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The entire combo system is effectively useless against bosses anyways since they do not stagger like regular enemies and you only ever have enough time to really get off one ability before the boss starts attacking again.Īnd on the topic of those bosses – they’re actually pretty good. I guess it’s a way of balancing difficulty, but most of them have so much ending lag that it’s like the game is actively encouraging you not to combo them together. That and I also did not like the fact that these abilities cannot be canceled mid-animation. The game should have gone with the system from Ys or even Tales of, where you pop these abilities on the fly and the combat feels much more smooth as a result. You have all of these flashy moves and whatnot, but a completely jarring pause in-between them.
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The basic strings feel great to use and the character abilities too, but I was not a fan of how the game is effectively paused when you’re selecting which ability to use. The core to the combat here is fine – there’s a good amount of feedback and it’s not as weightless as it appears. Start with a few basic attacks before popping a multi-string ability and then finish it off with a launcher just in time to avoid the enemy’s incoming damage, for example. You have your one basic attack string per character, but then a handful of character abilities that can be comboed together in different ways. It’s a full-blown action-based combo brawler that is kind of reminiscent of the Ys games. Starting with the gameplay though – I was honestly a bit surprised.
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This doesn’t make it a bad game though – just a Neptunia game. The gameplay that has a good base, but some flaws on top of it, the story that takes up around 75% of the game’s play time, and the overall “not really taking itself seriously”-kind of attitude.
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This may be a crossover, but this is ultimately just another Neptunia spin-off and it brings pretty much all the usuals associated with that label. Alright, so I think it’s important to set expectations here.
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