Just to preface, I liked exploring the world and the combat system was interesting enough to keep me engaged.
Just a few of the many problems with XBC:2—oversaturated with lifeless, pointless, mind numbingly boring cutscenes (this is more of an issue I have with dated JRPG design in general, but XBC:2 is a huge offender and refuses to modernize/take a …
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Just to preface, I liked exploring the world and the combat system was interesting enough to keep me engaged.
Just a few of the many problems with XBC:2—oversaturated with lifeless, pointless, mind numbingly boring cutscenes (this is more of an issue I have with dated JRPG design in general, but XBC:2 is a huge offender and refuses to modernize/take a different narrative approach/take advantage of the fact that video games are an interactive medium and stories can be explored and engaged in an interactive way), terrible localization, terrible naming schemes for gameplay mechanics, baffling implementation of a gacha system, bad overworld map/mini map design and implementation—actually the UI/UX in general is so abysmal that it feels like they pushed the job of creating it onto one woefully unqualified intern graphic designer and then never playtested it—nothing about it is quick (to read, to load, to navigate, etc), and so it doesn't complement the gameplay in a seamless manner.
One of the biggest annoyances in the game is everything related to the blade management, but more specifically the tedious process of constantly changing blades out just to meet field skill requirements. This could've been alleviated in many ways. The simplest one that comes to mind is to have some sort of quick menu pop up at the numerous field skill "challenges," or whatever the hell they're called, that allows you to either "attempt with current layout" or choose the blades whose skills you'd like to apply.
Of course this solution would make players question even further, "what the hell is the point of these common blades in the first place?" As of now, the only reason to equip them is for their field skills (unless you happen upon an rng blessed 4 star common that outclasses the uniques—the odds of this happening is basically equivalent to winning the lottery, as in, it's not going to happen). Back to the point, I like the idea that the devs didn't want their failed gacha mechanic to feel even less pointless than it already is, and so they willfully kept it and chose to implement bad game design choices in order to force the player to "use" common blades who otherwise only exist for the sake of the gacha.
I don't have the time or patience to go over all the problems with this game as I'd end up writing a 20 page essay. And so ends my mini-rant.
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