2/28/2023 0 Comments Music prodigy fighting game manga![]() ![]() Some of the fetch quests are legitimately funny. The protagonist is as loquacious as you might expect from a chuuni, but there's enough charm that even when it does get a bit too much in a couple of spots you can still wonder what comes next. The plot is actually cute (and even includes a bit of self-awareness, as expected from a game with this title) and has some mildly funny parts. I get this is likely engine limitations, but it's annoying nonetheless. These chapters can get relatively long, so may you hopefully not have to interrupt a chapter halfway and leave it for later, lest the last thirty minutes having been in vane. The final problem is a relatively minor one, but bears mentioning: there's no proper saving, just chapter select. ![]() There's relief when a particularly frustrating one gets finally completed and you don't have to deal with it anymore (until the return trip), but not in a "I got gud" manner that leads to self-congratulations. yeah, some screens contain switches needed to open gates, sometimes positioned so inconveniently that you'll actually need to traverse the screen three times in a row (without dying) before you can advance. This isn't terrible because at least you don't need to hit switches again, but it rarely gives the rooms any significant new dimension. Every chapter contains at least one "get to key, then backtrack to use it" section, so you'll be crossing almost every screen in two directions (chapters two gets "open worldy", so there's even a few screens that need to be traversed four times). None of this is helped by how padded the game structure is. There's a few enemy variants found throughout the game, but their low number paired with all but one of the "arenas" being just a hallway (literally, more often than not) make this a chore. There's a bit of strategizing to be done to make things easier and a couple of the bosses take more conscious actions, but they are all too similar not to feel like they're there for padding after a while. The brawler sections boil down almost entirely to button mashing (the tutorial swears there's combos, but I could never get find anything more complex than the air versions of light and heavy attack). These parts actually feels rather well when it's flowing well (though sometimes the timed obstacles prevent a superfluid motion like you can achieve in superior precision platformers). For the parkour some of the moves (mostly wallruns) are slightly janky, which make successful completion of a couple of some manuevers unguaranteed (not ragequitting bad, but often enough to add up). The gameplay is a mix of parkour with occasional slight "stealth" elements (read: there's patroling robots which more or less instakill you if they spot you) and brawler sections. It's not the worst game I've played or everything, but for every thing it does right, it does at least one wrong. This might earn a neutral if the option existed, but even then it'd still tether quite close to a negative. ![]()
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