Shelved again. I really want to like this game. For every good design idea, there's also a bad design idea. It's been a while since I've played a game that seems to have open-ended character creation and exploration that railroads the player this hard.

You are going to make a party composition like this, or die. You are going to primarily focus on elemental geomancy as a primary battle strategy, or die. You are going to do these quests and sidequests in this specific order, or die.

The writing can't tell how seriously it wants to take itself. It neither commits to being a grand adventure, nor a farce, and ends up with a weird tonal compromise.

But when you figure out combat, it's pretty great, when you finally know which quests wont kill you at your level, it's great. Especially if you've got someone to play co-op with.

Reviewed on Sep 14, 2022


1 Comment


"You are going to make a party composition like this, or die." This is what I notices during my few tries to play this game too. It always felt like I had to choose specific classes in order to progress more than just a few hours before having no chance against the enemies.
Do you know if the sequel fixes this issue?