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Topic: User Impressions/Reviews Thread

Posts 2,181 to 2,200 of 2,213

Pizzamorg

Wanted to check in after 20ish hours of Monster Hunter Wilds, as this was enough time for my friend and I to make it to high rank proper. There is a lot to like here overall, but I can't help but feel rather mixed on the whole experience.

Firstly, I played on PC. My PC is a beast, but Wilds looks like a PS2 game and runs like one too. They released a high texture pack, which does improve things somewhat, but it also tanked my performance (unless I enabled DLSS AND frame generation together) and caused multiple crashes. Like I really don't think reviewers stressed enough just how bad of a place this in technically right now.

In addition to the game being in a pretty rough state, I genuinely kinda hated the story campaign. Story campaigns in multiplayer games are always kinda annoying, but it really felt like they went out of their way to make this as infuriating of a multiplayer experience as possible.

To explain - each fight is broken up by extensive cutscenes and extended on rails sequences, which each time bumps every party member to their own instance, forcing everyone to abandon the hunt when it starts proper, so they could all be reinvited back into the same instance and hunt the monster as a group. Like in a sense I guess this is better than World? But why are we still doing this in 2025? Just keep us all in the same instance throughout. Like didn't we already solve this like 30 years ago?

And maybe you could be more forgiving of this if the story was well written, or well acted, or well paced or even interesting in the slightest, but isn't any of these things, so it just serves as like a 15 hour roadblock for new players to bounce off of and play something else.

I will say the moment to moment combat is maybe the best in the entire series, but difficulty tuning feels completely off. In Low Rank, rather than using the same escalating curve of previous games to allow the player to organically engage with more and more of the games systems, setting them up for High Rank and above, Wilds is basically a cakewalk throughout except for a few monsters in the final stretch which have these stupid one shot moves, that the game doesn't tutorialise you on how to deal with until after you die to it.

I worry for new players as a result, as you're prolly gonna get dumped into High Rank after learning nothing cause you've just been facerolling monsters for the last 15 hours, never needing to think about your build or engaging with the monsters in a way that makes you learn anything about them. Maybe High Rank remains just as easy so it doesn't matter, but right now I cannot say and if it is as hard as previous games, then yeah, low rank sets players up so poorly for what is ahead, it is probably gonna be perceived as such a significant difficulty spike it is going to drive new players away.

So, yeah, after 20 hours I can say the core loop of kill a monster, make a new hat, kill a stronger monster is still fun. They really created some incredible new monsters for this game, and the core game feel has never felt better (even if the difficulty tuning is all over the place), but I thought the story was genuinely awful, and quite painful to get through because of the awful multiplayer implementation and how on rails it all was.

I'm now pretty grateful to have it behind me now, so my friends and I can hopefully bounce from hunt to hunt no longer needing to deal with all the ***** in between. A little more challenge to force us to engage with the game's various systems properly now is the final missing piece.

Life to the living, death to the dead.

Ralizah

Slay the Princess: The Pristine Cut

Untitled

So, I've collected all the Steam achievements for Slay the Princess: The Pristine Cut. It'd be a platinum if such a thing existed on Steam (the one thing, really, that PS has over everyone else in that regard). Took me about 27 hours and countless replays of the game. Don't regret it at all: this is very much a top five indie for me. One of the most consistently creative and engaging indies I've played in a while. Some spoilers, but I'll try not to reveal too much.

Like another favorite of mine, Gnosia, StP is a game that is structured around a looping narrative. You always awaken in the woods, and a witty, sarcastic narrator informs you that you must venture to a cabin in the woods and kill a princess who will otherwise go on to end the world. You're expected to take him at his word, and he will urge you, with unshakeable resolve, to ignore the pleading and reasoning of the princess and carry out your grim task with haste. Taking clear inspiration from The Stanley Parable, it quickly becomes clear that "The Narrator" has his own agenda, which doesn't necessarily prioritize your well-being. Part of the fun of the game is slowly puzzling out what is actually happening, and deciding who you're going to trust as the twisty contours of the larger story take shape.

As you venture through the game and talk to the Princess again and again, emergent storylines emerge, along with "voices" who function as a sort of party. You begin with the Hero, but quickly discover other voices who arise in response to your choices throughout the various storylines: the broken, the cheated, the cold, the contrarian, etc. etc., who all embody a certain personality trait. My personal favorite is the smitten, who speaks with a princely gradiosity and urges you toward gaining the love of the Princess regardless of how... crazy things get.

Untitled

And boy do things get crazy. While it's a bit unconventional, its listing as a horror game is well-deserved, and you'll need a strong stomach for some of the grisly material you'll see throughout the game. It mixes elements of body horror, psychological horror, and cosmic horror to great effect. Despite all this, the game still has a consistently fantastic sense of humor, and you'll find yourself cringing and laughing in almost equal amounts. So I guess tack on 'horror comedy' to the mix of elements in this game as well.

A given run of the game consists of five or six sets of loops, which will differ depending upon your choices in the first loop each time. Depending on which loop you enter, you'll see a different form of the Princess, which varies incredibly wildly. Every iteration of this character is fascinating, though, and plays with horror genre conventions in interesting and intelligent ways. One of the newly added routes to this edition of the game does one of the most interesting things I've ever seen in a video game by essentially transporting you into the body of the Princess and allowing you to see what your interactions with her look like from her end, and it's... incredibly disturbing.

Untitled

Like a lot of my favorite adventure games, StP experiments heavily with the boundaries of interactive storytelling, making this another game that really couldn't explore its story or themes as well in any other format. I absolutely love when video games take advantage of the unique strengths of this medium, and this is a modern classic in that respect. Making this even more enjoyable is a sketchy, iconoclastic art-style and one of the stronger soundtracks I've heard in an independent production. It's also fully voice acted, which is an achievement given just how much dialogue is in this game.

If I had to criticize this game for one thing, it's that a lot of the choices needed to unlock certain CGs are a tad arcane, and the game doesn't give you clear enough hints. This is only applicable to completionists, though. I would also argue that certain routes, including my favorite one in the game are incredibly easy to miss. Actually, unlock conditions for similar routes can be easy to mix up. Thankfully, the game has tons of save slots that allow you to save at the start of specific routes so you can go back later and try different options, along with a text skip option to speed through dialogue you've already seen in previous playthroughs.

All-in-all, though? FANTASTIC experience. Certainly my favorite of 2025 to date, even if it's a somewhat older title. It'll be a while, I think, before another game clicks with me quite as well as this did.

[Edited by Ralizah]

Currently Playing: Resident Evil Village: Gold Edition

PSN: Ralizah

Pizzamorg

In follow up to my Wilds impressions, I've now spent around 30 hours (ish) in Wilds High Rank.

I have beaten I believe every monster in the game at least once, and beaten the variants of the strongest monsters at least once, too.

And yeah my worries were in the end wrong I think, but maybe not in the way I expected.

This is because High Rank kind of remains a bit of a faceroll, overall. There are really only three monsters I would say in High Rank that feel like the level of difficulty you would experience in previous games, and even then, it is less so the monster itself, and usually just some kind of overtuned specific move you just need to avoid, and then otherwise the fight is still pretty easy.

As a result, after around 50ish hours, I feel kinda done with Wilds, to be honest. Now, I was never one of those who plays thousands of hours of a Monster Hunter title, so that context is important, and people are already bragging online they have put close to 150 hours into this (which means they must have spent almost every waking moment playing the game since release!) but for me, the pull just isn't there.

Don't misunderstand, there is some seriously refined game feel here, and there are excellent monsters in this one, but the roster is thin, the systems are thin, I feel like I am in the shallow end of a pool, the water only comes up to my knees, but I'm desperately trying to force it over my shoulders.

I was hoping with the SPOILERS ahead, introduction of Tempered and Frenzied monsters it would at least give me something aspirational to drive myself forwards. But they also don't offer any meaningful additional challenge outside of very specific monsters and scenarios. And you might be thinking... who cares? Pizza, aren't you are always crying about how hard games are?! Firstly, I would say that is a little rude, but you aren't really wrong. However, this lack of challenge kind of breaks the entire Monster Hunter loop for me.

Like they have hold onto the grindy, honestly kind of tedious, material grind to craft new weapons and armour. In past games, the payoff to completing these extensive grinds was self evident. You overcame the strongest monster you could, with the best gear you could, to upgrade your gear so you could go back to a monster that used to bully you and absolutely mollywhop them. It was a satisfying staircase of difficulty you slowly climbed, to give your grind a purpose. This is just completely missing here, because you can beat the highest tier Tempered monsters with a completely incoherent build, full of random decorations and not a single armour sphere used.

This leaves you asking then like... sowhat then even is the Monster Hunter Wilds loop? And the answer is, I don't really know. There is no need to chase for more power, when you have all the power you need. The roster isn't big enough to have a truly varied play session from one to the other of different hunting experiences. So I guess you just beat every monster once and you are just done?

The other thing I used to like doing in a Monster Hunter game when the content started to run dry, is switch weapons, as it kinda of resets your whole progression loop, and some weapons can create completely fresh experiences in Hunts, as you engage with monsters sometimes surprisingly differently from weapon to weapon. However, this is another thing I just don't really love in Wilds.

Wilds "gimmick" is less the focus mode in practice, and instead more of its switch to new "perfect" moves. Perfect guarding. Perfect dodging. Perfect rhythm. Perfect parrying. Whatever. Now, I suck at these kinds of things, so weapons I once loved like the Lance, I just find really frustrating to use now, because you need to be absolutely perfect with your mechanics, or you cannot access the weapons strongest moves. And you could argue that who cares if the game is so easy, and you would be right, but it feels bad to know you aren't using the full capabilities of your weapon.

So yeah, I dunno, really. The enjoyment of hunting monsters with a buddy or two still remains a unique joy to the Monster Hunter series. The moment to moment gameplay is still some of the best we've seen in the series. But I can't help but just feel a little whelmed by the whole experience, being honest with you and now I'm seemingly just sorta done with the game for now, I can't help but feel quite unsatisfied and a little empty about it all.

Life to the living, death to the dead.

LtSarge

Ghost of Tsushima - Impressions

Just finished Ghost of Tsushima on PS5 after about 50 hours of playtime. Pretty much did everything in the game besides gathering the "insignificant" collectibles. I seem to be missing some trophies connected to shrines, bamboo strikes and so on, but I think that's because I'm playing the Director's Cut, which includes the Iki Island DLC, that also has these things, so that's most likely why the trophies haven't popped. I think I'll play through the DLC soon and then try to go for the Platinum as I'm only missing a couple of trinkets. I typically don't care about trophies but I enjoyed this game so much that I'll happily play more of it.

As for the game itself, I find it to be the best game Sucker Punch has made and one of the best first-party games from Sony. The story was really engrossing, I'm an absolute sucker for historical and Japanese settings, so this one was perfect for me. I also like that there weren't many story missions but tons of side missions where you get to spend more time with the characters and you got to build together your own crew so to speak. It made me care more about the characters.

Moreover, it truly felt like you were at a place that has been invaded by foreign enemies. There were damage and destruction everywhere, cruel management of the civilians and just sheer brutality with no remorse whatsoever. It felt very real. The battles in the story that you fought alongside your group were very exciting and intense. I also loved the development of the "Ghost" reputation that you gain throughout the story. Stuff like that makes you feel more special and cool in a game.

The gameplay was engaging, fun and varied but not too varied as in a lot of Sony's first-party games. I absolutely abhor this aspect in games like Spider-Man and God of War, where there are dozens of different combos you need to learn in order to be good at the game. Ghost of Tsushima keeps things relatively simple but there was still enough variety to keeps things interesting.

The open world was a joy to explore and the main reason why it took me 50 hours to complete the game instead of half that time based on HLTB. Most of the things you found were actually helpful, like health upgrades or accessories with useful perks. The resource management was fun but it became obsolete halfway through the game for me as I had pretty much upgraded everything at that point due to me exploring the entire region before moving on to the next one. Furthermore, since the plot was about a region being invaded by another country, I was motivated to clear out enemy camps as I felt like I contributing to pushing out the enemies. The map was also not that large but still densely packed with things to do.

Finally, I thought the ending of the game was very well done. The vast majority of games these days have a happy ending but in this case, it was more of a bittersweet ending, which I commend the developer for. You can't always get what you want in life. It also made me realise how much I can relate to the protagonist as a person who wants to follow their own path in life and not let other people tell them how to live their life. That's a huge reason why the ending really resonated with me.

All in all, Ghost of Tsushima has become one of my favourite first-party games from Sony. I enjoyed every aspect of this game and it's one of the few times I genuinely wanted to play more of a game. I cannot wait to start up the Iki Island DLC soon!

LtSarge

RR529

Currently Playing:
Switch - Blade Strangers
PS4 - Kingdom Hearts III, Tetris Effect (VR)

SingleStooge

Robocop Rogue City - PS5

Was disappointed with the ending battle between Robocop vs Robocop 2 (old man). Would've been better to end it after killing Wendel, and Robocop and Anne Lewis responding to the disturbance at OCP HQ. It is highly recommended to see the 1st and 2nd films before this, as you won't get all the references / easter eggs that's thrown at you every 5secs.

There's one thing that Teyon either overlooked or didn't think it's great as a gameplay thing. Robocop replenishes his organic parts with baby food. Where was the baby food dispenser at the holding cell? Couldn't Teyon implemented that in there? Maybe, it would be silly to have jars of baby food lying all over the place eg. sewers, steel mill, old Detroit, etc.

Overall, I had a great time with this old-fashioned kablammo, with Batman-style scanning for clues gameplay thrown in. This and the Indy game are two of the best licenced film franchise games that I've played this year. Even the skill tree and auto-9 upgrade systems were great.

Apart from the Robocop sequel coming out, I look forward to what other project Teyon would make. Either another licenced game or an original IP. If another licenced game, they have loads to choose from.

Die Hard
Aliens
Dredd – which one, the Sylvester Stallone or the Karl Urban one?
another crack at Rambo
Lethal Weapon
Blade Runner

8 / 10

SingleStooge

LtSarge

Just finished Paranormasight: The Seven Mysteries of Honjo on Switch after about 10 hours of playtime. This is one of the best visual novels I've ever played. The story was so captivating from start to finish. A horror setting during 1980s Japan is right up my alley. Due to the horror setting, there are tons of cheap but effective jump scares.

Furthermore, it was fun experiencing the story through different characters, which I really liked, that eventually cross paths. The bite-sized nature of the story in terms of episodes made it more thrilling and your progress more clear. Also, sometimes there would be requirements in order to progress, for example doing something with one character and then switching over to the other character to fulfill the necessary criteria.

Moreover, the way you interact with the story through external means was really cool. It's a bit unfortunate that the true ending was really hard to figure out on your own as the rest of the game was fairly straight-forward.

I can't forget to mention the phenomenal soundtrack. The main theme instantly sets the vibes for the game:

All in all, this was an absolutely exceptional game. I haven't experienced such an impressive visual novel since Steins;Gate, which I played years ago. If you like visual novels, you absolutely have to play this one.

LtSarge

oliverp

Ninja Gaiden 2 Black Review (PS5 ) - spring 2025

So yeah I recently played, and well beat Ninja Gaiden 2 Black some time ago. What did I think about the game? Well I think you can say that it was a very cool game with some interesting characters and moments.

I am not sure if it had something to do with the fact that Tamco Namco, or Team Ninja, used Unreal Engine 5 for the game which I guess can have contributed to make Ninja Gaiden 2 black look very nice, and well good imo.

Other than that I find the main story in Ninja Gaiden 2 Black cool and I can also state that I find the extra material in the game somewhat interesting as well. Not sure how many who have taken the time to explore it but I can very much recommend folks to have a look at it if they have a chance becuse it might be something something. Over what most ohter games have to offer . Its something with the game and franchise.

I feel lots of “good” things tend to happen on the screen when you play Ninja Gaiden imo:) So yeah guess it would maybe be something of an understatement to state that that the games look cool to me.

Beside the graphics and controls, I find the choices you make in the game are very cool. Because it very much opens up the game(s) in a kind of an (un)expected way . Its like chapter inself to me tbh. Elements .

I also think the characters in the Ninja Gaiden games, is cool as well. And underappreciated maybe. Not least from a graphics or animation standpoint of view so to speak. Not least the femele ones tbh are cool to.
I guess you can ask if the animations in Ninja Gaiden are one of the better in industry? Even if there is of course some competition in the space or market.

One question I have asked many times when it comes to Ninja Gaiden is btw why the franchise is not more well known then it currently is. It does not feel like Tamco Namco or Team Ninja never get that credit for the work they do which I do find kind of unfortunate in a way. Not least if we look at things such as animation and the general systems which exist in at least in the modern Ninja Gaiden games. To me it's like a little bit of a mystery in some ways because I understand that Tamco Namco is not like a major crop but I guess a quite small studio at least compared to some other studios in the video game business. To me Ninja Gaiden is something special. And a series I dont want to foregot about.

[Edited by oliverp]

Handysugar05051

Kraven

I picked up Labyrinth of the Demon King since the reviews have been solid. I’ve played about two hours of it so far and it’s really interesting. The act of walking can feel a bit stiff, but everything else is good, and sometimes even great.

The atmosphere is incredibly unsettling. It’s set in this gothic Japanese locale, and features that retro PS1 graphic aesthetic. It’s essentially a first person survival horror adventure, with elements of Sekiro (parry system) and Dark Souls (enemy designs).

Meanwhile, you’re traversing castle grounds, underground caverns, and cramped buildings with finding maps and solving puzzles akin to Resident Evil, all the while using your sword to kill enemies. There are also side quests, where you can upgrade your weapon(s). I’m not sure if there is a variety of weapons, but I’ve found various items that suggest there are.

So far, just in this short amount of time, the game has been great. I think my feelings will change, whether positively or negatively, on how long the game is, and if it will lose its luster. Right now, however, it’s worth the $15.00. It’s on PlayStation, but I picked it up on my Switch.

Kraven

Pizzamorg

Life to the living, death to the dead.

Tjuz

[Edited by Tjuz]

Tjuz

Ralizah

@Tjuz How did I miss this post? Anyway, great write-up! You'll be happy to know that XC2 vastly improves the Heart-to-Heart system, making it very easy to see those sequences without arbitrary affinity levels getting in the way, and XC3 changes up that system altogether.

The Definitive Edition definitely makes a lot of positive changes that actually allowed me to complete the game on my third attempt (tried the original on Wii and 3DS and struggled to get into it on either of those systems), but it's still a wildly flawed game. It's worth playing, though, even if it is my least favorite one in the trilogy, and yeah, once you get to Future Redeemed, there'll be SO many callbacks.

It's cool to see someone opening themselves up to JRPGs for the first time. Do you know when you'll get to the sequels? And are there any other Atlus games you're planning to get to besides Metaphor?

Currently Playing: Resident Evil Village: Gold Edition

PSN: Ralizah

Tjuz

@Ralizah Thank you! I'm happy to hear that improvements are made to the Heart-to-Hearts in particular. I think they were a great idea for developing the characters, but just poorly executed in their current form. I've heard very divisive things regarding people opinions comparing the first to the second game, mostly in terms of the tone of each. I'm sure there's much that they undoubtedly improve though, and the fact that you prefer it overall gives me hope that I might feel the same! But yeah, I'm not surprised it was a struggle for you to get through initially as well. It seems to be a shared experience by many fans, but at least the ones who persevere are rewarded!

I'm not sure when I'll get the sequels. I'm an incredibly impulsive person when it comes to deciding which games to start when, and with over 70 games installed between my PC and Switch, it's hard to say when will be the time I press play. I think it'll be sooner rather than later though, but having just finished up The Outer Worlds 2, it might take me a few months to recover from one humongous game before jumping into the next. I don't currently have any other Atlus games on my radar, since neither Shin Megami Tensei or Persona have ever really appealed to me in terms of their setting. I'll admit I know a lot less about the former than the latter though, so it might be worth looking into it more at the very least. I think most likely I'll try to get into Final Fantasy 7 Remake next, but I've also been eyeing Octopath Traveler 2 fairly often since installing it! Whenever I get to a new one, I'll let you know!

Tjuz

Tjuz

[Edited by Tjuz]

Tjuz

Ravix

@Tjuz I have fond memories of the first, too. But I never finished it. I think the studio is perhaps stretched a little too thin now. I love them and their creativity, but they deserve bigger backing, more time and staff/resources. In a way i'm kind of thinking maybe I want to mess around in this game now (or go back to the first)

Would you say, as an RPG and Sandbox where you can just do stuff without worrying about the story or factions or anything, that it is still a bunch of fun and has its moments unlike other games?

Maybe they should make a detective game (Well, I suppose they did in Pentiment) Or lean heavily into the detective elements rather than factions. They are good at those little stories hidden within the world, the conspiracies and investigations that help them unfold. And the way those type of stories unfold is usually quite user-driven and interesting, too. Was there an element of that this time?

[Edited by Ravix]

When it seems you're out of luck.
There's just one man who gives a f*************ck
⚔️🛡🐎

Ralizah

@Tjuz XC2 has a lot of anime cringe in it, unlike the other games in the series (and even XC2's expansion, Torna: The Golden Country), so that was very off-putting to a lot of people. The gameplay and presentation also have a ton of rough edges, so I'm really hoping it gets a remaster at some point like XC1 and XCX did.

That said, despite its innumerable flaws, the things it does well it does so well that I had a great time overall with it anyway. Primarily the character growth and how well the overall story comes together, which resonated with me in a way that XC1's plot and character trajectories just didn't.

Which seems to jive nicely with that Outer Worlds 2 review you just posted. Plot and characters are so important to most RPGs: you can forgive so many flaws if they grip you, whereas, if they're lacking, they'll bring down an otherwise extremely competent game, as seems to be the case for you here.

TOW2 does seem to have landed with a bit of a thud this year, which, yes, does make me question peoples' reaction to the original game. I still need to play the original, so I'm hoping to get to it in the next year or two. It does feel like people are slowly cooling on Obsidian between the reactions to Avowed (which seems to have vanished from the public consciousness like a fart in the wind lmao) and now this game.

[Edited by Ralizah]

Currently Playing: Resident Evil Village: Gold Edition

PSN: Ralizah

Tjuz

@Ravix @Ralizah Yeah, I am surprised by the output Obsidian manages to have despite (to my knowledge) still not being a huge studio when it comes to its employee count. Having three big-budget games between Avowed, The Outer Worlds 2 and Grounded 2 release within one year from the same studio is practically unheard of nowadays! It's a shame that both of the former haven't really connected, and I don't know enough about the latter to be able to say whether people are into the sequel. I think you're right though Ralizah, that it seems many people are getting somewhat disappointed by the studio nowadays. I haven't played enough from them overall to have any fully formed opinion on the studio, but it's a shame to see them have such a big year while at the same time a disappointing one overall.

@Ravix I'm sorry to say I don't think treating it as a sandbox without worrying about the narrative will make it a better experience. The worlds are densely packed with content, but a lot of it relates instantly back to either main quests or companion quests. You can do stuff like clearing out encampments and such before getting to the quest that'll require you to go there, but it'll be nothing more than a shooting range for the time with maybe some good loot then. There's not really any random events happening like you might expect from something like Fallout and the world state is barely alterable, whether through exploration or any big decisions. Despite having something around every corner, I wouldn't say it's particularly exciting content for the most part.

There's not much of a detective/small arcs element here, but there are a few exceptions. One of the quests where you can recruit a companion is a little "murder mystery"-type deal, which was fun but doesn't last for a very long time. I think mostly the companion quests are the ones you can point at as having those little arcs that try to do something different for a little bit. When it comes to anything that ties into the main quest, it comes across more as either a fetch quest or completing some type of task.

@Ralizah I wonder how I'll react to the more anime cringe tone. I do love campy stuff, so maybe I'll be totally fine with it... but of course anime cringe is still a far cry from what westerners see as campy. I have heard only good things about the narrative itself barring the tone, so I'll definitely get to it at some point sooner than later. It'll probably take me a while to complete it anyway, so I might as well start!

[Edited by Tjuz]

Tjuz

LtSarge

Finished Trails through Daybreak on PS5 after 100 hours of playtime.

The game is an excellent evolution of the series. The fact that you can now attack and kill enemies in real-time makes battles less tedious. You don't always need to engage in turn-based battles, which makes for a better pacing. Although turn-based is the way to go against tougher enemies when you want go gain a lot of experience points as attacking weaker enemies in real-time doesn't net much obviously.

In previous arcs, you would attach quartz and just get arts/stat boosts. Now arts and quartz have been separated, as arts can be learned through so called plugins. They're basically like TMs from Pokémon; once you acquire them, you can teach anyone an art as many times as you like as long as there is space for it. This is a much better system rather than having to learn arts through quartz.

The new shard system is very interesting as well. The function of quartz now (on top of them giving you stat boosts) is that if you combine them in a certain way, you gain new shard skills (abilities). For example, you can gain a shard skill of performing a finisher on an enemy with low health or an extra attack every time you use an attack art. It was really fun experimenting and finding out on my own all these different shard skills.

The story and pacing were great as well. Seeing as how the first entry in a new arc tends to be a slow burn, I'm happy to say that this game kept me invested from beginning to almost the end. The requests felt more varied in this game, although there still were a fair amount of repetitive ones in the form of wild goose chases. The characters got a lot of time in the spotlight and the structure is akin to the Persona series where you recruit a new member every chapter in contrast to the Crossbell and Erebonia arcs where you have your entire primary team from the start. Because of this, I got more attached to the characters compared to the aforementioned two arcs' characters.

In my previous paragraph, I stated that I was invested in the story until almost the end. The reason for this is that I felt the game was too long and had some padding towards the end. In the final chapter, there was simply too much talking and too many repetitive objectives that were both mandatory in order to progress. They definitely could've made some changes to this chapter or just removed huge parts of it and integrated the rest with the previous chapter. I would've been happy having finished the game after the second to last chapter in all honesty and at that point, the game would've been over after around 80 hours.

It's unfortunate whenever I feel like this with games, as I genuinely enjoyed my time with this game for 80 hours. Unnecessary parts can be enough to sour the overall experience, which is what happened with my experience of Trails of Cold Steel IV as that game had way too much padding. Trails through Daybreak was nowhere near as bad as Cold Steel IV though.

In conclusion, if they had handled the end part of the game better, I honestly wouldn't have had any gripes about Trails through Daybreak. The game has made a lot of changes to the series, which are huge improvements. The story was engaging almost the entire way through. Except for the last chapter, I had an absolute blast with this game.

[Edited by LtSarge]

LtSarge

RR529

Currently Playing:
Switch - Blade Strangers
PS4 - Kingdom Hearts III, Tetris Effect (VR)

Pizzamorg

Life to the living, death to the dead.

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