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Joined 9 months ago
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Cake day: August 19th, 2024

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  • I’ve been saying it for the last decade, there’s no real “games are too expensive to make” problem. There’s only studios choosing the “go big or go home” death spiral where they inflate the budget and need a hit to stay afloat. But then after every hit the budget grows even bigger requiring an even bigger hit until eventually they’re going to flop and the studio goes under. They could just not do that and have a sustainable business. And I get that it’s not only the game developers fault. Part of the blame falls on the publishers who most likely force budgets to balloon so they could make more money (if the game is a success). But when I say they could just not do that I mean both the developer and publisher. Both of them should be smarter than that.

    But clearly even with all the major flops it has been a successful strategy, because they’ve been at it since at least mid 2000s. It’s only in the recent years where it’s really starting to strain all the AAA publishers as the budgets have grown too big even for them. These price increases are an outcome of this budget ballooning. They’re feeling their bottom line taking a hit so they increase the price to mitigate the risk.

    Personally I said fuck them, let it crash and let’s get more studios like Sandfall, who made an exceptional games for a reasonable price.


  • In the realm of turn based combat it’s pretty good. It has pretty easy to understand skills and mechanics that make it easy to pick up, but then you also get tons of modifiers (pictos and lumina) where the combinations can significantly alter how your character plays. And the timed triggers removes probably the worst aspect of turn based combat, the passivity. You can’t just sit there and wait while your character does a thing and then the enemy does a thing. You have to time your attacks but more importantly you have to identify what attack your enemy will do so you’d know if you need to dodge, parry, jump or gradient counter and then also time them correctly. It’s far more engaging than your average turn based combat.

    The mediocre part of the gameplay are the side activities usually related to gestrals. I’m gonna vent now because my experience popped into my mind and it pissed me off again. Nothing infuriated me more than that stupid beach volley ball. Thank you for putting a fixed camera at an angle where it’s really hard to see the middle gestral throw and also your position in relation to where the gestral is going to land. The amount of times I lost the hard volley ball because I couldn’t see the middle gestral until it was too late really made me question how this even passed QA. And the reason I couldn’t just focus on the middle gestrals was because I had to focus on making sure my attack would actually connect with the gestral. The marker on the ground is just purely decorative as I had multiple occasions where I would attack squarely on the marker only for the gestral to still land and take a point away. AND FOR THE LOVE OF SOPHIE DO NOT THROW OUT GESTRALS FASTER THAN I CAN ATTACK. I almost beat the hardest volley ball match, except I didn’t beat it because I literally could not attack fast enough to send back the last gestral. I would just sit there, in perfect position, punching the attack button like a maniac and then watching how the gestral lands on the ground because the attack simply would not happen. Fuck beach volley. End of rant. Actually no, fuck beach volley again stupid fucking minigame. Now it’s over.

    TLDR: gameplay good.