There are a lot of hyperboles thrown around Chained Echoes. From "greatest game ever developped by a single person" to "absolute worst ending for a video game in all history". I'll try to be a bit more grounded. First off, I'm recommending Chained Echoes because overall, I liked the game. I thought it was good. Simple as that. It's not great, not amazing, not bad, not terrible ; just good. Basically, I liked it as a whole, but there were several things that soured my opinion of it - just not to the point of making my overall experience a negative one. First is the combat system. There's the overdrive bar. Basically, you have a gauge in combat, with three sections - yellow, then green, then red. A cursor starts in the yellow zone, and moves to the right every time you or an enemy act. If the cursor is in the green zone, you get increased stats and reduced skill cost, but in the red zone, damage taken and skill costs are doubled - a death sentence if you don't fix it very fast. For that, the game will select a skill category - if you use a skill from this category, the cursor will move the left instead of the right. The needed category then refreshes ; it also refreshes by itself after a few turn. The idea is to promote using different skills, rather than spamming the same thing. When first playing the game, I thought it was great. But as I kept playing, I started disliking it more and more. There's simply too much RNG involved. Sometimes the game will ask for a skill you were about to use anyway. Other times, it'll make you spam buffs and heals you don't need and stall the fight. The proper way to encourage diverse skill use is to make every skill different and worth using. Not to force you to waste three turns doing nothing or risk being suddenly nuked. Another point of contention is the fact that you heal to full after every fight. This completely removes ressource management and attrition from the game. Again, at first this feels great, you don't need to carry around a hundred potions to heal after a fight and you can use your skills on normal enemies without fearing being low when facing the boss - so much tedium removed! But the thing is, with this system, a fight that doesn't have the potential to inflict a game over is a fight that serves no purpose. Thus, every level appropriate encounter - every single one - is a challenge that requires your full attention (at least until you figure out how to break the game - more on that later). This is EXHAUSTING. You'll be going through an area, then run into the exact same enemies you've already fought five times ; you've seen everything they have to show, but you can't just power through them, because they can still inflict a game over. So you need to take the five minutes to properly defeat them. Then you move half a screen and run into yet another group... Also, the combat has an aggro management system. You learn about it when you get the first character that's geared toward making use of it. You get this character... about 25 hours in. Two third of the way through the game. And it's not like this is a mechanic that only activates from that moment on, no, it's been there from the beginning, the game just didn't feel like telling you about it. And by that point you've been managing just fine without taking it into account, so why would you start now? It's rather baffling. Oh and then there are the mechs (sorry, "sky armors"). They're meant to be a strong selling point judging from the game's description, so it's strange that they end up being so lame. First off, you can use them to fly around, which brings amazing freedom of movement. And therefore every new area you go to after the point you get them will have its own justification as to why you cannot go into free flight there, why you CAN go into free flight but cannot land anywhere except very specific spots, or why you just plain can't use the mechs there. Combat wise, they're lame. It's the exact same thing as regular combat, except with a more annoying overdrive system, less customization (all your mechs are the same, their skills are determined solely by their equipment), and bigger numbers. Those bigger numbers are also a problem, because you can run into mech encounters on foot, or the opposite. A random giant meant to be fought with your mech will pulverize you if you fight it on foot, attacking for hundreds of time more damage than the final boss. And reciprocally, any regular fight you can reach with your mech is an auto win. Towards the end of the game, I was getting rather tired of the overall combat but could still stomach it ; mech combat, though, I was absolutely sick of. There's also the lack of progression. There's no exp in Chained Echoes ; rather, you level up with "grimoire shards", found by beating a boss, with a small amount also available through optional exploration challenges. Thus, any new content you find will always be at your level (with a little wiggle room from the aforementionned exploration challenges). On top of that, Chained Echoes is a small numbers game, with every level up or new equipment giving very small increments of stats. At one point, roughly 15 hours in, I went back to the first area to search for some stuff I had missed. And it still took me several attacks to finish the enemies there. The very first enemies you encounter past the tutorial. This feels bad. The only leeways you have progression wise are the skill point system (you gain a few SP after every fight, which you can use to improve your skills up to twice - here, too, the improvements are small) and the crystal system. Crystals are items you can find at gathering spots, that can be refined and then slotted into a piece equipment to add extra passives to it. The system is a bit annoying and unwieldy to use, and RNG heavy... And if you take the time to invest in it anyway, figure out which types are valuables, and farm a bit, it can break the game balance over its knee, bringing massively more benefits than any level up or better equipment could bring. And finally, there's the writing. It can get pretty juvenile. For example, one of the first enemies you can fight is a big fly with boxing gloves. Just your typical weird funny JRPG monster. If you defeat it, it'll drop boxing gloves. And if you then read the description of those boxing gloves, the game will gleefully inform you that those were in fact NOT boxing gloves - but rather the fly's testicles. Other highlights include ape enemies fighting with feces, walking in on people having sex, being tricked into drinking urine, looting sperm off a whale (ahah, get it, sperm whale? Ugh), looting nipples, characters swearing like a highschooler trying to be cool (using modern swears that clash with the medieval-steampunk setting), etc. There are also a good number of grammatical errors and not-quite-right sentences throughout the game. Now, yes, the developper is not a native English speaker. But neither am I. And yet I still noticed and was bothered by those mistakes. It's not broken English, but it's still a noticeable negative. There were several pretty unlikable characters, too. And a lot of completely forgettable ones. I did not like the ending, but I didn't think it was this abomination of writing some people are making it out to be. I know it sounds like I'm dunking on the game, even though I'm recommending it. What did I like then? Well, everything else! The game is gorgeous, the combat was fun before the overdrive system started to wear out its welcome, the worldbuilding is neat and interesting (though you have to pull through some heavy exposition dumps first), the music is great, the story overall was serviceable. Also, it may sound very minor, but I really, REALLY liked that you have a pretty fast movement speed on the map. Really, Chained Echoes is an alright-to-good game. Don't go in with too high expectations, and you should have a good time with it.
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