For Baldr, it's the same case as a lot of gameplay-heavy VNs where the gameplay feels a bit unpolished and becomes very repetitive after the first 1/3, and then starts to feel like a chore that you have to finish to read more kamige... It did have some fundamental issues as well, which I feel like weren't as present in Dive2 because the fights were a bit less trashmobby. Also, if you have a good loadout, then many of these issues are minimized, but the problem with the system is that you're forced to use bad loadouts to unlock better ones. Optimally, you wouldn't need to put XP into weapons before buying new ones, but I get why they thought making you try every weapon would ideally be more interesting. There also wouldn't be a problem if there was some mode where you could do this without having to play story missions on Easy, which feels lame as hell, but the only way you can really do that is to replay past routes. Anyway, here's a few of the more prevalent gameplay issues I've come across: - Bullets and other small projectiles cancel your momentum and combo, which is especially giga-assembler AIDS in some trashmob fights. Of course, with large projectiles, it makes sense why you should get punished for being hit, but others that come out instantly in rapid succession, have little travel time, can come from halfway across the map, are harder to see, etc. are often impossible to avoid mid-combo. - Any moves that have ranged, narrow hitboxes (such as Wire Drag) are incredibly inconsistent, even if the enemy is almost stationary. Even some close-range moves don't connect when it really seems like they should. It's arguable that some moves are designed to be used only within combos rather than as combo starters, but then like, why? It's not fun. Getting 3 swarm battles into a mission and realizing your combo starter doesn't work with fast enemies is such a flaccid feeling. - The targeting system often felt like a bit of a hindrance. If you begin a combo and a move connects with an enemy besides the one you were targeting, you will not be able to cancel the move and will inevitably be punished, often by the original targeted enemy. This isn't so much of an issue once you get the plugin that lets you switch targets to whatever enemy you've hit most recently, but even then, it can be a bit janky. Also, it feels pretty lousy to be locked onto an enemy you don't want to target and have no way to manually switch, or to have the enemy you're targeting switch 0.0000001 seconds before you press the attack button. - At higher difficulties, it seems like the game scans your inputs and has enemies only attack once you're in startup (such that you can't bait out attacks), or dodge before your hitbox comes out. There was a fight in D1R3 where a miniboss would refuse to attack without me attacking first, and when I did, throw out a super armor move that would come out before mine could connect. It took 5+ minutes to whittle its HP down with rifle or whatever terrible ranged weapon I was trying to level because it had armor lol. In normal circumstances though, this just makes getting in on enemies feel a bit luck dependent, but maybe I'm just bad. - Maybe I'm just misunderstanding how surge attacks are supposed to be used, but I could never get them to execute consistently, even using a macro. Based on the move display, it seems that the window that you have to press the attack button after dashing is minuscule, and it doesn't really make sense why that should be. Also, even though the macro I used pressed both buttons for a uniform amount of time, it only ever worked about 80% of the time, no matter what timings I used. - There are so many silly interactions that I think shouldn't have made it into the final product. Quite a few moves will stop enemies from moving laterally if you knock them into a sloped wall (like o -> /), but you will keep moving along the wall and often get out of range for your next attack. Since the game is geared around having one set combo, it feels pretty unintuitive to adjust to edge cases like this (especially since moves usually execute in a certain order for each button). These are such minor things, but they make the game just a bit less enjoyable. And it's in almost every non-boss fight that more than one of these things are an issue (boss fights were another issue, but usually learnable to an extent). That, or you have a good enough loadout to steamroll everything, which feels awesome for the first 3 battles of a mission but gets old pretty fast, especially when the enemies are more or less the same and it becomes an execution test for your bread and butter combo. Also, I've been getting crashes every 10-15 minutes, running on a modern system with updated drivers, more than enough memory, etc., and wasn't able to finish D2R3 because the Tranquilizer Biden Blast kept crashing my game in one scene lol. Haven't heard of anyone else having these issues. The other crashes weren't so much a problem rather than being annoying, but it's unfortunate that I got so far (maybe fortune that I was able to at all?) and had to finish by watching a playthrough. Anyway, it's still one of the coolest stories VN or otherwise that I've read, and my technical issues seem to be pretty anomalous, so I would still highly recommend. Just don't play on Hard/Very Hard if there are objects on your desk that could break easily. Also Nanoha best girl. I'm merging with her next week!
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