Posted September 17, 2019
The game isn't terrible.
Per my review, the frustration and brevity of each play session comes from the strong feeling that I was meant to play the "open world" in a forced, specific sequence.
To be fair, I did opt for "Veteran" difficulty, but did so with the impression that fights would be tactically more difficult, not that I would be strangled for energy/mana without any way to modify my characters to compensate.
Everything in the game feels "gated", with items, XP, locations, and even bosses all feeling like arbitrary and artificial barriers to the player. You will only have what you were meant to have when you were meant to have it, so daring raids to snag power items are not a thing.
I can see the intent behind it, but the execution instead feels lazy and dialed-in. The world feels more empty and formulaic, and the options too sparse for both characters and gear (two vital elements in a CRPG).
I have had some fun, but it is a pale shadow of the freedom we've had in previous titles.
Per my review, the frustration and brevity of each play session comes from the strong feeling that I was meant to play the "open world" in a forced, specific sequence.
To be fair, I did opt for "Veteran" difficulty, but did so with the impression that fights would be tactically more difficult, not that I would be strangled for energy/mana without any way to modify my characters to compensate.
Everything in the game feels "gated", with items, XP, locations, and even bosses all feeling like arbitrary and artificial barriers to the player. You will only have what you were meant to have when you were meant to have it, so daring raids to snag power items are not a thing.
I can see the intent behind it, but the execution instead feels lazy and dialed-in. The world feels more empty and formulaic, and the options too sparse for both characters and gear (two vital elements in a CRPG).
I have had some fun, but it is a pale shadow of the freedom we've had in previous titles.