![]() Trap-based moves are more annoying than fun, and because the battlefield is only three (!!!) rows deep, you're limited in your strategy and spend a fair amount of effort trying not to block your own characters or stand to close and get hit by an AOE. The most fun and interesting characters for combat show up towards the end. Most fights play out pretty similarly, other than needing to learn new enemy attacks to block. ![]() Combat isn't fun enough to stay interesting after your 100th battle. But those accessories (unlike regular ones) have no stats, so it never feels good to equip them. You collect gems throughout the playthrough if you carefully check for secrets, which can be traded for unique accessories. Make the secrets more meaningful to find. It feels exhausting, because combat isn't fun enough to be engaging. You get a short break in the form of a cutscene and an NPC who sells you new gear, and then it's on to the next dungeon. every little task you need to do (chasing after a mcguffin, being told to find yet another professor) is another dungeon. Pacing-wise, Ikenfell feels like Final Fantasy XIII (well, ikenfell has a more open world and better puzzles). What Super Mario RPG did well was that you had cute mini-games, fun and interesting townspeople. Seriously, a lot of them only move the plot forward by bits and pieces, and the interesting parts of the game happen towards the end. I wanted to see how the story ended (maybe I should have turned on auto-win for the fights), but it took me months to finally beat it because of what a slog it becomes. The first ten hours or so are particularly bad in terms of pacing, so I can see why so many people drop it early. ![]() There were some pretty interesting twists that made the characters feel much more interesting and complex.īut as an actual game, the things you spend most of your time doing (endless dungeons, repetitive combat) just aren't fun enough to make you want to stick with the game. I love that it's unapologetically ****, you save the game with cats (like mother 3's frogs), it's loaded with secrets, and the soundtrack is phenomenal. There are so many things that I love about this game. They're the only miss for me in an otherwise spotless package.Īll in all, if you've liked any of the following games or series you should totally check this out: But that might be just a matter of taste. I wasn't a fan of the environment, battle, or vocal tracks. There are a number of settings to reduce the importance of the action commands, and I recommend giving them a shot if you get frustrated or have difficulty hitting them consistently. One to reduce hand strain, one to compensate for the drift in my 3rd faulty set of joycons. On top of that there's a whole set of accessibility options, and I'm making use of a few. By default, a miss or hit can mean 3x the damage taken or given, which really makes the fights engaging, and the unique commands per spell conveys each character's and enemy's style and personality. And the action command system is unique and really well implemented. They can be more useful or more powerful or have a wider range or easier to hit the action commands. One thing that stands out to me is that there's no concept of MP, and I love it. The satisfying light tactical combat is the star of the show. ![]() It's a very polished experience and I had a great 24 hours with it on the Switch. It's cute, funny and emotional magical school RPG. ![]()
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