22.9 hours played
Written 26 days ago
[h1]TL;DR[/h1]
A slightly-better-than-mediocre tactical RPG with a lovable cast of characters and beautiful art. A unique spin on the weapon system and no permanent unit death add some variety not present in similar games of the genre. The game struggles with an all-over-the-place story and somewhat boring map design.
Playtime: 18.5hrs for a blind playthrough on the hardest base difficulty (Deity). Another ~2hrs to tidy up missed achievements on giga-easy mode.
Tip: For Aren Jee Zuss achievement: [spoiler]Customize aptitudes to 200% and switch linear levels on, don't change anything else, and select Hero difficulty. On Chapter 3 Bianca should be guaranteed to get all stats increased on her first level-up.[/spoiler]
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[h1]Pros[/h1]
[b]Gameplay[/b] - It scratches a particular itch for me that's filled by Fire Emblem, Final Fantasy Tactics, or even games like XCOM. You get attached to your units as you follow their stories and create your own.
[b]Characters[/b] - An enjoyable cast of characters. I believe that anyone could find at least one of them that they like, whether it's their backstory, aesthetics, or gameplay.
[b]Artstyle[/b] - Very nice fullbody character art. Most of the character designs are unique and have a bit of flair, but even the few simpler clad units tell their own story through their plain armor. The stills during the story were also very well done.
[b]Unit Growths[/b] - You can see your units growths by toggling the Stats display on the Unit Info screen, and any changes to them on promotion. It's some welcome transparency and can help newcomers to the genre pick promotions better.
[b]Unit Death[/b] - No permadeath, which I found refreshing. The penalty for death is being unusuable for the remainder of the mission and losing 10% of a stat. Early on it's not too big of a setback, and it might not even be a stat that matters.
[b]Weapons[/b] - Instead of equippable weapons, each unit gets four "types" that have different stats depending on their class. Balance, good for general use in most situations. Finesse, high crit rate and lower damage. Focus, high accuracy but also high weight. Power, strong with low accuracy and high weight. Finesse and Focus see a lot of use and Balance always has its place, but I think that Power is a bit of a noob trap and not worth using.
[b]Campaign Customization[/b] - Lots of options, applicable to any difficulty level. You can make the game harder or easier by altering base stats, gold/xp modifiers, or player/enemy aptitudes. There's also randomizer options for items, weapons, enemy classes, and recruitment order.
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[h1]Neutral[/h1]
[b]Difficulty[/b] - I played through blind on Deity difficulty (no modifications) with minimal deaths and felt like the difficulty was in a good spot. I only failed one chapter, and restarted a few early due to silly mistakes and bad RNG. My only complaint is that a lot of the enemies have stupid levels of dodge later on in the game, but other than that it was fairly well tuned as long as you have a balanced party of damage/armor types.
[b]Bonds[/b] - I've always enjoyed peeking into the relationships between characters. A lot of the support conversations are interesting and help with a bit of character growth and backstory, but some of them fall flat. They serve their purpose by adding some flair.
[b]Passives[/b] - Each character has a distinct passive and they can range from "wow this is broken and I can build around it" to "this is absolutely useless, or too situational to matter." There's also passives associated with each class and while some stand out a bit more, they all felt usable.
[b]Abilities[/b] - Each class branch has an ability they can use on their turn, such as: warping an ally to the opposite side (Phase), giving an ally a +1 movement buff (Haste), restoring health to an ally (Heal), pushing an adjacent unit away (Push), reducing an enemy's movement to zero (Chain), or removing an enemy's weapon stats (Disarm). Most of them other than Heal are pretty situational, but you do get EXP for using them so you can abuse that a bit if you units have nothing better to do on their turn. At some points in the game using the ability gives more EXP than defeating an enemy.
[b]Spritework[/b] - I really like the majority of the map sprites, but a lot of the battle sprites are kinda... chunky? For lack of a better description. Fits on some classes, but really jarring on others. [spoiler]Magician/Arcanist map sprites show tummy, why not let battle sprite show tummy. :([/spoiler]
[b]Animations[/b] - General combat animations are serviceable and very reminiscent of GBA-era Fire Emblem games. I really enjoyed the critical animations. I liked seeing them but they're kinda slow, but there's only a toggle that's all or nothing. You can also skip the animation for individual fights.
[b]Eternal Aspects[/b] - Equippable unit buffs, that like Passives and Abilities tend to be a mixed bag. They do things ranging from "enemies attack you more" to "swaps true speed and power" or "critting increases crit chance by 1% for the rest of the level" to name a few.
[b]Beach DLC[/b] - Provides some eye-candy for all of the playable units by giving them swimsuit outfits. Sadly it's an all-or-nothing deal and you can't toggle them per-unit. It also adds 7 standalone levels to the game, but I'll admit I didn't do them and have no interest in doing them.
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[h1]Cons[/h1]
[b]Controls[/b] - Mouse controls are absolutely abysmal, and even towards the end of the game I was accidentally clicking on things and attacking when I didn't mean to. I didn't give controller a try, but it might be slightly better.
[b]Item Management[/b] - You can't sort the Convoy and you can't access it from battlefields. Shuffling around items feels tedious, and inventories always end up a bit cluttered. The best solution for me was just filling up everyone's inventory slots once I knew I was going to commit to using them.
[b]Healing Items[/b] - There's just too many. I counted like 8 different ones in the first few chapters. They really just clutter up the Convoy. I can count on one hand the amount of times I actually used them during the game, but that might be a playstyle sort of thing.
[b]Map Design[/b] - Most of the maps break down into boxes with some walls here and there. It makes them sort of boring and more of a slugfest than needing any tactical decision. I think this largely comes from the lack of terrain types like Forests, Mountains, Forts, etc present in Fire Emblem games.
[b]Story[/b] - It's a little all over the place which made it difficult to follow. Too much exposition and jump cuts between scenes and locales. I'm not usually interested in the story, but for these types of games I try to make an exception. The game does a lot of "tell not show" if that makes any sense.
[b]Glitches[/b] - There's quite a few visual glitches and bugs, but I didn't run into any that were gamebreaking. Sometimes enemy threat ranges wouldn't display properly, but I have a habit of double-checking such things before committing so it didn't bother me too much. I also noticed a handful of typos here and there. If you don't mind the jank it's not too bad.