Speaking of affinity, while it was certainly pretty to look at, all the wispy and random patterns the meter used made it next to impossible to gauge how close you were to ranking up or how much affect your interactions with Elena were actually having on things. More than once I had to just let a boss kill me because it was taking so long to expose its weak points that I knew Elena would be transformed and I'd be losing affinity by the time I finished. Additionally, due to this mechanic of time still passing during fights, some bosses felt like they were designed more to waste your time than actually be difficult to fight. Nothing breaks up the flow of exploring one of the towers more than finally getting to the boss door only to realize that you're probably going to run out of time during the fight and having to leave back to the observatory to top off Elena before working your way back to the boss again. The beast gauge continuing to tick down during boss fights is by far the most annoying element of the game. But then a whole pile of poor design choices and very anti-user friendly design starts to stack up until that fun is starting to be buried under mounting annoyance. A story that feels like Shadow of the Colossus mixed with Resident Evil coupled with dungeon crawling that feels like Zelda if the only item you had was the hookshot, it's a lot of fun to play. It was a good journey.ΔΆ3h 36m PlayedThis game is good, but it comes so close to being something really special before falling short. And with that, my journey through the Rainfall has been completed. Overall, I can see why this is considered the weakest of the three games, but I feel that it holds up well for what it was trying to do. This is apparently also present on the WiiU VC version. Its not impossible to get around it, but its frustrating. Its like a combination lock where the combination changes every time. Finally, the North American version of the game has a very, very annoying glitch when you get to towers 11/12 which has no known 100% workaround. There is also a NG+, which allows you to start from various points in the game, however I did not use it. Since affinity decides which ending you get, it takes dedication through the entire game to get it built high enough. The affinity system is functional, but it feels like it rises far, far too slowly. There is also a fairly simple creation system, and an equipment system that allows you to equip anything as long as you can fit it on a grid. Added in, is a time-limit which forces you to return to the tower with more beast flesh if you take too long on any given run. Some of the challenges are pretty tricky, but ultimately not too difficult. The challenges are in the form of the thirteen towers, which you must run through with a sword and a chain, grappling nearly everything. Gameplay can best be summed up as if Zelda and Bionic Commando had a lovechild, which has a fetish about making vegans eat raw meat. 29h 38m PlayedThis game is an interesting one, with a fairly shallow plot with hints at a much bigger world but very little in the way of actually exploring that world.
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