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This review contains spoilers

The original Xenoblade Chronicles, nearly a decade later, remains one of my most fondly appreciated and respected games. Its sequel, Xenoblade Chronicles 2, is one of my least. What do you get when you smash the two into each other? Evidently, Xenoblade Chronicles 3. A game that's some parts old and some parts new; A game that's some parts 1 and some parts 2.

No matter what game this turned out to be, I still had enough respect for the series in me to give this next installment a whirl. Here are my thoughts.

It's no question Monolithsoft is dripping with talent, and perhaps one of the smartest acquisitions Nintendo has ever made. From game-to-game it is instantly acknowledgeable just how much more skilled they've become at their craft over the years. I don't doubt these artists are truly capable of making something great, even 2 has its moments, but with this newest entry I begin to find myself questioning if this series continues to be the best use of this studio's abilities.

To me, the Xenoblade series is well-known for, above all, three things: Its music, its worlds, and its story. I'll chronicle my thoughts of each of these facets as we go along, starting with...

The Worlds
Something Xenoblade Chronicles wants you to know as soon as possible about its setting is the quite literal fusion of the first two games. Characters and architecture from the kingdom of Keves reflect and mimic the design sensibilities of Xenoblade 1, while the kingdom of Agnus carries forward that of 2. While it's clear they put a lot of effort into this idea, I still disagree with the attempt at doing so fundamentally.

I always looked forward to seeing what was around every corner in past Xenoblade games. You never knew what you were going to find because the scenery and the spaces were places you'd never seen before. I have such vivid memories of places like seeing nighttime in Satorl Marsh for the first time or discovering the impossibly towering Mechonis factory from Xenoblade 1. Even a jaded Xenoblade 2 disliker such as myself couldn't help but be utterly dazzled by locations like the innards of the Urayan Titan or the dizzyingly beautiful Leftherian Archipelago. Because Xenoblade 3 is only interested in bringing back old ideas instead of making new ones, there was never that sense of wonder about the places I found, only blank recognition of a little bit of Gaur Plain here or the Fallen Arm there. I kept waiting to find "that" location for me that would blow me away and leave something that would become that treasured memory, but unfortunately it never seemed to come.

From a technical level, these spaces are larger than ever before, and most impressively, Monolithsoft has now even found a way to fit multiple vast biomes into a single province, with far fewer chokepoints required to insert loading zones into than ever before. The scale on display is a significant step up compared to Xenoblade 2, which is even more impressive when you consider that these were released on the same hardware. There's a lot of verticality to appreciate these seemingly endless vistas from, and despite loading zones technically still being present they do a good job of making the world of Aionios feel remarkably cohesive. Landmarks are numerous and always visible from each other, which makes your place in the world feel very "real" in a neat little way.

With this increase in ambition however, it is clear that some sacrifices were made. While Xenoblade 2 quite infamously suffered from some memory leak issues close to launch, in my time with Xenoblade 3, this game exhibited numerous occasional "hiccups" that involved the music skipping and stuttering and the framerate freezing for up to a full second. These occurences were infrequent enough that it didn't completely ruin the experience, but when they did happen they always happened hard, and it's never something that I've had to put up with before in a Monolithsoft game before. Battles between your oversized party and the numerous hordes of enemies you'll meet along the way only serve to make this even worse. I've played through this game on three different patches and experienced this same issue all the way throughout. Bizarre stuff, I hope it's possible for this to eventually be fixed.

The Music
The sound of the Xenoblade Chronicles series is unmistakable. Created by an all-star team of legendary JRPG talent, this is another component that the series has traditionally exceeded at. Unfortunately, as time has gone on at Monolithsoft, things have shifted around a bit amongst the team. The most high-profile of these adjustments is the complete loss of Yoko Shimomura from the credits, but equally lamentable is the severely reduced role of Manami Kiyota and the utterly tragic hampering of ACE's abilities, both of which made up a large part of Xenoblade's unique audio identity.

Early on, the game starts on one of its strongest notes: the main battle theme. Kenji Hiramatsu has really began to stand out over the last few years with some of the original battle themes that were put together for Torna: The Golden Country and Future Connected. Unbelievable funk and jazz that feels right at home in this series. Hearing that he'd finally be heading up the battle theme for a mainline game is an extremely exciting prospect, and it delivers on this promise for a little, but its presence is soon erased by about a dozen other forgettable battle themes that keep replacing one another as you progress through the story. I have no idea what the YiiK they were thinking but there's no excuse to throw out such a winner in service of so much nothingness. Especially disappointing is that both Xenoblade 1 and 2 had critical plot moments that also changed the default battle music, but those kicked ass, while these went right through one ear and out the other. From the sound effects, to the cutscenes, to the battles, this game has some serious Hollywood-ass action-movie-ass sounding music and that is NOT a good thing. At every turn, Xenoblade 3 feels like it's so afraid to sound like itself anymore, and when it does it's only ever in meek, half-hearted ways that still feel like they're always trying not to be too "weird" lest they stray too far from anything you'd hear in a Marvel movie. There are remarkably few times when electric guitars even show up at all, and when they do they're more to provide a little bit of grit or texture rather than ever getting the chance to truly take the lead and give you something to tap your foot or bang your head to. A ridiculous shame, and as far as I can tell, a 100% self-inflicted wound. These guys deserved to have made something better.

I fear the area themes as well, for the most part will not be sticking around with me. A few notable exceptions to me were Alfeto Valley, Eagus Wilderness, and Agnus Colony (Day), but even these areas still feel very subdued and laid back compared to the series' usual output. Nothing like Xenoblade 2's Mor Ardain here, that's for sure!

For a soundtrack with so many cooks at the helm, it's tricky to nail down exactly what went wrong here, but it feels like enormous wasted potential. No matter how bad or good Xenoblade 3 turned out to be, it could at least be guaranteed the music would have some knockout moments to keep coming back to listen to over the years, right? I'm sorry to say that for me, this was not the case.

The Story
Despite the 3 of the title, Xenoblade 3 wants you to absorb it for the most part as an original, standalone story; Something to engage with on its own terms. In the words of its own director, it may be the thematic conclusion to the series, but crucially, not narratively. It is especially confusing to me then, as a returning Xenoblade player, just how much is ripped in this department from previous games, even when compared to the other aspects of this game that already borrows so much that it doesn't need. A new character in Chapter 1 is introduced and dies immediately. For no reason at all, the nature of their blaze-of-glory death is the exact same of a certain beloved Xenoblade 1 character... but we just met this guy like a minute ago, so it doesn't mean anything. A certain character is defeated in a mech and dies by the main character's own hand. The cinematography of this scene is a shot-for-shot recreation of the part in Xenoblade 1 where Shulk defeats Egil aboard Yaldabaoth. I'm sure there are more moments than these to pick out, but they proved insanely distracting when I happened to clue into them. Melia from Xenoblade 1 and Nia from Xenoblade 2 are just... back. Not reimagined. Just literally the same characters. There's nothing outright offensive that they do with their presence here but I can't imagine new players will get much out of them considering how pointless their presence feels. The reuse of all this imagery is utterly devoid of meaning. They were important moments from the previous games, so putting them here will make this game important too, right? Quite the opposite, in fact it makes these moments feel cheapened.

As for what's new in Xenoblade 3, the core cast of characters who are taking in this familiar-yet-unfamiliar world are who you're going to be experiencing the bulk of this story through. The English voice-acting early on shows itself to be a welcome improvement compared to the complete embarrassment that 2's dub turned out to be, and I was very pleasantly surprised to see unique English lip-synching for all of the dialog. The performances aren't the best the series has seen, but it's definitely passable, and the effort that went into achieving even that that is undeniably present. The new tools used to create these cutscenes and give these characters more realistic expressions and movements is some of their best technical work yet. The stage is set to tell a fantastic Xenoblade story here, and that's made apparent rather early on. In spite of the misfired old, perhaps the original elements of the game will get the chance to take the lead and show me somewhere new that the series has never taken me before!

The plot's focus bounces around between a few genres of scene, be it an unusually-punctual bath scene where we're treated to Lanz's immaculately toned back muscles, anime action scenes, slice-of-life getting-to-know-the-characters-antics, and perhaps... ahem... most overtly... romance... Early on it becomes very apparent that between the six of you, each Keves party member has an opposite-sex Agnus counterpart for them to be romantically paired off with, and vice versa. That these pairings will eventually form relationships is heavily implied throughout, but it never feels like there's very much chemistry there to justify it. Each particular couple hangs out together because that's what the game design of the Ouroboros pairings demand, and it feels like this happens for little reason more than "because it's supposed to." The compulsory heterosexuality doesn't stop there of course, because the characters later discover a whole sparking city that teaches them about the ways of love, marriage, and most importantly, child-rearing. For characters who have already been fed a "meaning of life" by their military higher-ups, I understand why providing them this as an alternative is important, but in all the cutscenes I couldn't help but notice that even all the background couples in this location were male and female. Are gay people allowed to exist in this world? If the meaning of life is reproduction between a man and a woman, am I as a gay man a "waste" of life by that definition? Of course not, because this part of the game is scared-straight propaganda for otaku, but it's a slog to sit through nonetheless until the story gets back to its other interests. I should note that in spite of my utter distaste for anything romantic in Xenoblade 2, Shulk and Fiora from Xenoblade 1 are a couple I truly found myself rooting for all throughout that game. I'm not fundamentally opposed to the very idea of male/female chemistry, but it's completely missing here in Xenoblade 3 and it only feels like so much time is spent on it because it's been mandated by the powers that be.

Outside of the romantic factors, my enjoyment of the party as individuals felt fairly uneven. Some I found incredibly annoying and had no interest in learning more about, like Sena (if perhaps only for the Xenoblade 2 stink that her character design clearly reeks of) and Eunie (for the more literal stink that she won't stop talking about via various bathing references that she doesn't stop making for the first 15 hours), to appreciable but unremarkable average-Joes like Noah and Lanz (who perhaps would become significantly more interesting to me if they could "find the meaning of life" with each other instead), to the final two who I find to be the true standouts: Taion and Mio.

I'll start with Taion, as he's my #2 favorite. Throughout the game, the player is treated to several flashbacks of the characters in their childhoods. For convoluted reasons I dare not get into for the sake of brevity, the characters are born at 10 and die at 20, and throughout that time they are trained as child soldiers before being sent off to war. On the Keves side, between Noah, Eunie, and Lanz, I always found these scenes dreadfully uninteresting, and dare I say even RWBY-like. It feels like watching other people do homework, which is to say ruinously boring... The history of the Agnus characters, I found, surprisingly, to be quite the opposite. When it comes to the idea of exploring these childhood pasts, it was refreshing to see the connections Taion formed and lost with the people he knew back then, and how those experiences affected who he turned out to be in the present. Because Noah is the player surrogate, you're inherently going to have more familiarity with Keves, but when you visit Taion's colony at Great Cotte Falls as an adult and have to hang out with him for a funeral there, it felt like a very sincere tone that represented one of the few times I felt the need to sit up and really absorb the weight of a scene, even if it wasn't anything especially flashy. They did this guy alright. It's also really funny when he says "I lied" during that one scene with M. You'll know the one.

Mio, of course, is blowaway. As a twenty-something there's a certain feeling of "never getting enough done" for my age that I feel in my day-to-day life... Thinking about the things that I want to achieve and then feeling like I'm running out of time for not achieving them when I see people with "more time" in their youth doing them better or faster. I get the sense that this represents somewhat of a larger generational ennui at the moment, so I find it really fascinating to make a character who is faced with this dread in a more literal sense, knowing exactly just how little time she has left. Despite my earlier expressed distaste for the obligatory heterosexual pairings, there's a sizeable collection of scenes where Mio and Noah exchange their perspectives and worldviews about this sort of thing, and they always feel like very surprisingly real and honest conversations compared to how silly the rest of the game can sometimes feel. As the story of the game progresses, so too does the passage of the dwindling time that these characters have left in the game, and it gradually becomes clearer just how heavy that weighs upon Mio's shoulders. There's just something about a character who has to figure out how to come to terms with unavoidable yet slowly approaching tragedy that I always find ravenously compelling. Eventually, this comes to a head when the gang gets imprisoned by Noah's sexy bad-boy doppelgänger, and a montage shows what used to be the rather sluggish passage of time getting faster and faster, flushing away everyone's precious time with a deliciously devastating disregard. As Mio's final days approach, she shares a conversation with Noah through their cell walls, and we see some gorgeously animated quiet weeping. Men crying is always another plus so this part of the game was really blowing me away in all respects. Truly, I had found my Griffin Winning Moment. Finally, Mio's last day arrives, and she is put to death in what is absolutely the most emotionally brutal moment in the entire game. It is stunningly powerful, and I was completely taken off-guard by how suddenly and deeply I started to care about this game for such a huge stretch. Had Monolithsoft regained their groove? Were these games good again? Are these questions rhetorical? What the Flames were they thinking... In the next scene Mio immediately and effectively comes back to life through some absolute bullshit anime superpower shenanigans that completely undoes all of the goodwill of this arc. It makes me so upset that it feels like Mio no longer deserves this #1 spot from me, but I'll always remember how this game made me feel when it seemed like they were on the right track to commit for a little bit there. One of the game's highest highs quickly brought down to one of its most disappointing lows.

Xenoblade 3's story in general has a debilitating issue of never putting its money where its mouth is. Plot threads, themes, and character arcs will often suggest one direction only to do something that completely undoes whatever weight its initial momentum was suggesting it was going to have. Characters will dramatically lose limbs and then inexplicably regain them back, only to begin to start doing it over and over again so many times it becomes almost comedic. Nearly every major "good-guy" character who is supposed to have died comes back, short of the one or two who literally die in a nuclear explosion. Anything slightly less than a nuke is grounds for revival though, I guess. So much time is wasted on this sort of back-and-forth doing and undoing of ideas that I'm utterly shocked that this is actually the fastest I've ever completed a Xenoblade game (~100 hours for 1 ~90 for 2, ~70 for 3), considering how dull most of the story is between the seas of boring and confusing exposition and emotional whiplash. It really does everything it can do to feel longer in spite of its actual length.

The weakest part of the story, to me, was the villains. Xenoblade 3 has more of them than ever, but the majority of them fail to leave a lasting impression. Everybody wears the same red outfits with slightly different design motifs, (one is shaped like an owl, one is shaped like the letter X, etc.), but their presence quickly becomes repetitive and monotonous. Nobody knows why anybody is doing anything for reasons besides "because they're the bad guys", and when directly asked this question, both N and X both answer with "because it amuses me." Well shit! It sure doesn't amuse me! For how many of these snuffing things there are you may as well replace them with Goombas because they have exactly as much nuance as video game antagonists. Deeply disappointing for a JRPG to specifically drop the ball in this department. I like N a little bit more than the rest, but I'll be honest, I'm a simple man, and it's only because of his design and I want a man like that to bully me. It is NOT because he is well-written.

Miscellaneous
I found myself really let down by the final dungeon. Both 1 and 2 did a great job in this regard both visually and musically, and yet despite having completed this game four hours ago I already cannot tell you how the music here goes. Way too purple, not nearly enough palette variety, copy-pasted assets as far as the eye can see, and every single enemy you meet here is just a purple lazer-reskin of something you've fought before. For how long it is it is absolutely astonishing that there's not a single new encounter you'll find here. This is where it feels the game really could spent some more time in the workshop. It leaves me to wonder if its release being swapped with Splatoon 3 hurt it in this regard.

The final boss fight takes an hour and has no checkpoints. If you die, you're booted back to the title screen and have to start all the way back from the start, including the early scripted battle with a countless barrage of in-battle cutscenes that you can't skip and three back-to-back mandatory chain attacks that you have no choice but to do and then watch. Especially confusing given the series' history of rather generous final boss checkpoints... I am not joking when I say having to go back that far significantly soured my opinion of this game. I cannot believe they thought it was okay to ship something that egregious. Extremely disrespectful of the player's time and I really hope they patch it.

Were my experience with the final boss not already a slap in the face, there's a certain nod to Xenoblade 2 that certainly slaps as hard as it can possibly muster at the last possible moment. You'll know it when you see it.

Conclusion
Xenoblade Chronicles 3 proves it can occasionally strive for greater heights than its lowest lows, but fails to stay up consistently long enough to truly become great. Would be a much better experience if it pulled its own head out of its ass. If they do another one of these I probably won't feel the need to pick it up right away since my curiosity regarding the sporadic quality of these releases has likely been sated, but if the end of this trilogy finally allows them to set off on new, wholly original ventures, I wish them all the best.

It is strange to think though that this is like, Nintendo's biggest JRPG series now. Humble beginnings for sure, but considering the increasingly middling quality of these games it really feels like it oughtn't be the only game in town when it comes to Nintendo's output. Wishful thinking.

One of the worst SMT games, worst Megaten games I've ever played. Do not buy this at full price or you'll be doing a disservice to your wallet.

Story
This story sucks ass. This isn't even in comparison to Persona, I dislike most persona stories. This is in comparison to previous SMT games, to SMT 2 and SJ. It only barely beats out IV because at least this game is mostly original (not fully though, Atlus doesn't do original stories anymore) compared to IV where 80% of the plot and premise were just lifted from SMT 1/2. Not that this game does anything interesting with its new ideas of course.

Rant aside, the story tries to be minimalistic like le epic Nocturne but worse. In Nocturne you were stranded in an unfamiliar broken world with no real way to keep in touch with your friends so it made sense that you didn't see them that much. In SMT V you can literally go back to modern Tokyo whenever you want(not a spoiler it's in the beginning hours of the game + trailers), you and your friends have functioning Comms systems in the Netherworld and you're part of the same Demon Fighting organisation, there is literally no reason to go 15+ hours without characters and story(yes this actually happens halfway through the game). Add lazily written characters and reveals, side quests that contradict the rules the main story sets up(lookin at you Bull God/Demeter quest chain) and multiple plot convenience/stupidity moments and you have yourself one of the worst SMT stories to date

Characters
Disappointing. Every character except Dazai is paper thin. This is because the story barely exists so you barely ever see any of these characters besides Dazai, and when you do see him he spouts the same lines about his inferiority complex over and over and over and over again. He has a cool dynamic with Abdiel though so that + his minor development make him the best character easily. They fumble the ball hard with him at the end though, shit is mad fucking goofy. Yuzuru and Miyazu are an enigma because if you remove them from the game, 98% of it would be the exact same. The tiny bit of relevance Miyazu has to the story is relegated to a side quest that is easily missable. Tao is a blantantly undercooked reference to Yuko from Nocturne as well as Megami Tensei in general. Sahori had good ideas but were badly executed. Yakumo is cool because he's the first asshole neutral rep but you hardly see him so it doesn't matter + his motives and his actions are contradictory.

Onto the Godly side. They did jack shit with Zeus, Odin, Vasuki, Hayataro and Nuwa. At least Khonsu has a side quest chain that is somehow more interesting than the main plot, the other characters get jack shit. The other gods get nothing, Hayataro joins your party on chaos but the mf is level 40 when you're level 80(this is because Hayataro was a remnant of a mount system that was planned to be in the game), Nuwa exists purely for sex appeal. It's a common thread in this game how female characters don't have agency of their own and only exist to further the goals of their male counterparts. One exception is Amanozako who exists to continue the Atlus propoganda of getting their customers into pedophilia. Imagine a toddler like figure repeatedly telling you that you're her soulmate. That's all Amanozako does. It's disgusting

Gameplay
Game is very fun. Love the new animations for the skills, love the unique skills, love the variety in builds you can do(ailment builds on MC are viable now).

Exploration is a mixed bag, I love the verticality in some areas and the platforming but since the MC can only climb special blocks that are lazily tacked onto the world, platforming options can feel a bit limited. I'm impressed with how much jumping you can do to get to things without using the blocks. Some areas can be pretty garbage with this verticality though like area 3 and some parts of area 4. Area 3 felt like a huge puzzle that I didn't mind doing at first but return trips for quests and Miman got annoying + since flying enemies always aggro you, you're pretty much always being chased by something.

Abscesses are a cool idea but not executed well. The result is a fuckin Assassin's Creed tier map where you have to go clear out the viewpoints (abscesses) in order to clear the map and figure out how to get to your goal

Game consists of 4 areas and 2 dungeons, I'd rank em like this

4>1>2>D1>3>D2

Music
Great music as always by Kozuka but I can't help but feel it's not as impressive or memorable as IV's. There are a lot of good tracks like Bethel representative, "Humans, demons and..." and the full moon/new moon mix of the World of Shadows theme but I think the problem is a lack of consistency in terms of style. There are a lot of different genres in this ost and while that isn't necessarily a bad thing, it means this game doesn't really have a strong musical identity.

Visuals
I emulated this game and it looked pretty nice honestly. Cutscenes had some god tier direction, lots of really cool moments. I took lots of screenshots

Conclusion
Good gameplay, good music, horrendous story and characters. People who've only played Nocturne and IV will tell you that this is how SMT has always been. Do not listen to them. SMT can be much more than this and it's actually pathetic that SMT games from 1994 and 2009 are still owning modern Atlus writing.

Shin Megami Tensei V is, in some ways, some of the best the main line series has to offer. Some excellent animations add great individuality to the wide cast of demons while the combat system is about as fun as it's ever been. OST, while not quite as high as IV or IV: Apocalypse personally, still slaps and is generally pretty great. The switch to pseudo open area exploration vs the more condensed dungeon style is also interesting and something I hope they iterate on in future entries. That being said, the game also has a lot of warts.

Before moving forward, most of my issues with the game lie in the narrative. Many SMT fans I've discussed with have made claims like "The story/characters don't matter, it's all about dat gameplay." If you are like that, awesome, you'll likely like this game. The only other real issue I had was that some of the environments lack variety and feel kind of samey, but that's not a big deal and you can skip most of this review.

The story is, when boiled down to bullet points, actually pretty interesting. The conflict between warring divisions within the world as well as this seeming to be a pseudo sequel to an earlier SMT is very interesting. The issue comes in the execution. Pacing for the story is pretty atrocious with large periods of nothingness (for hours and hours) happening followed by a small bit of badly delivered story/exposition followed by again nothing but gameplay. The cast is, generally, incredibly unmemorable with little in the way of personality or intrigue. There is legitimately only one character that I can remember having any real development or character potrayal, yet even that is executed pretty poorly in a hamfisted and ultimately kind of uninteresting manner.

At no point was the plot driving me. I could not find myself to care about the main cast and found my main drive to go forward mostly to get new and fight bigger demons. That's about it. Which might be enough for some. Considering I finished it, I guess it was enough for me.

It's a fun time if you go in with the understanding that the game likely wont do much for you narratively and you're just in it for the gameplay. If you're expecting anything more (like anything on the level of some of Atlus' other games like P3/4/5, Devil Survivor, SMT 4/4A, etc), you might walk away a bit disappointed and not as connected to the game or the world as you were hoping.

Every night, Super Mario 64 wakes up in a cold sweat, realizing it will never be Banjo-Kazooie.

Omori

2020

While I respect the team for really going for it, Omori had way too much time in the oven and came out bloated and uneven. Poor pacing and disconnected storytelling fails to meet the mark, a clear result of the inexperience of the development team. There are a lot of great moments, including a killer climax, but those moments never come together in a satisfying way.

Omori

2020

Tanto tiempo de desarrollo para una obra que se ve perjudicada precisamente por la cantidad de contenido principal innecesario que contiene.

OMORI tiene dos aspectos resaltables las cuales son las principales razones para la recepción positiva: el arte de Omocat y la buena conclusión de la historia, esta última siendo la razón más sustancial y la que más presentan para alabar a la obra con razones coherentes (a pesar de sus problemas), puesto que los personajes y sus respectivos conflictos son revelados y resueltos de forma efectiva utilizando las herramientas del medio para exponer su historia y los temas sobre perdón, superación y amistad... la particularidad en este caso es que para llegar a dicha conclusión tienes que soportar un ritmo ATROZ, en donde poco más de 2/3 del juego no tiene relevancia para la trama o la exploración temática de la misma, reduciéndose a simple humor quirky marca Mother y un lamentable relleno, o es que alguien me puede decir, ¿para que sirvieron los largos subplots de personajes como Spaceboy, Sweetheart o las "brujas" en el Dream World? Lo único que puedo destacar durante esas escenas son las interacciones entre los principales y las poquísimas pistas sobre el misterio de la condición del protagonista, pero fuera de ello, esto deja a los últimos momentos del Dream World y a todos los momentos en el Real World como lo más interesante de la obra, lo que suma una fracción escaza de la totalidad del juego y que resulta curioso porque justamente estos son los momentos donde menos se utiliza el sistema de combate.

Esto último me hace cuestionar la decisión de hacer a este un RPG por turnos tradicional porque -fuera de su utilidad para el final- pienso que es lo que más le termina perjudicando al alargar la obra por el hecho de rellenar dos días (in-game) de sucesos jugables que no le da matiz a la historia como lo hacia Mother (dígase, la obra no entiende que hacia a las situaciones quirky efectivas para los temas y personajes en Mother y sus inspiraciones). Y eso que el sistema de combate no es malo: tienes los ataques follow-up que te dan un rol más activo durante el combate y relaciona el gameplay con la narrativa, mientras que el balance del juego es muy bueno y hay un auténtico reto para todas las batallas (incluidas las comunes), sin embargo, hay cierto potencial desperdiciado con los buffs/debuffs los cuales son presentados como emociones ya que se podrían haber utilizado para crear más situaciones inteligentes que relacionen más la narrativa en el combate (lo cual solo aprovechó para un par de jefes), y lo que si me puedo quejar es sobre la limitación de skills ya que no veo la necesidad de poder equiparte solo 4 skills de todos los disponibles, porque no es como si alguna skill en particular desequilibrara el juego o que esta decisión agregue estrategia al pre-combate puesto que la mayoría de skills son similares para cada rol de personaje.

OMORI termina siendo una de esas obras que solo "se pone bueno al final", su historia y personajes son competentes mientras estén en el centro de la experiencia, pero este tipo de situación no es muy frecuente para la relativamente larga duración del juego, y siento bastante tonto como la mayoría de reseñas ignora el como casi todo lo demás en la obra es poco destacable o que resulte auténticamente molesto y aburrido al hacerte perder tanto el tiempo con relleno que solo podría servir para recordarte de sus inspiraciones, las cuales son miles de veces más enfocadas y recomendables.