LEGRAND LEGACY: Tale of the Fatebounds
LEGRAND LEGACY: Tale of the Fatebounds is a love letter to our all time favorite JRPGs with a fresh take on classic turn-based combat and tactics. Welcome to Legrand, a beautifully hand-drawn world riddled with curious creatures, devastating wars, and intriguing tales of vengeance and redemption. Embark on an epic adventure through this sprawling fantasy universe and fight alongside the Fatebounds as they attempt to bring peace to Legrand! But be careful who you trust because everyone has a secret to hide… HIGHLIGHTS A fully immersive experience with stunning FMV, fully rendered 3D cinematics, and epic original soundtrack 3D models and original assets come together with gorgeously stylized hand-drawn backgrounds Action packed turn-based combat and tactical warfare scenarios that will test the limits of your wits
Steam User 170
LEGRAND LEGACY: Tales of the Fatebounds is a wasted potential, but overall still comes out as decent and enjoyable experience made by developers who listen to the community.
RATING: 6/10.
I'll start off with what I dislike:
Sub-par narrative. - WARNING spoiler potential
The game started off nicely. Party members were interesting with their own distinct personalities, backgrounds, and personal issues. Along the way, they found themselves in disagreements, having trust issues, while they needed to face trials to test their "worth". With this scenario, you would expect each character to have a personal development throughout the game, right? BUT THE GAME SAYS HELL NO. You are going to see this pattern very often: At first, let's be friends! -> A moment later, fck you I don't trust you! -> And then a moment later, I'm sorry I didn't mean to hurt your feelings, my bad -> aaand a moment later, fck you all I'm done with this shit!. Some party member have either bipolar disorder, or they are just a bunch of idiots who do not learn from their mistakes.
Bad ending - non spoiler
After the narrative and some characters tortured me for hours, the ending finally executed me and my controller. It tried to be that "philosophical" bittersweet ending with "deep meaning", but it just didn't deliver nor it was rewarding. It left me with this kind of "Uh, what? Seriously? That's it?" feeling.
Horrible level design - non spoiler
The most noticable flaw and it can totally ruin your experience. There is no random battle. You need to engage your enemy from behind to ambush them and receive a free turn, OR accidentally get ambushed by enemies thanks to: awkward camera angle, small collider/enemy hit detection, quick-sudden enemy movement, and your slower movement. Good luck fighting enemies in this game while getting ambushed. More often than not, you can expect yourself to reload your save file after that fight.
Unintuitive inventory & storage UI - non spoiler
Inventory system automatically "expands" when you have so many types of items. You can either scroll up or scroll down on that 1 big page to access different parts of your inventory. The issue is, when your bag is filled with tons of different items, and you transfer 1 page worth of those items to storage, somehow the system does not automatically scroll up to show me the "next page" of items I am supposed to see.
Poor animation quality - non spoiler
This may not detract the experience for other players as much as it did to mine, so players may ignore this part if they want. I am aware this is an indie title made with tight budget, but I still want to give my criticisms as my support for the devs for their next project. In short, animations are floaty, characters have poor posing, with lack of understanding how a body moves in general.
Poor graphics quality - non spoiler
Same as above. May not detract the experience for other players but it does bother me. Graphics has lack of cohesion. This means character models do not blend with background, UI doesn't blend with background, and characters' shadows are poor. Maybe it's a good idea to add some post-processing? Or if the game already has it, then please improve it. This is a quick tweak that should make the graphics overall look better significantly.
What I like:
Tactical, intense, challenging turn-based combat
Combat involves QTE where you are required to press certain button at the right time in order to get good or perfect results. This system makes me truly focused on each fight and prevents me to mash the attack button. But what makes the combat feels tactical and challenging is the combination of brutal enemy design, different types of attacks (impact, slash, pierce, elemental attacks, and debuff magic that works against boss!), item management (each character is only allowed to carry 4 different items during combat), as well as both of your positioning and enemy positioning.
Tons of side contents
Tactical tabletop combat, fencing/1v1 dueling, archery mini game, gladiatorial mini game, fishing mini game, shopping mini game. These features are not available since the beginning, however. So go find out yourself.
Good soundtrack
I am pleasantly surprised for the quality of soundtrack.
Despite my complaints about graphics and animation, I like their usage of Live2d for facial animations
This add charms and personality to each important character. I hope more games use this approach.
Close to zero technical problems upon release.
I experienced no bugs, no graphic stutters, and FPS is consistent at 144 at max settings (I'm using GTX980).
Developers listen to community's feedbacks
Players complained about auto-save? Developers implemented it a few days later. Players wanted to be able to craft directly from storage items? Dev implemented it as well. Now this is what we need more from this industry. This is a sign the developers love both their game and community. I am personally going to keep an eye out for this SEMISOFT team and support their future endeavors.
Steam User 59
For the first 15 minutes, this game made me want to smash my keyboard, take a baseball bat and go after the devs while frothing at the mouth.
Took the wise decision to close the game, take an imaginary pill, go to sleep and try it again the next day.
Turns out my problems were caused by the default control settings that are a bit nonsensical, and the weird way the controls work didnt help either. After tinkering a bit with the control settings and getting used to how the interface works, everything was fine.
This game turned out to be a very pleasant surprise in almost every way.
The atmosphere and the story sucked me in from the start and it only went upwards from there.
So many RPGs nowadays try to imitate the old style in order to appeal to fans, but all they produce is just a soulless imitation, that you will get bored of as soon as the nostalgia moment is over.
This game is different, because it has a soul and a heart, it really manages to recreate the joy and the wonder we used to have while playing the old RPGs, and its fresh and genuine, not a metoo imitation.
Basically im a cynical and jaded grumpy old player, and a game like this managing to keep me glued to the screen for 4hrs in a row...color me impressed.
This game manages to recreate the joy of playing old console RPGs with an immersive story, without even claiming to do so.
Of course the graphics are not exactly cutting edge, the maps are small and the game is linear...and this made me realise how these things are not bad at all when done right, and thats exactly what this game does.
Steam User 34
Honestly, i really enjoy this game to the max.
Overall, it's a good throwback to classic JRPG, especially things that you played on Playstation 1 or 2. I don't get the complaint about the battle, since for me, it works just well.
Since you gotta punch a button a right timing to get the perfect attack, framerate is something that you need to make sure, your PC able to handle. Legrand itself isn't that heavy performance game, but you gotta make sure your PC can play it really well. If you suffer little lag, it might affect on your timing, and in the end, make the whole battle experience sufferable.
I need to point out that, this is not a game that you can hit "Attack" Button, and hope to win. You have to strategize, positioning your team member well (for example, i put Eris as healer behind Finn, so she seldom got attacked since they need to go through Finn first), and of course, learning about your enemy itself and exploiting their weakness. The first 3-4 hours really kinda lame, and then the pace picked up after at least, you get the to one of the "Arena City" that i forgot its name, since it kinda escalated to a more heavier story.
The soundtrack also catch up later, with some awesome song will ready to make your experience more enjoyable. The hand-drawing for the enviroment is top notch, and the difficulty, especially on boss battle is no joke.
For me, there are 2 annoying parts that need to be fixed:
1. Weight Management System
You have weight limitation, but the loot keep coming since you can't decide which one to pick. The result? Your inventory got full fast, ends up with Finn can't run, ends up with you need to sort your inventory and throw everything that you do not need, ends up with more free space, battle again, filled up again, repeat. It's annoying.
2. Dialog
Doesn't feels natural, and there are a lot of awkward moments that just doesn't click to me. For example? When they decided to talk about virginity, in one of the scene. Like, what the hell?
But despite all that cons, for its price compared to the content and experience that you get, i totally recommend it. This is not a JRPG that you can decide in just 3 hours gameplay. Give it a time, gather your party, meet a lot more bosses and side quest, go to the Dumville, enjoy the mini-games and the strategy battle ala Suikoden 2. I think most of you gonna agree with me.
For me, it's a 7.5/10 experience. Recommended.
Steam User 50
Review - LEGRAND LEGACY: Tale of the Fatebounds
RATING: 7.5 / 10
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Overview
Legrand Legacy is a turn-based squad JRPG taking place in the lands of, you guessed it, Legrand. It tells the tale of Finn, a young slave freed from imprisonment by the mysterious Master Geddo, and appointed as his bodyguard for reasons yet unknown... Finn will have to travel the perilious deserts and mountain ranges of Legrand in order to know more about himself and the events Geddo set in motion by liberating him, along with many friends he will meet along the journey. Legrand Legacy takes all the distinctive elements of JRPGs, both classic and modern ones, and also tries to differentiate the gameplay by implementing fresh, experimental mechanics to the combat.
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Gameplay Analysis
General Gameplay
Gameplay of Legrand Legacy fully takes inspiration from the classics of squad-based JRPGs, such as Final Fantasy and many others. The game world is divided in sectors all placed on a fulyy explorable World Map, while each area is divided in smaller sub-areas filled with enemies, environmental hazards, treasure and also puzzles, while Cities are safe zones divided often in quarters full of NPCs to talk with and unlock side quests and hidden rewards. The interaction with NPCs will often limit to a single line of dialogue except for important ones, whcih is typical for the genre. The title also wants to keep itself modern by adding more recent mechanics such as Crafting System and Material System to the mechanics, so mobs will not be hunted solely for the sake of the grind but also for materials useful in crafting weapons and equipments. Exploration of both Cities and Dungeon Areas is quite linear and honestly could have done with more intricated map designs, but still keeps on a decent level. Variety of weapons and equipment is aswell decent with also crafting included, you won't be changing equipment as often as some other JRPGs though.
Combat System
Combat is what Legrand Legacy uses as spearhead to differentiate itself from other similar games, and the developers wanted to do so by adding unusual, experimental mechanics to the well-known ones of JRPG combat. The first and most important of said mechanics is the introduction of Quick Time Events when Attack and Defense are concerned, it means every time you either attack an enemy or defend against an attack, you will have to time a cursor inside a small circle and stop it in the right area to score a successful Attack, Defense or even a Critical if you get the cursor inside an even smaller area. This system is then applied to the classic JRPG-like turn based combat we all came to know, with elemental weaknesses, various types of melee attacks, and all the complete set of JRPG shenanigans applied to combat. The second mechanic that makes this game a bit different are Formations, in a few words characters can be put either in the Front Row (focused on Defense and Melee Attacks) or the Back Row (Focused on Ranged Attacks, Magic and Support), deciding where your party members are most effective will be fundamental in succeeding in combat, this adds depth to the whole gameplay for sure. To add even more depth, there also is an Interrupt System that basically differentiates all types of attacks in Standard and Charged, charged ones usually have special effects and are more powerful (they are skills and not regular ones), but often need more time to be cast, and if a character casting a Charged attack is hit, there is a chance for him to lose focus and fail the attack altogether. Overall the combat system is solid if you do not mind the QTEs, which many people hate for a lot of reasons, and personally i also have to say implementing them in a JRPG is a very experimental and risky design choice, which may not please many people, but also please others.
Content
As stated by the developers themselves, this game should last around 30 hours with onyl the main storyline to consider, and 50 hours if you plan to complete all the side activities. Since these estimates are in almost all cases exaggerated, i'd say 20 hours for story and 40-45 for the completitionist run is a good estimate.
Balancing
As far as i've seen, the game balance looks pretty solid. This is one of those games where if you want you can grind the same mob field a thousand times to overcome strong or difficult enemies, so if you are in trouble you can keep grinding and eventually, with a bit of tactics you WILL overcome any challenge. The only thing i noticed to be a bit OP are the Arcanas, which are basically the "Ultimate Abilities" of each character, which deliver insane amounts of damage if you get the QTE right and can even 1-2 shot bosses.
Challenge
Hmm, the combaat with all the system implemented requires strategy and planning, and a wise use of the consumables, which are quite pricey and limited in number, enemiescan deliver a serious punch, defending and attacking at the right turns is fundamental to survival. I'd say overall this is a JRPG that can deliver a good challenge to even veteran players, because it freshens up the combat in risky ways, but in the end this toughens the challenge, i am not saying it is all for the good side of it, but it toughens nonetheless.
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Technical Analysis
Graphics
I'll be frank here, for being a game coming out in 2018, graphics are totally not impressive. The hand drawn environments are quite something i agree with that, they are artistically beautiful and really well done, character models are not quite detailed and with the overall quality you'd expect by nowadays'standards, but are not terrible either. The absence of mode "dynamic" environments with particle effects, advanced effects and so on is partially mitigated by the design choices and art style. As far as graphiccs goes, do not expect a really high quality, but also not a terrible one, it is on a sufficent level overall.
Sound
The soundtrack is really beautiful and often is perfectly adequate to the situations the game proposes, combat and misc sound effects are of decent quality but nothing special, soundtrack tho, that is quite something they managed to pull off, i really liked it to be honest, and i did not expect that in the first place.
Performance
No problems to report.
Stability
No problems to report.
AI
Enemy AI follows simple, pre determined attack patterns like in most JRPGs, there are no advanced Ai features worth mentioning and such, it is a typical standard JRPG AI, nothing more or less.
Quality of Life
Menus and UI are good enough with a controller, the game loses some quality of life if played with a keyboard for the QTEs and also navigation, i'd recommend playing with a controller to avoid some troubles and annoyances in commands, but is playable decently in both ways.
Bugs / Issues
Nothing to report.
Conclusion
Legrand Legacy is a new entry in the JRPG world that dares to experiment with new mechanics, has a good story, interesting characters, and can do muchwhile no having a AAA level budget. While this may not be the next JRPG of the decade, is in my humble opinion a title worth playing if you liked the good old classics of the genre and also look for something fresh.
Steam User 43
LEGRAND LEGACY: Tale of the Fatebounds by Semisoft Studios is a newly released JRPG, offering a fresh experience in a new fantasy world. If you are a fan of role playing games, especially those similar to Tales of Vesperia, Chrono Cross/Trigger, or The Last Remnant, then this game may fit your interests. This review will cover gameplay and story for the first three chapters.
The story begins with our protagonist, Finn, fighting for his life in an arena. He is an amnesiac, who has some sort of magical potential that purposefully marks him as special. A mysterious old man buys Finn’s freedom and employs him as a temporary bodyguard. As circumstance would have it, tragedy befalls our hero, and he chooses to use his newfound freedom to finish his master’s mission: to save his daughter. After the disaster, we are introduced to Aria, a noblewoman from the north on a quest to end a blood feud. After discovering that prophecy has foretold of the imminent return of other worldly invaders, Aria’s mission ultimately becomes Finn’s. Along the way, they make unlikely allies and colorful companions to aid them in their pursuit of destiny.
While I am not too crazy about the plot, seeming a little cliché, it does get more interesting as you become more invested in the journey itself. The villains fall a little flat, too, but the writers do subvert expectations every now and then. There are many themes of freedom, superfluity of destiny, justice, and the corrupting influence of power. I cannot help but feel like these are the usual tactics of the unlikely hero storyline we know all too well. I also feel as though Finn could have been written a little better, mostly because he comes across as a little too good. There are moments that capture his insecurities, but they do not capture any major flaws that he needs to overcome – just amnesia. The rest of the supporting cast members are written very well. I think Aria may be my favorite character, while being a strong leader, she overlooks certain issues and underestimates some enemies, to the point that she learns from the experiences from each chapter. The majority of characters join the party out of reluctance or caused to join by necessity, but they undergo changes and become heroes. Kael, for instance, is a clever rogue, and even he has a dynamic character arch that I personally enjoyed.
The characters, themselves, are very well designed in both dialogue profiles (that are animated) and in combat avatars. The art style is very cool, making me excited to engage in as much dialogue as possible. The world map, and local areas are well crafted as well. Occasionally I would have trouble navigating some areas because of the camera angle, but nothing game-breaking. The grimoire animations are flashy and cool, though I wish there could be more variety of attacks. The monsters are also put together very well. They just feel like they belong in a JRPG. These creatures will drop items that you may sell in bulk or use to craft items.
There are many different aspects to gameplay, some of which catch you by surprise. The prologue even throws you into the fight for your life knowing that you have no idea how to play yet. Combat is easy to pick up after a couple battles, and you tend to learn what strategies work since you fight the same enemies over and over again in the beginning. What is especially nice is that you can save up your AP, and when the gauge is full you can unleash an ultimate ability. Every character has one, not all necessarily designed to deal damage. Eris is the only character so far whose ultimate ability heals and buffs allies in play. It is best to use these abilities sparingly depending on the situation. Every time you commit to an action you need to hit “W,” “A,” “S,” or “D” at a specific moment to maximize effectiveness. If you play it poorly, then you will either do insignificant damage, or none at all. Be sure that you are using an attack that will affect the enemy effectively, based on elemental weaknesses or other vulnerabilities.
Chapter 3 (my favorite chapter so far) brings more gameplay to the table. I will avoid spoiling the plot, but there is a massive battle, in which multiple NPCs are engaging each other. So, you can engage some of these PCs in sort of microcosm of a battle in relation to the bigger battle going on around you. This war scenario turns into a brief turn-based strategy game as you command your heroes as individual units around a grid. I found that part of the game to be an interesting change in pace.
The soundtrack fits the world and the themes superbly – perhaps one of my favorite tracks among JRPGs that I have played in recent years, because it reflects that dark-fantasy/adventure vibe the developers may have had in mind. Battle music is very reminiscent of something out of Final Fantasy. It feels classic. The different settings also include their own music, like the desert theme from the beginning, the shanty theme at the harbor, and the harp melody from Shapur. They stick in your head for a little bit, and it’s nice to have that ambiance as you visit new places.
I am still having a relaxed time playing Legrand Legacy, and I’m engaged in the adventure wondering how the story will continue now that most of the party has been assembled and there has been a lot of development between the characters. This is an experience that I enjoy, especially since I grew up with classic Final Fantasy turn-based combat games. I think a fair score for this title is an 8.5 out of 10, because it delivers closely to what I am looking for in an RPG in general, but I think the audience of the genre would appreciate building the world more, subverting expectations in characters and the story, and making a defining staple for the Legrand series.
Steam User 26
My engrish is not perfect so beware. And i just got out of a 8 hours session
I will stay totaly (un)original and covers all aspect of the game.
Graphics
Since this is the first thing we notice in a game i will go with that first.
It's kinda an hit and miss.
For towns / and area , the backdrop are really good and even excellent for some part, the team really put some solid effort into that. I kinda don't know how i can describe the way graphics feel in the game when you play but it follow the "logic" that i saw in legend of dragoon (ps1 jrpg)
We also have a fews cgi.. (ps1 master race cough) they (imho) are kinda unnecessary
Okay i kinda liked that one in chapter 7 but.. i think a part of the budget was kinda wasted for that.
The world map also feel empty, but it didn't bother me at all , since these day world map in rpg is a luxury.
The characters art is seriously damn awesome (except for some npc) I don't have anything to criticize for this part. I just don't like Kael design that much , but that's down to personal choice
Now we have the 3D models and this part kinda hurt. In battle they seem correct, the flow of action is fast and we don't really look into detail (most of the time).
Where it hurt it's during some event (cough that battle with Azzam and that guy after the arena)...
For the graphics i'm giving it a 7/10
Gameplay
This part is an hit and miss, but at least some part of the equation is perfectly modelable.
The character control is fine. I don't have any complains about it.
The battle system was clearly inspired by shadow hearts , it's a great battle system.. and the dev messed up (unintentionally ?) badly.
Let me explain , first the way damage work in this game is quite weird. You can deal massive damage to enemy and the same for them.
For exemple - massive vit debuff to X boss, >massive str buff to bow waifu > bow waifu use arcane > over 50K damage, boss is almost dead..See my point it's most of the time over the top. Of Course it doesn't work with every boss,
At least they din't give us some op weapon at the start of the game hidden behind a wall (运行侠客英雄传 i'm looking at you)
Next the skill system, Generally in most jrpg skill require the use of skill point (MP, SP , TP call it whatever you want) preventing the player from abusing strong spells over and over again,
Next is the stats.. the devs really did something awesome with it and let us choose which stats we want to take. This idea (it's not new, but it's so damn rare in a jrpg)
I was like "ok , i can finaly do fucking theorycraft in a 1 player jrpg (i'm not taking any mmo into account)
Until i found out that.. you can maximize all stats with little effort. This is imho a massive mistake , the devs should reduce the requirement for some skills and don't let us have max stats for everything. Give like 3 pts for each level. And remove all +stats boosting, or maybe give 1 or 2 for all stats +
Being limited with stats mean that you can try more build,it also add some solid replay value.
The game is quite hard, i mean i have a solid package with jrpg , and this is clearly not the easiest i have played, so even if you can deal crazy damage with minimal effort, this game is not free at all.
Next we have the war system, they took inspiration from suikoden 1 for the weakness / resitance part and it use some part from others s-rpg.
I played a bunch of tactical (tactic orge , ff tactics, disgaea, arc the lad, stella deus) this is a genre i really like.. but good lord.. one of the battle made me rage quit the game for a solid day. Tacticals wars are way too long.
In L.L on the paper it seem solid but after a while it get boring, and quickly (i'm looking at you mountain pass)
The game also got a bunch of mini games. Not much to say about it, they did a really good job with for
Let's quickly talk about the equipment system. This is one , if not the worst i have ever seen in any jrpg.. i mean seriously ? , ok maybe they wanted to simplify things but let us at least re-equip something that we previously crafted , even if some stats are weaker.
The game inventory is also weight limited. OK this is not a bad thing, when it's not annoying. Why not limiting the numbers of healing item we can have on ourself instead of a weight system.
Since weight doesn't affect any damage (i mean it's not like divinity orignal sin, where you can build up massive str and kill anything with crates)
For the gameplay i'm giving it a 7/10
Story
First they did a good job with how the story start. No 4 hours long introduction about the world or why the cows always face left when they fart. The story start almost directly and this is very appreciable.
overall the story is entertaining there's some good plot twist, so the story is interesting to read , right ?
Well fucking no, I mean the first hours where ok. at least 70% of the dialogues are borderline useless.
No i don't mind reading. I mean i played Xenogears around 10 times this rpg possess over 500 pages of dialogues , and everytime i played i was reading everything, because his writing is purely brillant.
Now we have dialogues in legrand legacy. It kinda goest like that.
"Our characters meet up after being separated for like 3 hours)
Not Caim - Hello
Archer Waifu - Hello
Not Caim - How are you ?
Archer Waifu - I'm returning the question
Not Caim - Same for me
Archer Waifu - Ho dear , would you like a cup of tea ?
Not Caim - Do you like tea ?
Archer Waifu - Yes i like tea
Not Caim - We indeed do like tea
Archer Waifu - Let's boil the water
Not Caim- Water boiling is important
Archer Waifu - Yes because it's boiling
Not Caim - I'm taking this chair, take the one at the right
Archer Waifu - godamn peasant virgin i have my period
Boulder Throw Waifu - So about that strawberry, i think it's not fully red because...
See .(well this conversation doesn't exist in the game but this is how it turn most of the time.. and this is most of the time worse than that)
I know that the devs are currently rewriting the game, and this is a necessity.
For the story i'm giving it a 8/10
For the dialogue i'm giving it a 4/10
Sound FX
this is actually the weakest entry of the game
I don't have much complains with the fx during field navigation , we just need a slider for footstep volume, because it's a bit annoying (Still not xenosaga 3 level)
The real issue with the sound fx is during battle, they lack any impact, and make the battle bland, when my character hit something i feel like he hit nothing but air, the sound fx is 100% faulty here. This also need a total rework
For the FX i'm giving it a 3/10
Music
For me one of the most important part of game , or maybe in some cases the most important part, they indirectly directs the flow of an area or an event and if the soundtrack is wrong, i can lost all interest in the game i play (for exemple ni no kuni 2 , i droped this rpg because the soundtrack is a catastrophy)
The soundtrack of legrand legacy is not something memorable, but it's excellent. This is one of the best soundtrack i have heard in a jrpg during thoses last years
This is for me the strongest point of the game.
For the music i'm giving it a 9/10
Overall
I really recommand this game, however i think you should wait for the dialogues rewrite , the devs are currently working on it. You will enjoy the game way more with that part redone.
I'm giving this game a 6.8/10.
I will change it when they will de done with the rewrite, and i plan to bought the game for PS4 too.
Steam User 14
Hmm, I have mixed feelings about this game, but overall I like it.
Then again, I'm an older player (>35) and I remember the days of FF VII being the most epic game in the world. That's why I don't have the reservations that the others do. I grew up with limited cinematography and actually like the fact that I don't have cutscene after cutscene after cutscene (cough... Final Fantasy 13... cough). And for a group on indie devs -- and let's not forget that this is an INDIE game and not Triple A -- this is a well done and beautiful game. And I love the conversation poses while the avatar is speaking. Small touches like that make games phenomenal. Those are the pros.
My cons are exactly the same as everyone else's: WAY too much dialogue. Like WAY too much. Like WAY, WAY, WAY, WAY, WAY, WAY, WAY too much. They need to hire an editor to cut the dialogue by seventy percent. Then it would be great. This game runs hot and uses a LOT of processor speed, so if you're computer isn't up to snuff, you won't be playing this game. The combat system is a "love it or hate it" style. Personally, I don't like random encounters in games because it's an excuse to throw ten thousand monsters at you and dub it an "adventure game," but at the same time, having monsters chase you down and hit you in the back while you're running from them isn't fun. And the bonus modifier from back attacks will have you cringing in your seat. And while I'm not a fan of the battle's Good, Great, Perfect or Lame system, I can live with it for short periods of time. The unskippable cutscenes though. Sheesh!
And while this game is a homage to the classic games, it REALLY needs voices. Exactly zero professional games are all text these days. A group of good voiceover actors would've made this game truly epic. You just can't feel a person's emotions flipping through screen dialogue. Despite what other flaws it has, the lack of voice actors is the biggest drawback of this game.
But the pros of the game outweigh the cons. You won't be spending fifty bucks on a game like you do for Triple A games (greedy bastards). And you'll get some great looking artwork and entertainment in the deal. I like it, but I can understand why younger folks don't. This is nostalgia to me. This is the game I grew up on. I'm willing to let some small things slide.
TWO YEARS LATER: The devs said that they cut the dialogue but where?! These scenes are HORRIFICALLY long-winded. I'm not even reading half of them because the dialogue is long and most of it is ridiculous! There is VERY little character development and most of the game is word vomit. There is so much stereotypical nonsense in the game, WOW. This is a very poorly written game.