This game sunk its hooks into me that deeply. It’s a disheartening feeling that should make you stop playing immediately, yet there I was, so angry and fascinated at the same time, willing to try again one more time. If a single meltdown in a difficult encounter can ruin your whole expedition, imagine what it feels like to have five in a row in the same battle. They can also earn a positive outcome and heal up, though it’s less common. It is in the town that stress becomes a resource management mechanic. There, characters can take part in activities like drinking, praying, or gambling to forget their problems for a while and reduce their stress. When their white gauge is complete, your hero can have a meltdown, losing most of their HP. The easiest way to relieve stress is in the hamlet, the main hub of the game. Things get more complicated when you add the stress system, the signature core mechanic of the series. But they can also frustrate you when you deal one less point of damage than you need and receive an unexpected counterattack. The battles feel like puzzles, making you feel great when you succeed with your party in one piece. I spent hours experimenting with the best combinations for my playstyle, trying out new things every time. As you get to know your cast, you dive into the thrilling experience of learning who goes well with whom, in what position, and against which creatures. The combat system is hard to master but incredibly satisfying.
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