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Aetherion starmade
Aetherion starmade










aetherion starmade

Like, oh wow, I have 100 items that can deal 50 fire damage to all enemies! Try one to find out that one of the enemies absorbs fire damage and counters back with healing the other enemies. Why limit a player to buying something if they can just grind for hours to get the money to buy said thing? It's more impressive if the player has to mentally work for items through puzzles/gimmick fights or just have all the items be available in the inventory and limit what's more useful in certain situations. One other mechanic that looks like it'll be a part of this game but I hope doesn't is currency to buy things. The break mechanic was also very interesting, but it never seemed absolutely vital on the insane difficulty.

aetherion starmade

I've always wanted to play a game that doesn't rely on keeping track of healing resources to use skills or spells so the strategy behind such skills don't get hindered. Not having to worry about some kind of resource for skills, like MP, REALLY made it convenient and not stressful with handling fights. It's very rogue-like with not being too specific on descriptions for attacks and support skills but not too vague so I know what I'm sort of doing with testing new skills. The most original and interesting part of this game, by far, is the combat. This isn't a bad thing, though, because I do love these characters, the setting, and plot. A school of aspect-users for containing and eliminating monsters from the Aether reminds me of S.E.E.S. from Xenoblade Chronicles X, and Alaria is very similar to Makoto Niijima from Persona 5. Edan is Reyn from Xenoblade Chronicles 1, Flynn is H.B. I know I keep comparing your game to other games, but to be honest, a lot of what you have is very similar to what I've played or watched being played. Maybe some would be available after reaching a certain rank, discovering a new item, or talking to a specific NPC, but it didn't seem like any of those were in this game. There were a few times when "skits" would appear for viewing with the Shift (default) key, and while I did enjoy them as they were like the skits from the infamous Tales of series, I was slightly disappointed in how you only got them from plot progressing. No items to obtain, unlike the first visit to the Aether and in the concert hall, and not really much to do besides go from point A to B while fighting along the way. That being said, the final dungeon did seem stale. Whether it came in the form of info, puzzles, mini-games, etc, dungeons never seemed stale. Final Fantasy X made their linear dungeons in a way that multiple aspects were available to the player. Besides having a few dead ends with items or objects to circle around to avoid enemies, dungeon traversing felt extremely linear. I do understand that this was entered into a contest, so that definitely hindered just how much content could fit, but even the dungeon layouts seemed shorter than my expectations. I mean the game's battles are naturally a breeze once you get the right item and skill setups going, even on the insane difficulty setting. I'm not saying I put the game's difficulty setting to easy. Surprisingly, the combat's low difficulty actually helped out my nervousness with the active-time battles. Whenever I start a new RPG/JRPG, I expect to be strapped in for a long ride in both gameplay and story, and while I can say both were amazing in quality, there was much to be expected in terms of quantity. It's not as calming as turn-based games, such as Trails of Cold Steel, Suikoden Tierkreis, and Persona 5, since everything's still going on while I'm thinking or choosing what I'm going to do with one character's turn, and it's not as flowing as some real-time combat games, such as Xenoblade Chronicles, Tales of Xillia, and Star Ocean: Till the End of Time, where my other characters have an AI script to act on without my direct control. Most of the RPGs/JRPGs that I've played have been either turn-based or real-time, and the few that I have played with active-time always made me extremely nervous. Only two things somewhat made me hesitant on playing: active-time battles and short game length. I watched NicoB's entire LP on this game, read all the reviews on this site, and read the developer blogs. Normally before I play a game, I do some research on it, even if that might end up spoiling the plot for me.












Aetherion starmade