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Doporučuji
0.0 hodin za poslední dva týdny / 144.8 hodin celkem (9.1 hodin v době psaní recenze)
Odeslána: 2. úno. v 1.19
Naposledy upravena: 3. úno. v 19.47

While the port is bare bones with no specific graphic settings compared to contemporary specialized PC ports, the game is optimized enough for me to do questing with no noticeable frame drops or even at all @ 120fps Ultra. The recent patch fixes most of the issues brought by the earlier reviews though whether it works for you or not may vary. But most notably some of the issues have been fixed: There is no longer a region lock, most crashing incidents are addressed, matchmaking time has been significantly reduced with little to no connection errors.


While the talk of the town is the port, The game itself? Phenomenal. If you think the port is garbage or does not work for you, then if you have a ps4 or ps5, get it there. It's a cool trial/raid-y focused game that i personally love as a result of enjoying games like Dragalia Lost, FFXIV or even Monster Hunter. If you like those instance based kinds of games (and controls really great too), then i recommend this game no matter the platform.

I only have 2 personal gripes (nitpicks honestly) i have with the game:

1. How very forgiving the critical gauge is with the gauge slow enough to accommodate 3 or more party members reviving on their own consecutively without any help (face buttons or teammates reviving) even at the later difficulties resulting to an easier difficulty than what it deserves to be. Though i understand the decision prioritizing a better experience for very casual players to experience everything the game has to offer. It would've been better if they adopted a chance system like in Dragalia Lost where it's an individual life count vs a gauge where the revives still encourage you to be careful even if you mess up once or twice and still does not trivialize the difficulty of the fights. Fingers crossed Lucilius' fight has a considerably faster critical gauge depletion.

2. Guard and Perfect Dodge working on all types of outgoing damage also makes most encounters easier than it looks. Overdrive phase's mechanics become trivialized when these two defensive options can easily mitigate the damage. Guard especially prevents preemptive and reactive synergy that makes these types of games challenging to learn because you can simply hold guard. An early example of this is when the player can simply hold guard to not get damaged during furycane's OD phase rather than standing where you cant get hit by the tornadoes. It could probably be better if certain outgoing damage can be guarded/dodgeable while most attacks in Overdrive (especially during phases where its all about the "mechanics") bypass guard and become non-iframable by perfect dodge.

Otherwise, this game is everything that I wanted Relink to be, even became what I never knew I wanted all along.
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