![]() ![]() ![]() It’s a fundamental mismatch of design philosophies that contributes to an overarching sense of immense frustration, especially when married to smaller issues like being unable to see your own character under a flurry of glowing particle effects and hulking enemies, or being trapped in stun by an now-unavoidable series of attacks. The speed and range of enemy attacks practically demands a kinetic, reactive playstyle based around animation cancelling and invincibility frames, but your own abilities are designed for a slower, more deliberate style of combat where you’re forced to commit to your actions, meaning you’re going to get hit a lot by attacks you can easily see coming. Rinse and repeat.Īll of that could be excused if the game’s combat were consistently fulfilling, but there’s an annoying sense of lethargy and weightiness to your actions. The game therefore becomes, structurally, a mostly fixed cycle of running in a straight line through a variety of dungeons, beating up (or getting beaten up by) a boss, then watching a cutscene. No puzzles, no alternative routes, nothing. Photograph: Square Enixĭespite Kagachi’s ability to phase between reality and the shadowy world beyond, there’s nothing in the dungeon exploration that really demands shifting between the two besides the occasional portal or treasure chest. There’s a good game to be found in its misshapen core … Oninaki. ![]()
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