I'm not a fan of Metroidvania games generally, and I don't know anything about Love Live or Yohane, so I'm approaching this as an Inti fan. You have two forms of attack in this game – summon attacks and weapon attacks – and every one save for the basic summon ability deplete your meter. When you're out of meter, they deplete your health instead. The summon abilities are bad. Like, really bad for something you put on the common 'basic attack' button – Square on a Playstation gamepad – while relegating the actual useful weapon attacks TO AN ANALOGUE TRIGGER. (In hindsight I don't know why I didn't remap this control. Dedication to experience the developer's full intent?) Almost all of the summon attacks have a very long windup during which you are fully committed and unable to act, with the payoff of an attack that is less convenient than just using a normal weapon to bop the enemy, and which doesn't do more damage to offset the inconvenience. In the end I stuck with using Dia, because she has an almost instantaneous and forward-facing attack with an interesting gimmick – once she's there, you can hit the attack button again to make her continue up to a combo of three attacks, and you're free to move during this. It's interesting but, as with all the summon abilities, the usefulness is negated by your ability to summon a giant sword that covers half the screen and does more damage than the entire combo. I mainly kept using her because the attack animation reminded me a little of Kirin's standing combo in Gunvolt 3, the best Inti game. Interestingly, if you have no extra health left, continuing to attack does not kill you, which works really well with the boss design here. Bosses generally have simple patterns that aren't inherently difficult to dodge, and the main challenge once you know their patterns is to understand when you are safe to commit to attack, and to not get greedy. When you first start the boss fight, you will take a lot of damage early on, then less damage, and eventually as the fight progresses you may be able to avoid all damage so long as you stay focused; yet, as your meter is depleted, you are now eating into your own health every time you attack. This may lead to tense situations where you beat a boss with literally one HP left. These boss fights are where the game is most successful, I think. The game is tuned in such a way that you can (and probably will) beat a boss on the first attempt, but not without considerable effort and focus. Talking of bosses, though, there's something I need to bring up. There's a boss you can encounter around halfway through the game that has an attack that seems impossible to dodge. You will think this is weird, but you'll bash your head against it and eventually win while tanking this one attack. You'll get to fight it again at the end, at which point you will realise that dodging the attack required use of one of the final summon abilities. This is the only time the game does anything like this – there's another boss with an attack that requires use of a summon ability to avoid, but you are guaranteed to already possess said ability at that point. It's just strange that they did this one time and never again, and I think it's bad design. Towards the end there is a boss rush. I'm the freak who actually enjoys boss rushes, but this is one of the laziest boss rushes I've ever seen. It's a straight corridor of boss rooms, with no kind of intermission, and the bosses stay dead when killed even if you die. You also have to re-fight the boss that directly preceded the boss rush. Here's how you do a boss rush: make me fight half the bosses – if I die they all come back to life – then make me do a bit of level before making me fight the second half. You know this, Inti. God knows you've included boss rushes in your games before. A brief aside about game difficulty – I would describe the difficulty as easy-to-medium. I didn't use any healing items, though, and neither should you, as apparently you can chug them all day and tank as much damage as you like. The game also has a revival mechanic (similar to the revival mechanic from Gunvolt – you even get a song) which feels incredibly cheap on its own and has no penalty for use in this game. I recommend avoiding its use entirely, or else the game has zero challenge. Now, there's no clean segue here, so let's just pull back a little and talk about world design and exploration. First of all, the style of world design here is 'abstract labyrinth environment with incohesive themed levels', aka. the laziest possible world design that a Metroidvania can do. To contrast this, I would point to Symphony of the Night which, while it is flawed as a game, has a world design that attempts to convince the player that the world is a cohesive, practical environment and not a series of levels stitched together. You have that initial linear swathe running from one side to the other, placing every subsequent area of exploration in the geometric context of what you have already explored. You have the Castle Walls area, which pulls a lot of weight in conveying to the player that this is a functional place, and which adds to your sense of the vertical geometry of the castle. Meanwhile, what a game like Yohane and many other popular Metroidvania games present is a series of rooms in a grid formation, for seven or eight hours of severely padded gameplay (that said, Metroidvania fans always clamour for more). It's not interesting to explore these environments and you never find yourself wondering what you will find next, because it will always be 'current level + 1'. For the most part the levels here don't even have gimmicks! There's... a lava level with lava in it? I genuinely can't think of anything beyond that; it's all set-dressing for this homogenous McDonald's-pink-slime school of Metroidvania design. To the game's credit, the exploration is not overly tedious. Levels have a lot of interconnection, and you don't need to faff around too much to fill out the map and find all of the items. Due to the game's crafting system, attaining equipment relies on taking generic crafting items from barrels and enemies, rather than finding them in the world; I don't need to do a moment's research to know that Metroidvania fans will hate this, and it's not at all an ideal solution, but it does mean that the levels don't need to have a bunch of extraneous level sections for placing treasure in, and you don't need to grind against enemies for rare drops. I should mention level design. It's bland, but it works. There are a few rooms that feel handcrafted, many that may as well have been procedurally generated, and some that are randomised from a series of presets but which don't otherwise stand out from the rest of the rooms. There aren't any points of gross negligence. Enemy design is... really bland. I struggle to remember any of the enemies, except this stupid bastard that sits just outside of range, then cuts across the screen to attack, before sitting outside of range on the other side. There are enemies that float at you, enemies that throw weapons at you, ones that spray hitboxes... and at no point is there any interesting synergy between them, it's very basic. Overall, this sounds like a negative review, but I didn't exactly hate the game. I wouldn't recommend it either, though. If it wasn't for the bosses, I'd probably lean on the negative side a little more. It's just that the previous era of Inti games was incredibly strong, but the releases since Gunvolt 3 have been fairly mediocre, and the upcoming games seem unappealing at best and like brazen trend-chasing at worst. It's hard to blame them in this case, because there are a LOT of people who will gladly lap up Metroidvania slop – Yohane has more reviews on Steam than Gunvolt 3 despite releasing over a year later – but they don't have the understanding to make a massively successful game with this demographic.
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