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And they knew a lot of this was an issue, otherwise I don't see why else there is an annoying amount of audio cues from your party members, that absolutely don't shut up in this game, and all the dialogue overpowers the music, in order to keep you on track of what you are supposed to boost break. Camera is absolutely atrocious for this kind of game, if it was a 1 combatant thing it would be ok, but Tales of isn't DMC or Bayonetta, you have a team, and visibility across the field is fucked because of the camera, and is all accentuated in how bad it is by all the UI elements from previous games that would have worked to alleviate this view, whenever your characters are casting magic is now a very small speck on the side, instead of the flashing portraits that would clearly tell you what is going on, in a game like Symphonia the enemy list on the side would flash when they were casting, if the good view of the battlefield wasn't enough to warn you about it, this stuff should be spread across the front, not small and to the sides. Also the fact that the boost break itself works as a advantage to you when the game wants it to, normal enemies? mostly fine, boss fights? actually let's make the boost breaks attacks scripted now. #GENITAL JOUSTING CHOSE SECOND ROW OF PENIS PLUS#Make every enemy feel like a sponge to push the boost break system, decent idea in theory, but it bogs down every fight in the game in execution, staggers are harder to do on the whole, and because every boost breaker is on a cool-down, so it makes everything take that little bit longer, plus the absolute brain dead finisher, with the same animations over and over, which are cool to look at the first time, but doing so many in a row it gets tiring, and because is ramdomized, sometimes you'll get repeats a lot, drilling in the repetitiveness, they should have just copied or expanded upon the pair up system in the Xillia games, instead of whatever this was. #GENITAL JOUSTING CHOSE SECOND ROW OF PENIS SERIES#I legit came to hate the combat of this game, never mind the fact that the series has nailed action RPG combat with the linear motion system, or that when it did make shifts in tempo and style, like Graces, it created one of the best combat systems in the series, Zestiria and Berseria may have bumps, but they still were fun games to play, Arise feels like is mostly style, and whatever substance is left is a bunch of issues created by not understanding why things were designed like they were in the first place from previous games in the series. Mathematically engineered to appeal to all of my tastes. Kirby and the Forgotten Land - 8.5 ~ 9ġ0. The Legend of Zelda: Skyward Sword HD ( Replay ) - 8Ĩ. Castlevania: Circle of the Moon ( Replay ) - 10Ĥ. (A Realm Reborn - Heavensward - Stormblood) - 9 ~ 10Ģ. Final Fantasy XIV Online - Stormblood 4.1 - 4.5 / Shadowbringers - 5.5 / Endwalker Main Scenario Characters were mostly silent and here it's just like "say the same lines, but try not to open your mouth"ġ. Yes, the original lego games had mumbles, but only when they needed to. I do have issues with the story parts they choose as main missions since a lot of them are only boss fight, and the game had a lot of bugs (both of this probably caused by the horrible crunching they reported to finish the game), but my main gripe is that mumble mode is a scam. Also the localization in LATAM spanish is great. The main story missions are very short in comparison with the original, which make sense as they had to cram 9 movies, but it compensates with all the sidequests and collectibles. The multiple planets and the exploration work great with the SW universe and the updated humour (since they can talk now) works mostly great. Great improvement in general over the lego formula. Lego Star Wars Skywalker Saga: Finished all the movies now. ![]()
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