Played a... 70% of it? I like how it starts, being you alone and aquiring armor parts one by one, struggling, escaping when is wise to do it, and buying what you need. And it develops quite nicely, with short combats and a wide variety of enemies. And even if it transitions from "press attack to win" to "select a magic to win", at least there was some margin to have some uncomfortable time here and there, due to the combat system's main strength:
enemy formations.
Your party just feels as simple as the foes. But because you're just three and they're more, they believe that their formations are making a difference, but it's just so easy to beat them, even if they're a lot, that a careful attack plan doesn't feel like the aim. The aim is just to finish the fight as quickly as possible, so your attack options then become some sort of elements of a puzzle game (why would you even bother to attack just 1, 2 or just 3 enemies when running away is just as valid? Under the terms I described, that'd be the "puzzle solution").
So, there's not any great strategy, not for them and not for you, but it feels like that's the point. Fights are made to be short, so the execution is simple by both sides. But it's compelling enough to make you use your full arsenal of spells (by Milo and Pyra; the MC is Mr. Attack).

The combat rythm helps the pace, and this helps both the showcase of your attack arsenal, but also the novelty rythm of the game: Not just for the plot, but specially for the bestiary. There are some rewashed foes, but the majority are new faces and designs. Like a Pokemon-like experience of discovery.

All I said are the highlights. The addition of possible uses of cursed weapons and cursed armor pieces are an interesting handicap in the final phases of the adventure, but reaching that moment gave me the feeling that I wasn't going to see anything remotely new for the rest of the game. And something that worsened this was the addition of fast travel. The exploration of the Labrynth had an incursion-intended approach, but then the developers, mid-game, change the core and give you a sudden easy way to operate. Doesn't this feel strange when making yourself stronger, which makes it easier to avoid enemies, is a strong part of the core? It turns me off, but I'd understand anyone who likes this decision.

To put an end, I think of Mechstermination Force if I think of bad hub worlds, but that's not the case here. There's just a good feeling outside the Labryinth. The conversations and the trading intricacies in the shops are interesting and all the characters are very kind.

Reviewed on Dec 19, 2023


Comments