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Vagrant story remake reddit1/29/2024 Early on, you can get by without paying much attention to blade types and affinities, and building long chains gives you the false impression that you're doing well - In fact, the whole chain ability system is useless unless you master the weapons system.With so many examples, there's no way the unannounced games on the list were all speculative. The combat system is designed as an approachable, intuitive, understandable system of timing and combos, but the weapons system is designed as an indecipherable foreign language. Somewhere around the Western Town Center (particularly the fight with Father Duane) you'll almost certainly start to get the nagging feeling that you're playing the game wrong, because you probably are. Put simply - The weapons system has a steep learning curve, and punishes players for not mastering it. Until you gain the teleportation ability, the material limitations of each workshop make it impractical to perform the multiple-iteration combinations required to make truly effective equipment. Experimentation is necessary, but also extremely costly (since the two source weapons/parts are destroyed in the process of creating a new one). The game does a poor job of communicating the effectiveness of each piece of equipment, and a worse job of communicating the relative value of any given weapon versus any other given item.Ĭrafting is almost required in order to stay ahead of the enemy difficulty curve, but whether or not each new weapon is an improvement is, at best, a tough call. No matter how well planned the crafting system, it goes against JRPG players' instincts. The natural JRPG-player instinct is to collect all items and use the best one, not combine items using a crafting system in order to create inherently more powerful items. JRPG players are unused to relying on equipment improvement instead of character improvement. This is problematic in several ways, however: Frequent crafting and improvement of weapons would keep your space manageable, while the Inventory Chests found in workshops would help you keep any overflow in a convenient place. It's a fun game, but the UI gets in the way of the flow.īy my understanding, the small inventory size was intended to motivate your use of the workshops: You could carry up to 16 blades and hilts, but only 8 fully assembled weapons (each of which counted against your blade and hilt space, IIRC). What it needed was something akin to how Metal Gear Solid handled equipment: Something geared around quickly and frequently switching out items throughout the game. This is a system geared around you picking a piece of equipment, then sticking with it for a long period of time. Problem is, switching equipment can't be done quickly, since it involves going into the pause menu, selecting the new equipment, then waiting for the equipment graphics to load on your pause menu model, then closing the pause menu. You're supposed to refine your weapons' affinities for particular creature types, then switch weapons on-the-fly as the situation calls for it. ![]() Really, fun though the game is, the mechanics are built around a style of play which is almost diametrically opposed to the user interface. No matter how good your timing or chain abilities, resist the urge to go beyond 8 chained hits in a single attack. The old /r/patientgamers Essential Games List Please use flair to display what games you’re currently playing, not a punch line, username, tag, URL, or signature. New, mobile-friendly spoilers can be posted using the following formatting: Want to play online in a dead gaming community? We expect you to know these rules before making a post. Please click here to see our current rules. We no longer maintain our posting rules in Old Reddit. Join our Discord Join our Steam Group Follow us on Twitter Posting Rules Whether it's price, waiting for bugs/issues to be patched, DLC to be released, don't meet the system requirements, or just haven't had the time to keep up with the latest releases. ![]() A gaming sub free from the hype and oversaturation of current releases, catering to gamers who wait at least 12 months after release to play a game.
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