So far I’ve recruited three people to join Olberic on his quest for answers and vengeance. Honestly, it’s been a minute since I’ve focused on his journey that I’ve actually forgotten many of the early details. Anyway, the three people that I recruited are:
Four intro stories 5 1/2 hours isn’t that bad. And while playing the game, I did pick up on a few design choices (some good and some bad) that can make or break the game.
I know they’ve talked about this in reviews, but it’s actually becoming a more significant point than I initially thought. It seems like none of the characters interact with each other past the initial prompt to join them on their quest. This shit sucks, and it misses an opportunity to make for a better story. I hate that I recruit new people and their initial stories are engaging, but it has shit to do with Olberic. Even his story seems like a silo. Without the introduction of the main threat, it becomes hard to become attached to anyone because everyone is there own little story separate from everyone else. I often think of Final Fantasy VI and how each character played a role in a more significant, encompassing story that made their own side and back stories more appealing. I’m hoping there’s some more substantial threat in the game that I haven’t seen, but for now, I’m going to continue to collect characters like Pokemon.
If there’s one thing Destiny has taught me to enjoy it’s the grind. And JRPGs are notorious for the grind. But I’m struggling with the idea that this game scales difficulty making the grind almost meaningless. Let’s take Alyfn. I played his story during the demo, so I knew what to expect from the boss battle, yet when he was accompanied by Primrose and Olberic, I died two or three times and used up all my healing potions. And the crazy thing is that I was above the recommended level for the dungeon. It’s not that I don’t mind the harder fights, hell I’m finding most boss battles can drag on longer than I would like, but if I come in over the recommended level, the battle should be slightly easier. I’ve become accustomed to western design, where certain areas are above your level and until you match the standard or surpass it, it’s not worth the time. With OT, I notice that no matter how strong I become, the game seems to adjust, pushing the limit just a little bit further.