During my playthrough, my crew and I plowed through the entire Berman Army without encountering a single Game Over screen. Winning strategies are easy to sniff out, healing items are abundant, and if you rotate characters in and out of the gunner seats regularly, you’ll be overleveled before you know it. The game’s relative ease combined with the Soul Cannon’s high price meant I never had to seriously consider firing it.

Worse yet is that the Soul Cannon and its sacrificial cost don’t just impact combat; they have downstream effects on the story as well. Because Fuga lets you feed (nearly) any party member into the Soul Cannon, the narrative can’t rely on individual characters to drive its story. The tale will limp along regardless of who is or isn’t still in your party. Events occur, the narrator reads a few lines, and the surviving members of your party chime in with a line or two of lighthearted dialogue. This result is a flat story with limited character development.

The game tries to compensate for this by allowing you to build support between characters, as in Fire Emblem, but these trope-heavy conversations are a poor substitute for a dynamic, character-driven narrative. Perhaps memorable villains could’ve made up for this shortcoming, but here too the game falls short. The bad guys are simply bad dudes, doing bad things for bad reasons. I’ll be surprised if I remember them a month from now.

What does this leave us with? While I appreciate the effort to create a streamlined JRPG, in the end Fuga is too threadbare for its own good. The combat is mechanically sound but never pushes the player hard enough. Likewise, the plot is somewhat interesting but feels too detached from the one-note characters. It’s a shame, too, because I really wanted to love Fuga. It’s clearly a work of passion, and the Ghibli-esque stylings are extremely charming. While I did enjoy it in fits and starts, the overall experience left something to be desired. Only time will tell if I decide to continue on with the sequel or just let sleeping Caninus lie.

Fuga Melodies of Steel (2021): La historia es horrible e ingenua hasta para un niño y los protagonistas literalmente no llegan ni a cliché, pero el gameplay es una delicia que te mantiene enganchado durante horas, con un loop jugable adictivo y perfectamente diseñado. Con ganas de su secuela (7,35)

FUGA: Melodies of Steel has a great turn-based combat, It is just like a rock-paper-scissors game, it is quite fun and combats made me feel a bit challenging especially in the boss fights however I don’t have an issue with that because the game forces to use Soul Canon to you, It is a gun that kills anything with one shoot but requires bio-power. If you want to use that gun, you have to sacrifice one of the children and it affects the ending

que joia escondida no gamepass
uma trama basica, sem grandes reviravoltas mas q cativa muito com seus personagens, é tão bom ver a evolução das crianças
a gameplay é bem simples e acaba ficando enjoativa se vc jogar por muito tempo seguido
a trilha sonora tbm acaba ficando repetitiva mas melhores momentos ela aparece de uma forma incrível
recomendo a todos q curtem um estratégia e uma trama simples e envolvente vai fundo.