"Penetrating potential" would be more accurate since all it does is lower the chances that the enemy will block for mitigated damage. To even have a stat called "Accuracy" is a sick joke since everyone has 100% accuracy. Unfortunately, it did not take long to realize the makers HATE melee glass cannons from the one mechanic (or lack there of) that slowly, single-handedly ruined the game for me. Really like how they did the elemental magic mechanics between setting up the grimoires and environmental effects. It especially felt like the creators like magic users with how well thought out magic was. Loved the rewind factor, anyone who has played permadeath tactics games will appreciate rewinding a turn over restarting the battle on an oversight error. Now the combat that made and soon broke the game for me.Initially, I liked it. I really like the camp mechanic as a middle ground to improve character relations and get new units between battles. Character development and story seem solid so far. The refined CG style was a real breath of fresh air. It looked like a refreshing change to every other tactics game that saw Fire Emblem's success and copied it down to the pixel, changing location and character names to call their own title. When I first saw and got this game, I really wanted to like it.
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