I've been wanting to play this one for a while. What initially drove me to it was the art style. I'm a huge fan of the character and environment designs from the Darksiders. The handpainted style of the characters and environments are high quality and truly feels handmade.
I believe this was the best aspect of the game for me. …
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I've been wanting to play this one for a while. What initially drove me to it was the art style. I'm a huge fan of the character and environment designs from the Darksiders. The handpainted style of the characters and environments are high quality and truly feels handmade.
I believe this was the best aspect of the game for me. The visuals and the sound presentation are excellent. The handpainted character assets and the detailed environments are a joy to look at. The soundtrack is catchy as well, feels fresh. Quite reminiscent of Darren Korb's work on the Super Giant Games. The sound design is crunchy as well. This comes to the forefront combined with the screen shake and visual effects in the turn-based combat.
Where this game fell flat for me was with the balancing of the combat. I don't at this time feel like it's worth my time playing any further on the game. I played a couple of hours and acquired all the team members. But the combat system and balancing just didn't do it for me.
This is a game inspired by the old-school JRPGs. Slow and deliberate turn-based combat. I consider JRPGs to be one of my favorite genres, therefore having pretty high expectations on this modern, western take. Maybe this is entirely my preference but I did feel that the pacing of the game ruined it for me.
I like a good story and character development early and throughout the game. I feel like in this case though, there is dungeon upon dungeon-crawling events and almost zero to non dilaogue and story exposition in between. I felt like I was just mostly walking around doing random stuff for random reasons with no weight to them. The characters have potential but there's no real arch exposition for the first 10 hours. I didn't feel like I particularly liked any of the characters or made any emotional connection to them.
Perhaps this is the intention of the developers. To focus mainly on combat and dungeon crawling. And I can be a fan of that too as long as the combat is engaging and rewarding. Again the balancing decisions of this game just didn't quite do it for me. The turn-based combat, at first crunchy and satisfying due to the visual and sound effects, quickly became painstakingly slow and repetitive. This is something that I can usually overlook, but then there's the problem of not really being able to efficiently power level at any point of the game due to the implemented mechanic of lowering the exp-gain from what is considered "under-leveled" enemies. This combined with the repetitive and slow fighting just feels annoying at best.
There are way too many enemies scattered, and way too much dungeon crawling for the rate of how slow (and boring) the turn-based combat quickly becomes. There are just not enough interesting abilities to develop varied and interesting strategies. Mostly a combination of 2 or 3 abilities per character just gets through everything. Then all there is left to it is making sure you're high enough level. There are some interesting mechanics integrated though. Like building up mana by using regular attacks and the supercharge bar. However, in a general sense, I feel like it falls away due to poor integration.
I played until I was critically under-leveled for the dungeon that I needed to finish to progress. And this happened even tho I painstakingly tried to power-level several times early game. Just didn't feel worth it to continue with an uninteresting story and cast that didn't have much potential to develop in an interesting manner. In my opinion.
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