this post was submitted on 06 Jul 2024
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I think if there's one thing we can be sure of, it's that this will have a better soundtrack than Dragon Quest XI.
I'm playing Trails through Daybreak now, and it has a similar system at a macro level: starts with action combat and transitions into turn-based. I think between that and the expansive job class system, variety won't be an issue, but I'm hoping there aren't concessions being made on the turn-based side to make the action side work. I can't imagine any scenario in which the action element outright impresses a veteran action RPG player. It'll be simple.
Dragon Quest doesn't have a bad soundtrack, its just disappointing that there is literally only one battle theme. It repeats so often that I will be hearing it in my restless dreams.
It could impress seasoned RPG players, sometimes the most surprising things can be impressive. I found myself impressed with Zenless Zone Zero's flashy and smooth feeling combat despite it literally being basically just mash one button and occasionally follow it up with a different button. Granted, I have only played for about 10 minutes, but still. I really ZZZs soundtrack and visual art design, its very clean and reminds me of a Jet Set Radio style aesthetic, but with 90s TVs instead of graffiti/skates. I kinda hate that I like it so much, because I am not sure on how the gameplay is going to all work out with more time into it.
This game on the other hand has a bit more of a zany aesthetic. I refer to this one as "Persona or SMT aesthetic, but in a Serif font." Not exactly Times New Roman though, since that is very default. Its not bad, its just different.
Had a very similar experience last month starting Honkai Star Rail. HoYo only dropped in a few buttons in its combat too, but all of the surrounding systems and the impeccable encounter design make it insanely deep. It might be the best JRPG-style battle system I've ever played.
I could be wrong about Metaphor's action system, it's just hard to imagine when it's not their primary focus. Or maybe I'm still sour about how Starfield brought on extra gameplay systems from an outside genre and missed badly on them.
Wow that's a lot praise for hoyoverse's turn based battle system. My first thought, when i played it on release, and i'm still playing it, was that it's terrible and you have barely any options. I see the benefits of it now, again i'm still playing. But i would say Persona/Shin megami tensei battle system or the one from the trails of cold steel games are still a lot bettrr for me. Honkai's battle system is build a lot arround preperation, choising right characters with the right set, which benefit it's gacha system. While typical story driven jrpg's are a combination of the correct choosen move, grinding an as well preperation of the right gear. I kinda see honkai Star Rail very different because of that to typical turn based jrpg's.
I also thought it was too simple when I started. I think it was Belobog's final boss that finally sold me on the system; when a studio nails just a few things, it turns out you don't need a dozen options in your game and it frees up a lot of space for layering in thematic, bespoke mechanics in fights and playing with the encounter design. The break system is an example of one of those things. Cold Steel and Reverie couldn't let the system breathe because the intricate character kits left so much room to over-exploit break periods and make boss fights trivial. Falcom ends up chasing their tail by putting in static refill points at boss HP percentages that disrupt the battle flow and wouldn't have been necessary in the first place if they'd fixed the original problem. (And they still failed at preserving challenge, especially in Cold Steel 3.)
I'm hoping Falcom picked up some tips from HoYo for Kai, as the teams have met before. I'd love to see them take another big swing at a battle sandbox like they did in Reverie. There's so much potential there, and it's something that even a budget-limited studio can pull off.
You complain about Trails make boss fights trivial, that for sure true, but i wouldn't say that's different for HSR. Most of the fights, especial the on on belobog you could play on auto, that how trivial i see hsr. Your are able to over exploit chars with your kit...well it's luck based what you get but still it's possible. For some reason you see more challange in hsr than me. And Trails was just an example here, i could say a lot games are better, in my opinion, like octopath, which also is build around a single system (boosting system) but the choices you do make more of a difference than in HSR. The break system is also only relevant because of the chars you choose to use before the battle start.
Let's get back to Atlus, they were able, at least for me to do some bosses that were quite challanging, at least in Persona 5. Madarame was one of the hardest challanges for me in Hard mode (for some reason Merciless is easier....). I have the feeling they understand battles for me, despite some games are, very repetitive outside of boss battles. That was for me the case with Soul Hackers.
HSR has an entire endgame that's nowhere near trivial. There are five different modes at the moment, three requiring two separate teams, that will stretch any player. If you got lucky on your Departure Warp pulling Bronya or Himeko and pulled a good 5* to complement them, then yeah, I could see story fights getting easy.
I didn't like Octopath at all, unfortunately. To me, being round-based puts it a tier below the systems that Final Fantasy X, Trails, and HSR have. I hate speed being a low value stat, and the "guess the weakness" game got old real fast.
I also think Persona's great, though, despite also using rounds. Press Turn, too, which is why I'm looking forward to Metaphor. Atlus is pretty good at encounter design.
I still think the endgame mode of hsr are trivial...But i see this game, playing it for over a year probably a lot different than you.
You're fully clearing Pure Fiction, Memory of Chaos, Swarn Disaster, Divergent Universe, and Apocalyptic Shadow?
Divergent Universe not yet, but i'm certain it's possible to clear V5 as well, just haven't tried it yet. I feel it a lot more luck based than the typical Simulated Universe. Everything else is not that hard for me. But looking at Memory of Chaos, Apocalypitic Shadow and Pure Ficture, these mode play vastly different than typical rpg's. Your goal is not to beat the enemy, it's a dmg check, because you want to beat it as fast as possible. hsr is a lot about dmg optimisation. Only the universe modes are about surviving and beating the enemy. I would say every classical rpg is different in that regard as well. I had problems beating Mc Burn in Trails of Cold Steel 2 because one attack whiped my team (the last one...). But my strategy was not to max my dmg, it was to maximize my defenses and reduces dmg. That's something HSR doesn't have. You have one sustain char that has to fufill the role.