8 reviews liked by S4mN00B


Better than The Witcher 3 by miles.

My brain melted after the first one and I forgot there was a sequel

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Definitely a noteworthy take on monster hunting. Visually appealing, has cool armor sets, karakuri (Fortnite-esque object building) system is very well integrated into the game. It had deep optimization problems when first launched plus on the top as a cherry it had lack of endgame content (same bosses but ust strenghetened) which killed my interest in the game after completing it.

This game bring new and fresh ideas to the monster hunting genre. Specifically, the Karakuri mechanics allow for more personal checkpoint and navigational points which can be fun. For combat, it provides shared versatility beyond its simple weapons and I like the input sequence for fusion creations. While the weapons and skill tree can seem overwhelming at first, it is rather simple to plan weapon builds and customize skill progression. Surprisingly, the main story is short thus progression is fast and the grind not repetitive which I appreciate. A standout are the side quests that are okay and not mindless with hints of character development and choice specially the missing person and research device quest. Beyond its surface, this definitely deserves attention.

As for issues mainly from a Hand Cannon main, the hitboxes could use more work and dodge have more invulnerability frames as attacks track and linger too much at times. While I like the input sequence for fusion karakuri, I feel three (3) buttons is a good limit instead of six (6) as placing karakuri next to each other can be error prone sometimes placing them diagonally instead of horizontally. The input system can lag a bit if pressing too fast causing incorrect karakuri to come out thus wasting time and resources. Instead of a button sequence, perhaps a button combination would be better for fast paced action like pressing run with a face button (RB+A/B/X/Y) for the fusion variants. While I think the camera is a standard in this genre, the camera can be subpar with how big and fast the enemies are specially with attacks that go above or beyond the player's camera on a controller. Pressing two buttons can be a bit imprecise like firing the beam (RT+Y) instead of using the mortar (Y). Lastly, I hate that dodge recovering from a knockdown is always backwards (relative to the camera) instead of the movement direction held as the prior issues can lead to another knockdown which is just so annoying. I feel the overall execution and design causes more grief than it has to although other weapons may have different issues.

For minor issues before the endgame, the main story is serviceable and the last boss does not fit in the genre as well as being easy. While the dialog choices mostly are for player expression, I feel they lack more choices to compensate the silent protagonist and the lack of consequence. Most of the mechanics lack a proper tutorial. I wish the transmog system was not locked so late in the game and require so much resources. More decorative karakuris would be nice to lean into home designing specially with its online functionality.

In summary, I do like this game and what it brings as this game definitely stands out. While I am aware of the lack of support from its publisher and the poor release at launch, I would like to see another iteration or see the ideas spread. I will say though I can only recommend this to genre fans as the difficulty is higher upfront.

DLC criminally better than the main game

I like it when a game prioritizes and values its style above its other aspects, but that only works when it conveys something, when it serves a purpose based on the fact that it is a game

Trek to Yomi is not like that. It is a clear example of “style over substance”, but its style just doesn’t mean anything. Instead, when you try to interact with the world it presents it just rings hollow.

In the end, basically every facet of what makes this game a game feels lacking. And I don’t mean only the lackluster combat gameplay or all the action aspects it has, but actually the interactiveness with its world as a whole just never feels alive.

I must say, though, that I really do enjoy its artstyle, even if it doesn’t have enough substance supporting it, and I could find some fun in its combat, even though rarely.

It’s good that Trek to Yomi tries something that on the surface at least seems different, but it unfortunately isn’t as good as it could be.

Same boring shit as the last 5 FC games, although Ill admit I did play FC5 all the way through., and quite enjoyed that one. But 6 is just....boring? Like, all the ingredients are there but its all just so recycled and barely tweaked from game to game. Ok, new characters and new setting, but the gameplay loop is just boring to me now. Its playable, but in no way is it exciting or interesting. Like I got bored of this one very quickly, about 5 hours in. maybe it gets better, I might go back to it but probably not.