Don’t get me wrong, it’s still a good game. But I’m not sure it deserves all the hype it got last year.

It does some very clever stuff in terms of gameplay, with each character having their own unique battle system that synergise with the others.

And yes, the soundtrack is incredible.

In terms of the story, whilst it was interesting, the way the game drip-feeds you knowledge in the first two acts quickly became frustrating. There were multiple cutscenes where characters speak in such a vague, superficially poetic way. In reality it just felt pretentious.

Major story spoilers:

spoiler

The overall metaphor for grief is unique. I liked the concept of the characters being creations in this painting, and how that layer of reality feeds into the one you begin the game in. But it felt like everything was revealed all at once in Act 3. The game gives you very little up to that point, so it’s hard to emphasize with many of the characters. Perhaps replaying the game knowing what you know changes the perspective of it, but for a new player I’m not sure it’s the best way to tell a story.

Perhaps this is an unpopular opinion but I found the game aesthetically quite ugly. Many landscapes had a feeling of copy pasted Unreal assets that looked so same-y at points they became confusing to navigate (especially given the lack of a mini-map). The characters had these blank, uncanny stares half the time and the designs for some of them (Esquie in particular) just didn’t look good to me.

Oh and I’m really not sure why the devs decided to add entirely unnecessary platforming elements!

I found certain enemy attacks to be inconsistent and not well telegraphed, leading to some frustrating encounters were you had to memorise the parry timings rather than learn them from a valid cue.

I think the game deserves good reviews, but I’m not quite sure how it won so many GOTY awards. Perhaps it just wasn’t the game for me.

  • Juice@midwest.social
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    7 hours ago

    I played it a few months ago. I enjoyed it. As a Sekiro player I liked, but didnt love, the parry system. Thought the game was gorgeous, loved the story, music, environments.

    Was kinda meh re: most of the gameplay. It was disappointing how many areas just didn’t tell any story, i enter it, and theres this dramatic explosive environment, I ooh and ah, and its just a cul du sac with an item. Dozens of.locations like this, and most of the other ones weren’t much more interesting.

    The jumping puzzles were not very good. The beach puzzles just weren’t fun. I especially hated the one where the guy launches explosives at your platform, and you have to use the world attack button which has a ridiculous cool down.

    Power scaling was completely broken. The endgame enemies have a trillion HP, and you do 10 billion damage per attack, and the strat is to create a build so broken that you can do a trillion and one damage on the first hit, because you only have a million hit points and if you don’t kill them first hit, the enemy attacks 20 times in a row and does 3 million per hit. Like at first the combat was too easy, then it was too hard, then it was easy again, and then it was impossible unless you equipped 300 luminas. Just like zero consideration for game balance.

    Coming from Sekiro, the parry timing was pretty wonky. I think there was influence from Sekiro, but also from stuff people already mentioned like Super Mario RPG (a game I absolutely loved as a kid.) Don’t really know how to describe it, but Sekiro was literally the last game I played before Exp 33, and I played it 7 times through, beat it charmless on ng6, platinumed and completed everything but the immortal journey. Before that i played Nightreign, like 300 hours only Executor. My shit was tight, Exp 33 was not.

    It really just came off like an advertisement for Unreal engine, which is I assume why it won such accolades. It was a good game, I was in the mood for a jrpg, which I hadn’t played one I really liked in a very long time. Was expecting multiple playthroughs, but it was a one and done for me. Good, but not goty imo

    • Coelacanth@feddit.nu
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      7 hours ago

      I agree with most of your criticisms, but the jumping puzzles and beach challenges I don’t really think should factor into the overall rating too much. They were deliberate nods to inane and frustrating minigames in older Final Fantasies and I think they succeeded in that regard. Anyone who has tried to assemble all the ultimate weapons in FFX knows what I’m talking about. They’re also completely optional in E33, contributing neither important lore, plot or item rewards. They can be totally ignored without consequence by anyone that doesn’t enjoy them.

      • Juice@midwest.social
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        7 hours ago

        Sure, I mean, I did end up skipping them. I wanted to play them but found some of them impossible, and put a lot of time into some of them.

        The Wimp Lo, “we designed these areas badly for nostalgia,” doesn’t really scan for me but whatever. I played FFX, but don’t remember of I tried to get ultimate weapons, I was a completionist back then too, but honestly don’t remember very much from it

        • Coelacanth@feddit.nu
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          7 hours ago

          The ultimate weapons for each character in FFX are all locked behind minigames, most of which are unfun (barring Blitz Ball), most being extremely difficult and some being almost broken (looking at you, chocobo racing). You might remember jumping to dodge lightning bolts 200 times in a row or chasing down butterflies in the trees.

          • Juice@midwest.social
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            6 hours ago

            I vaguely remember Blitz ball! But maybe I skipped the harder ones, I honestly don’t remember.