447 reviews liked by DragoCrafterr


If Valorant represents the hero shooter at one extreme, Gigantic sits at the other: it is primarily a MOBA with shooter elements, more in a line with a traditional League of Legends or DoTA 2 experience than anything like Overwatch, Paladins or Apex Legends. Because of the massive burst damage and CC potential of the melee units, you get that tight negotation of space so emblematic of traditional MOBAs: players engaging in passive stare downs, waiting for the slightest perceptible opening to pounce. A high stakes game of chicken where there is just a hairs breadth between "overextending" into certain death or confirming a kill. In contrast, the ranged characters play and feel like your more traditional hero shooter fare, but the power that would come with so much map control has been heavily nerfed to compensate. Primary fire damage is low, time to kill is obscenely high, and everything revolves around disengagement and cooldowns. There's no creeps to farm, but the movement and mechanics are undoubtedly MOBA.

But these concepts don't translate as well as they probably should. I noted it in this game's Korean cousin, Storm Strikers, as well; this game's readability is complete trash. The time to kill being so high, you just get a crowd of characters wailing on eachother, spamming cooldowns with very little thought. Bright colors flash all over the screen, giant AOES of no discernible origin cover the ground, and giant white letters pop up to say "FROZEN. ARMOR BROKEN. SLOWED. POISONED. VOID GRIPPED." It's just graphical vomit, the kind people will tell you "Don't worry bro, it all makes sense after 1000 hours bro, I swear bro." Be that as it may, the problem with these games is player retention, and it doesn't have the benefit of the older MOBAs long-running communities to fall back on. New players are not going to know what is killing them, how fast and why. It might be novel while everyone plays with the new toy; but as the playerbase wanes and the skill gap widens this is going to be a problem. Just ask Storm Strikers with its 10 daily players.

As a long time player of these titles, I know good concepts when I see them, and Gigantic has some really strong points in its favor. The game has great pacing in the current "Rush" mode and I feel like it rewards both game sense and high mechanical skill equitably. I can see why this game had a diehard community, and it's satisfying to see these players get their game back in the era of GaaS. Many of my favorite MOBAs and hero shooters are gone for good, casualties of a mix of bad marketing and corporate greed. I never even got to play Gigantic before it got hit with the end of service announcement. Now that I've finally played it, I can see both why its loved and why it was canned.

Games like this need to focus on player retention, especially if they are paid titles. So the developers undoubtedly have their work cut out for them. Framerate optimization, server stability and UI fixes stand out as the most important pain points; but the new user onboarding has to also be drastically improved. Then it is a matter of making sure those players stay onboard- and the answer is never a battle pass or balance patches. What we need to see out of Gigantic is alternate ways to play the game- as these sorts of options are appeal to casual userbases. Different gamemodes are an important part of the hero shooter ecosystem because they allow for healthier player seperation. Let the tryhards dominate modes with more competitive depth, but give the normal players a low-stakes gamemode where they can just relax and turn their brains off.

As it is, Gigantic feels doomed to fail, but all hope is not lost if the developers have been paying as close attention to the industry as the players have.

Not backloggd approved 👎👎👎👎👎 play real games like Metal Gear Solid 2, Persona 3, or Nier Automata.

- Quick, we need ideas to make our cheap fighting game stand out against the competition.
- What if we made moves that are plus against other players be minus when fighting against the AI?
- Brilliant, let's add that.

The best way to summarize the Mitsurugi experience is that if you play the game using a controller, you can't set its volume to 15%, as it bounces between 14% and 16%.

The reason for this to be happening, is that instead of having volume be a global variable in which you set its value on a given menu, they made one variable for each possible volume. There's the var BGM_1, BGM_2, BGM_3, BGM_4, etc... and you cycle between them. Except, they forgot to make BGM_15.

Not even YandereDev fucked up like this.

Godfist is a roguelike in which you must climb a tower to get revenge upon the Gods for killing your family. Entities in this tower are in the Gods' Domain, so they are immortal (including you), so the only real way to defeat enemies (and to lose) is to get knocked off the tower. This leads to health being calculated like Smash Bros. with a percentage meter showing how much knockback you will take.

You can either inflict damange with basic punches or with special abilities assigned to Q, E, and R. These abilities randomly roll into another one once you use it. You start with 3, and get more through chests that will add more to your pool. I think this is a fun enough premise, but the problem I'm having is that the combat isn't very interesting enough. Spam your basic bunches to (slowly) add percentage on, or spam your abilities (and the starting abilities do not feel particularly good).

Overall I think this game just needs more oomph to be good.

I only remember liking this silly stupid game because it came with a free Zhu Zhu Pet, I do think I broke it by throwing it at a wall because it would not shut up ever. RIP Young Zhu Zhu Pet :( (ps I know I still have his soulless husk robot hamster body somewhere going to go look for him)

Oh and game was alright I guess

that time i had to sit through 50 MHA openings because my friend watched MHA made it really easy

This review contains spoilers

I haven't finished it yet, I just reached the final (or maybe it's not, you never know with games like this) region as of the time of writing, but I feel comfortable enough writing something up on this. I'll likely finish it within the next two or three days, in which case, I'll update this when the time comes. (Update: Finished it. Additional thoughts at the end.)

Man. I had such high hopes for this game, especially after the incredible demo and how good Vanillaware's previous game was, but Unicorn Overlord's just not doing it for me (goofy ass name aside, I will never not laugh at that name). Maybe I'm just a dumbass and this game requires too much brainpower for me, but it feels like Vanillaware took the criticism that the RTS half of 13 Sentinels received for being too simple a bit too personally, and then proceeded to take it way too far for this game and made it too complex. Before you even get into battle, especially in the later parts of the game, you need to: fully kit out each unit in a team with good gear (which is 4 pieces for each one), make sure they're sufficiently leveled (which will be a problem if you don't grind, even if you do all the side content as you find it; trust me, I'm speaking from experience), make sure their formation is sound and that the team works well together, and configure the order and conditions of their actions to make sure each unit works as intended. For every team of units. Again, this is just for battle preparations; this isn't even getting to the actual combat yet, which is an entirely different beast altogether, which I feel has its own slew of problems that grows the further the game progresses.

This game is too much for little ol' me, and I normally really like micromanaging a team in an RPG to make them busted as hell; but there's a limit to how much is required out of me before I start to get exhausted from constantly flipping through menus just to stand a chance. I criticized Atelier Ryza 3 for this same reason, as that game has 11 party members you need to maintain good gear for throughout the whole game; Unicorn Overlord cranks that up to, uh...11, by requiring you to micromanage even the most minute of details, on a team that's upwards of five times larger. That is absurd. This game is compared a lot to Fire Emblem, because, tonally and conceptually, it is basically just Vanillaware's take on a Fire Emblem game...but here's the key difference: Fire Emblem is much simpler and snappier. It doesn't require nearly as much micromanagement, and the intuitive gameplay loop and simple combat calculations (Heroes aside) makes pretty much any Fire Emblem (Thracia aside) really easy for anyone to just pick up and play. This game does not have that same wide appeal; not even close.

I'd be remiss if I didn't cover the aforementioned problems I have with the combat. The only real issue I have with the core combat itself, beyond what I've already talked about with the excessive micromanagement, is that out-of-combat damage is way too strong. Catapults basically one-shot anything they touch (which is especially annoying when you're the one getting one-shot), and valor skills can shred healthbars extremely fast, for both you and the enemy. Dragoon Dive and Arrow Rain in particular are stupid good, especially the former. The combo of using Dragoon Dive to slam into a boss, and then immediately initiate combat on said boss trivializes almost any boss in the game, even with their 50% damage reduction from Dive (What is it with high fantasy SRPGs and their complete inability to properly balance Wyvern Riders?). Arrow Rain is the most annoying shit on the planet when you're the one getting bombarded with arrows from this game's endless stream of archers, now with bonkers range thanks to the watchtowers that many of them conveniently spawn in. Beyond those, there's a lot of little things that irk me, but the one that gets me the most is the Bestials, just in general. The Bestials' gimmick of being super duper strong at night, while unique for an SRPG, is really uninteresting, and it just makes them a pain in the ass to fight 50% of the time. Especially those damn bears, those guys become next to impossible to damage without magic, and it makes them really fucking annoying. The Bastorias arc is easily the lowest point of the game in terms of gameplay enjoyment, and that gimmick is a very large part of that (although, I have to say, fuck that fog of war map; good lord, what where they thinking with that map?).

The main story is pretty basic and cliché, but I expected that going in, so I'm not mad or anything. Just indifferent. I've seen variations of this exact story and many of these exact plot beats countless times before. Many of the characters also don't really interest me very much, but that's also a pretty regular thing with SRPGs that have casts this large; not all of them are gonna click with you. The favorites among them that most certainly click with me are Josef, Melisandre, Virginia, and Hilda; Josef in particular is one of the best takes I've seen on a Jagen-archetypal character, they knocked it out of the park with him.

All in all, my distaste of Unicorn Overlord is almost entirely down to me and my personal preferences bouncing way off of this game. This game seems to be getting review-bombed right now on here for...whatever reason, and I hate to technically add fuel to the fire, but I'd like to think my grievances with this game are legitimate.

Post-Completion Thoughts – This Is Where The Spoilers Are

Yippee, I finished it. Way faster than I estimated, too.

The finale was fantastic, and is the main reason I bumped the rating up to where it is now. A good final act can really stick with you if it also sticks the landing, and this game's finale sure as hell did. The other four nations' armies joining you in the final battle, right as you're at your lowest point and on the brink of defeat, was a payoff I didn't know I was waiting for, and the game (kind of) pulling a Xenoblade 3 and playing the tutorial battle theme in the true final boss fight was a fantastic way to end the game. They end the whole game by calling Alain The Unicorn Overlord™, and that is objectively hilarious.

Speaking of Alain, this man has got to be the most milquetoast protagonist I've ever seen in one of these games. He's very blatantly written to be in the visage of Marth, but, unlike Marth, is instead a static character that feels like he never really develops at all and has less personality to his name than a plank of wood. Knowing Vanillaware's previous game, I was expecting him to be a unique twist on characters like Marth and Seliph with some wild, reality-bending twist to him, but nah. He's pretty much what everyone and their mom criticizes Corrin for being, but on every possible steroid and the critiques are actually accurate.

POST-PLATINUM THOUGHTS

The postgame map was cute. I liked being able to recruit all the notable bosses from throughout the game.

Also, fuck the mining minigame. That is all.

Please get me out of this Free Edition hell the game's so fun why am i still stuck in Free Edition hell

AGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH THEY ARE ATTACKING MEEEEEE ARRGGHGHGH