![]() ![]() Mechanics also felt lazier than on its predecessor, Asdivine Hearts. ![]() Not sure whose fault this is, but AH2 is the one who suffered from this. But this one was absolutely killed by Fernz Gate, and once you play the later, this one holds no appeal. Usually, even older games battle system can remain attractive or have their own charm, even when recycled several times. Then you realize that this game probably was made just to grab some cash to fund development of other games, and to test the new stuff they were going to try in Fernz Gate. (-1 star from story)īattle system looked very interesting, until you actually play Fernz Gate (the game published after this one). But all said stuff come from the prequel, Asdivine Hearts, which I did not complete. When I try to think about them, I remember a lot of stuff. (-1 star from gameplay)Ĭharacters are shallow. The maps are terribly bland and lack love. Exe-Create would have fared better sticking to their clichés on this one, just let the heroes save the multiverse and everyone live happily thereafter, they can do this right ─ rather than… this. This one, you don’t even realize the difficult theme and when you do, you feel a bit disgusted. Some games like Chrome Wolf (Magitec) and Monochrome Order (Hit Point) deals with difficult themes in an excellent way. I had no issues with it… until fridge logic settled in and you realize the (largely unsuccessful) attempt at hinting at darker themes. The story is decent (and to some degree, memorable), and the justification for the level reset is good. …Which apparently doesn’t exist in the same sense as the other games, so at some point I would describe as “normal ending” (first ending? Something?) it seemed good enough and I called it a day. ![]() Story… I really didn’t felt any particular will to try the True End. ![]()
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