A decent foundation that's led down by several aspects.

1) The game is too long and too many of the encounters are samey and start to repeat themselves. Repetition can be somewhat mitigated by making the leveling process rewarding and fun, but I don't think that was the case here.

2) The presentation is really boring. The way you're constantly driving from left to right, looking at nothing but your vehicle the whole time makes the game feel even more monotonous.

3) The micro management feels tedious. The way menus work makes it more annoying than it should be to switch out your party members and their partners. Same goes for the Tanaris sections, where the way from A to B can feel a bit more tedious than it should be. Feel like you shouldn't walk around the Tanaris but rather make it a menu.

4) The combat, while pretty challenging at times and dependent on ressource management, is a little let down by it's story bosses. Never are those the actual challenging part of the game. Which leads to the next problem:

5) The soul cannon. The big interesting game mechanic that pretty much got me interested in the game or at least more curious about it. The harrowing decision of sacrificing a character for good to get out of a sticky situation is a really cool idea, but doesn't work, because there's never a reason to use it and you even get a bad ending by doing it. The whole mechanic is useless and not encouraged to use at all. Honestly, the game would work better as a shorter roguelike, where a sticky situation is more likely to occur and can't be save scammed or if the game forces them on you anyway and the decision who to sacrifice is what it's all about.

And finally:
6) The story. I can't even really say much about it. It was bland and the characters felt like stereotypes. Obviously nobody can have a huge stake in the main story because since they can be sacrificed, nobody is allowed to be really relevant. So the party feels like one big hivemind aside from one example.

So, even though this was super negative, I don't hate the game. I like myself a turn-based game that forces me to manage my ressources and time (AP) to take priority in one thing over the other. The decision making is what made the game for me. It's the Persona style of RPG, where everything you can do has an advantage, but you could always spend your time in another (better?) way. Deciding if I want to cook for great buffs and EXP boosts, working on relationships, go for more materials or plant more vegetables can be tough! And the biggest success of the game for me.

I'm probably going to give the sequel a shot to see if they made it a bit more interesting. Some of the critique I had are things I could look past in the sequel (like a mediocre story and the presentation, whatever) but I hope the game gets more challenging, encourages the use of the cannon maybe and works on the QoL stuff.

Reviewed on Jul 15, 2023


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