44.0 hours played
Written 29 days ago
I thought I was going give a positive recommendation for a lot of my time with this game. TLDR: a lot of good moments trapped in a very badly constructed game.
The Good:
- Stellar art and music. If I had just seen the pixel art/animations and soundtrack for this game in a vacuum I might have guessed they belonged to goty material.
- The "demon subduing" gameloop is pretty fun when it gets going. Hit demons with super-effective damaging spells to "down" them, then roll with a social stat to subdue (catch) them, then fuse them (sacrifice a demon to level up another), and try to get more type coverage across your party to down more demons. Its almost exactly the balance I want from a monster-capture game.
- The game is pretty forgiving with the time-management system.
The Bad:
- The writing and dialogue are extremely lackluster. Part of this is explicit pacing and railroading problems, but part of it is that there just isn't enough good/funny/interesting writing work to justify how dialogue-heavy the game is.
- The game is inconsistently opaque with a lot of it's systems and important information. You can see your combat stats on a status screen, but the game doesn't tell you what each stat does. The game often asks you to pick which social stat to give a free boost, but the game doesn't tell you how high each social stat is (outside of when you're testing them or leveling them up individually) so you often don't remember which stat needs a boost. To be clear- there are very good hardcore-type games that force you to take notes as part of the challenge, but here I felt challenged [i]by accident[/i], because of clumsy game design.
- The game puts a lot of barriers between you and the demon-subduing system. Part of this is that you need demons in order to catch demons (and starting the cycle is finicky), but also it's just another way in which the game just doesn't give you information. The game tells you "You need to use super-effective spells in order to down demons to subdue them" but doesn't tell you that you need [i]damaging[/i] spells, not the elemental status spells that make up most of your starting tools. You need to maximise the type coverage to increase your chances of catching demons, but the game doesn't let you know what spells your "guardians" (the always equipped demons, that each party member has in addition to the demon equip slot) have, so it's easy to double up on one element while not having another. It's just frustrating.
- The game feels unfinished. There are multiple interact-able spots where the protagonist says "I should come back here later with a friend" or "maybe I can open this door when grampa trusts me", but then there just. Isn't a followup on that. There's also greyed out "gift" option for each party member, but there is no gifting system implemented in the game at all.
- Connected to the game being unfinished, there are also a number of glitches that were extremely frustrating. Most notably, partway through the third chapter I ran into a bug that almost softlocked me out of completing the main quest.
- Lack of NPC diversity. I counted one black character (who has maybe 4 unique dialogue lines), and everyone else in the town appears to be white. I can't speak on how diverse a medium sized (?) town outside of chicago should be in the 1980s, but it's still feels weird and worth commenting on.
More subjective comments/gripes/experiences:
- The game seems to invite Gravity Falls comparisons, but suffers for them tremendously. Oh, so there are two brown-haired siblings going to a small(er) town for the summer to live with their older male relative? And they link up with a cool redhead girl (who is sortof a romantic interest for the protagonist but not really) and get involved in lots scary magic, culminating in them freeing a powerful demon who they then defeat in a climactic battle? Cool, so does it have any of the excellent writing and jokes that made Gravity falls good? No? Well now I'm more disappointed with this game than I would have been otherwise.
- The game has 3 and 1/2 chapters, and I ran out of side-content (side-quests and stat increases) half way through the third chapter. I'm not even sure if this counts as criticism, because the fact I ran out of content meant that I was definitely engaging with that content, if nothing else. Still a little annoying.
- A lot of authority worship and being nice to cops. Not sure how subjective this is because while it's a real criticism, a lot people will probably enjoy the game despite it. Two of the four friendship quest-lines end with you making an effort to be nice to a police officer (who is not the actual friend/party member you're trying to spend time with). A lot of the non-magical problems involve getting the legal authorities involved and those authorities fixing those problems without issues, which feels unrealistic, especially for the cold war era.
- I did enjoy the final stretch of the game a lot, despite it having the same writing problems the rest of the game had. There are some kinda branching paths for the endgame, and I liked what they were trying to do with them.