So I got into Chapter
, I haven't gotten a game over from a battle yet. Though I did get a game over AFTER a battle when I foolishly ran into a spiked wall and died from low health and not healing
Warning, wall of text incoming, TLDR version: Game's really good! I just wish it did a few things a little better here and there. Also, get ready to read "strategy" and "timing" a lot.
1. I'm playing on Hard/Expert so I can't compare anything to how Normal/Casual feels. I'm also playing the PC version.
2. The Grandia style combat is good, but it's missing a few nuances that really makes Grandia's combat special. These things include:
a) In Grandia, when an enemy is in the Act mode and they're charging up for an attack, if a characters gets into Act mode, you can see *which* character an enemy is targeting. This allows you to strategically time when to defend, when to attack to interupt, and when to heal. Child of Light does not do this. It does not show you whom the enemy is going to attack. It's guess work. I don't particularly like this.
b) In Grandia, you had two different physical attacks: combo and critical. Combo would stun your enemy on the Time Bar, but would not interupt them if they were in Act mode, but you'd deal more damage with more hits. Critical does a single hard hitting attack (but not as damaging as Combo) and interupts your enemy if they're in Act Mode. Certain skills in Grandia would also interupt enemies in Act Mode. This lent itself to strategically using combo/critical/skills to interupt enemies.
In Child of Light, any attack (physical or magic) will interupt an enemy in Act mode. It really streamlines the strategic element of the system. I don't mind this, but it's just not as complex as I'd like it to be compared to Grandia.
c) In Grandia, your characters have a movement range and you would have to time your attacks and gauge the distance between you and the enemy you were attacking (similar to Lunar - same team, remember?). Again, this added another layer of strategy to the combat system that's just not there in Child of Light. In Child of Light, you just stand in place, so there's simply not that element of strategy in the combat.
d) Still, despite those grievances, the combat is good in Child of Light, and playing on Hard means I have to fully utilize Igniculus' slow down effect, juggling between enemies on the fly, turning it on and off to allow enemies into Act mode to interupt them (very good strategy there). I like how every attack and spell has a Timer on it (Short/Medium/Long/Very Long) so you know when to use those skills. The combat is just at the right pace for me, and while I've read some people say the battles are too long, I don't find this to be the case. I'm utilizing elemental weaknesses to their fullest extent when I find them, and using buffs and defbuffs even during random battles which can make a HUGE difference.
3. Some reviewers complained about getting a point to spend during level ups and leveling up so fast that doing so interrupts the flow of the gameplay. I know some people prefer just to have the game give you everything upon level up, but I'm the kind of player who does like to have some customization to his characters. Being able to choose to be more of a spellcaster with Aurora, or a physical fighter, or a mix of both with those three paths is intriguing to me.
4. I've seen some people complain that party switching can get out of hand with the amount of party members you get in the game. Again, a non issue (mostly, see below) for me, as this does add more strategy to the battles as everyone is good at least one or two things.
5. The world is gorgeuous, the music is pretty, the animation is fantastically fluid. I'm digging the storybook-type story, and Aurora is a fantastic protagonist. I love exploring this world. Speaking of which...
6. Exploration is great! Zipping around areas, looking for Stardusts, treasures, and Confessions is fun for me. I love exploring and boy does this game have a good amount of exploration to do. Some of the exploration also entails environmental dodging like in a platformer - avoiding spikey vines, traps, dealing with timed wind gusts, etc. It's good stuff.
7. So everyone has their role to play in combat and you can switch between them to utilize their strengths and negate weaknesses. That's cool! That's strategic. However.
Why do I have like 50 potions that can do the exact same thing?
Seriously, these status potions slightly negate the need to switch out to a different party member sometimes. Oh, sure, that one party member gets those neat buffs and his Extend Spell passive means his buffs will always outshine any of the potions. However, I still feel it takes away a bit from the strategic elements of switching out to a different party member when I can just use a potion to slow down an enemy or increase my damage.
8. Speaking of potions, there is one potion that will completely restore Igniculus' meter. I've used a grand total of one of them so far, mainly because I view them as taking away from the challenge, on top of being almost unncessary if you're playing correctly. Again, this counteracts having to rely on the Wish flowers in battles, since if you use them up (and they haven't revived), you can just use a potion and BAM, full meter. I've got something like 25 of these potions now.
9. One thing that the game throws at you in battles starting at the 1/4 point is that some enemies will counter with certain things. Some enemies will counter if physically attacks, magically attacked, or if they're interupted. This adds a lot of strategy to the timing element of the bar, and makes it mandatory to switch characters on the fly if an enemy shouldn't be damage by physical or magical attacks. I've seen simple damaging counter attacks from enemies, to enemies healing themselves, or inflicting status ailments on me.
10. Speaking of status ailments: bravo Ubisoft for making every status buff and status ailment effective in a JRPG. This is one of the very few RPGs I've played where EVERYthing is important to use. The best thing is that it all has 100% hit rates, so there's never missing a status ailment application. You absolutely need to slow down enemies, getting paralyzing on, or get defensive buffs on your party members on hard mode, even during random encounters.
11. I really like the Oculi equipping and crafting. It's pretty simple to use, but there's a lot of neat effects you can equip yourself. Everything from increasing Speed through Diamonds (VERY useful) to increasing your elemental resistances. It's good stuff.
12. Full HP/MP restoration on level gains. Full xp distribution to all party members even they weren't used in combat. Awesome stuff that every RPG ever made should do, but they don't, and I really appreciate when one comes along that does both.
13. The MP pools on the characters is a bit low for my liking, but you do replenish that mp pool quite quickly through leveling and flowers, so it's not a deal breaker.
And I rambled on again. Dammit. Sorry everyone! I get like this when I find a game I really like and feel compelled to just analyze the hell out of it.