37.2 hours played
Written 3 years ago
Sequel to "Winged Sakura: Mindy's Arc".
I feel like they failed to deliver the same excitement that the first game had delivered. The story is fine, but gets a bit weird near the end, the OSTs are still good, but not as great as in WSMA, and the gameplay is extremely similar. So why did I not enjoy the sequel as much?
The first thing was that navigating through the menus felt terrible. I think the main contender here is the lack of ability to scroll through most of the menus, something that was possible in WSMA. You can only see 6 items per page and then you have to click the left/right arrow at the bottom right to change page. You do somewhat get used to it, but it's still pretty bad.. That said, the right click to go back was definitely a good move.
The Artstyle seems to have downgraded. I don't know if it's just my preferences, but WSMA2 has my least favorite artstyle across the series as of 2019 releases. It just doesn't hit the same as it did in WSMA. Speaking of things that doesn't hit the same, Unit's animations.. While WSMA's animations were not that great, they still managed to make your Units feel alive. I don't know if it's because your Units are humans in WSMA2, but they just feel boring to look at.
There is 11 non-Unique Units available, but only a few of them seems to be worth using, notably Gunner, Sniper and Guardian. The Mages feels terrible to use and there's 4 of them. Even if they bring interesting effects on paper, their cast time is too slow(also seems to be unaffected by "Attack Speed"-like stats?) or their effects are too weak to be practical in most situations. Out of the 4, only Fire was worth using early on for its 5 target small AoE. I didn't even consider using the last 4 non-Unique Units.
The last thing is about the grind. I likely made the game grindier than it needed to be, by farming to keep my Mages gear up to date thinking I'd need them at some point(mistake), and I know the game would be very short without the grind, but it still doesn't help that the difficulty and the drop rate system doesn't really make sense. All of the difficulty gives the same amount of Credits and have the same drop rate. The only thing that changes is how big of a bonus you get for the item you selected if it hasn't dropped(stackable). There's no real incentive to play on Hard outside of Achievements. It only takes 4 runs on Easy to guarantee a 10% drop rate, which you might as well do anyway to upgrade your Unit's gear. Apparently, Survival(post game) does apply the boost to all items, but it won't even matter anymore at that point, since you will be drowning in loot anyway.
Despite all of that, I still somewhat enjoyed the game. However, it just didn't pack the same punch that WSMA did. Certain features feels like they were downgraded, some actions lacks impact(ie: crafting an item has no sound/visual cue), the power curve seems to be a bit weird(?) and the difficulty system might as well not be existing. That said, I do believe the game is at least worth its price if you're into these type of TDs.