![]() ![]() The lack of a lock-on feels incredibly strange, since the devs got basically everything else right about the combat. QA-1MIL and Rekka cap off the game's first two levels, but after that we don't really get a proper boss fight until Mimosa in the 9th level Zanso unfortunately got regulated to Electrocutioner status in this game's villain lineup, and while the face off against Korsica was pretty hype for what it was, it still felt pretty jarring to not have an actual boss fight for nearly half the game's runtime (they even kinda joke about it with that giant robot that causes Korsica to get injured you can talk to CNMN afterwards and he'll joke about how that would've made for a great setpiece fight). While I think we can all agree that the bosses in the game are all of a very high quality, something that felt really off was the placement/pacing of the bosses throughout the game's 12 levels. I think they were going for something similar to Wondeful 101's Custom Blocks, but most of the available chips, apart from the one's pertaining to assist characters, don't feel siginficant or useful enough to invest in, which is funny considering the amount of Armstrong circuits you can find strewn about the levels. The Chips system feels kinda tacked on and not as fleshed out as it could've been. Just to be clear, this game is amazing, and the issues I'm about to lay out aren't enough to significantly hamper my enjoyment of the game. Wanted to make this post to balance out all of the love that this sub (including me) has been giving to the game. ![]() Marc Ecko's Getting Up - Contents Under Pressure.Friday Night Fisticuffs / Saturday Morning Scrublords. ![]() CSB 231 Discussion | WWFIO 012 discussion | Free Talk Friday 439 ![]()
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