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Ys IX Monstrum Nox
I’m at the final chapter of the game, and here’s my thoughts:
The game has adopted many bad trends from other games that it becomes annoying halfway thru the game, here are some of my complaints:
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The dialogue, a lot of useless fluff dialogues that takes extra 2 seconds for the characters to animate. If there’s 10 people in the scene, then those 10 feel the need to chime in to say something frivolous.
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Just can’t get emotionally invested in the character, maybe it’s the writing, maybe they just follow cookie cutter anime tropes most of the time (thrown in some ‘twist’ later on). I weirdly care more about the side characters from Lacrimosa than this one.
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The constant interruption of the flow. You gained control of your character, moved to main/side quest point, cutscene, walked forward 10 steps, another cutscene. And the problem is, most cutscenes are just insubstantial.
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Side quests that are not side quests anymore, since you need them to remove those artificial barriers. You can farm nox, but it’s way slower. Side quests also suffer from ‘everything needs lengthy writing’ RPG syndrome nowadays. Better writing, not more writing. I had the same issue with Horizon Forbidden West, where most side quests contain way too much dialogue that’s been used to pad the game to 100+ hours, where it could be a 30 hour game.
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The raids / grimwald sections are bit too much. I like how they are mostly optional in Lacrimosa. In this game, you even need to do them to remove the barriers to optional area.
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Third Eye / detective mode is a mechanic that devs should move away from. Just outline the points of interest, don’t make it so it’s hard to see everything else.
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The lock-on in combat is a wild mess for me. I don’t know whether it’s my settings, or the game.
On the other hand, what I like about this game:
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The vertical mobility, that’s to shake up the exploration. The problem is it’s kinda janky, I’d often fall down after grappling to a ledge, because the ledge is too small. Wall run often ends up being blocked, etc. I hope that they will polish the mechanic more in the future. In combat though, I barely use them to fight enemies thanks to the messy lock-on
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I enjoy doing the collectibles (petals, treasures, graffitis) in this game.
Besides that I’ve been slowly progerssing Resident Evil HD Remake, trying to get infinite rocket launcher.
Apparently Jeff Gerstmann received the review code quite a bit later than other publications. He said it’s quite a ridiculous story that perhaps he would talk about it someday (his tone sounds like this is a story in the far future)
Jeff is ex (old) Gamespot, ex Giantbomb, and the guy who got fired from Gamespot due to external pressure from Eidos after he gave Kane and Lynch a 6 out of 10.
I’ve been using it for a week, and I’ve also been using Obsidian for a couple of months.
It’s quite different from Obsidian.
Obsidian:
- is great in writing notes / markdown, very text heavy
- there are dataview that could tie relations between notes, but it’s not user friendly to set it up. Also table creation is still not user friendly.
- has great community plugin support
- very keyboard friendly
Anytype:
- is great in creating relations between objects, you define objects and relations all the time, e.g. Movie object has a Director relation that ties to a Director object, etc.
- it’s good for drag & drop / mouse heavy interactions, the keyboard navigation is still clunky (hard to select some sections just by using keyboard)
- no community plugins
I use Obsidian to write my language grammar notes, it’s very fast, and I could do most stuff on keyboard without switching to mouse.
I use Anytype to setup kanban boards, information of my video games backlog, I use it for planning tasks that I wanna do later, set the status to in-progress, and watch it show up on the dashboard. It’s very linkage heavy.
Anytype is probably more of a replacement of Notion, instead of Obsidian, albeit it’s still in alpha, thus it doesn’t have enough features to go against Notion yet. But I am enjoying it thoroughly, the UI is clean and not bloated, although it requires you to define Objects and Relations if you want to fully utilize it.
Final Fantasy XVI, I’m 70% in, and I’m having a real good time.
The story is interesting and keeps you going, not convoluted or opaque like in 13 or 15.
The sidequests are very boring at first, and still mostly fetch quests / fight certain enemies, but they eventually reward you with background story of the side characters, and some of them are pretty good.
The combat keeps throwing you new stuff with a good pace.
The eikon fights are what we can get as close to Asura’s Wrath sequel. Every big fights are just hype
Also the music is top notch.
This game is gonna end up as one of my top 3 favorite mainline FF games.
(edit, deleted original post, since I accidentally clicked on post before finished writing)