Also NAtURAL DOCtRINE... I remember looking at this one before... any redeeming qualities? It looks like a better Valkyria game than the one that releases today
Edit: looks fun for $5
https://www.youtube.com/watch?v=sKJn0-UKkHo But I would prefer vita version...and that is the only version NOT on sale... :/
Did anyone play Natural Doctrine? $6 seems a decent price but I don't think I've even heard anyone talk about it.
Many people hate this game. I think it's the best SRPG ever made, and it's my favorite vita game. It's very much a love it or hate it game [and i love it so much i don't mind writing up a new essay on it every time it comes up for sale and someone asks]. If you like tactical mechanics and complex moves, it might be your jam.
First off, it plays nothing like a traditional SRPG, and if you play it like one you'll die quickly and the game will seem unfair because you won't understand why your characters get pummeled into mush when you do standard SRPG mechanics like trying to bait one enemy at a time, etc. You can't overpower the game by creating a super OP warrior, or anything like that, you just need to learn the systems.
The key factor in the game are two techniques called linking and chaining. Effectively, if one of your characters does something near another character with a complementary action, that 2nd char can 'chain' and perform an action too. This means a single 'turn' can look almost like a football play with lots of actions, plus visual modifiers for all sorts of tactical considerations [you gain variable modifiers for flanking, distance, terrain, and all sorts of other things]. It is literally tactical bliss for me. The turns look crazy to a newcomer, but once it clicks it all makes sense.
One thing that many reviewers [and people who only touched it and gave up on it] misunderstand is how to properly chain/link. Even though you have the option to, never [unless absolute emergency] chain a player who still has a turn that round [it uses up their turn]. Instead, plan it out so you're constantly chaining only chars who already moved that round. So A moves. Then B moves, chains A. Then C moves and chains A and B. So, with a team of 5, your last character can cause your 4 other characters to have an extra move [and your first moved char might have performed 5 actions] if planned well. If you do not take advantage of this system, combo-ing in increasingly wild moves each turn throughout a round, you will not survive. Lots of reviewers were clearly chaining chars that hadn't moved yet that round, critically injuring their ability to win [instead of getting bonus action/moves, they were effectively losing actions/moves].
Another reason some reviewers couldn't handle it is that the AI is really solid. You might be fighting 10 lowly goblin grunts, but those grunts -do- know how to chain/link really well. So all of a sudden that character you left undefended [traditional SRPG baiting does not work] will get gang stomped as they get pummeled by a swarm of goblins [that first goblin alone will get chained by all those other nearby goblins, getting a ton of attacks in a single round].
Because the game stomps you for not understanding it completely, it got a lot of dings for being overtly difficult. That's half true -- sure, you need to learn a new combat system, but once you do, the game is very fair. You end up moving much more 'realistically' than other srpgs, keeping a tight formation, playing into your other characters powers and skill countdowns, never over extending.
There's also a really solid MP version of the game, but since it's likely hard to find an opponent nowadays I won't go into depth on it.
TLDR -- if you like hardcore tactical/strategic games with complex systems and turns that look like awesome football plays full of flanking and other considerations, jump on it. If the above doesn't sound like your thing, it isn't.