This game seriously frustrates me. I'm in love with the art, the music, the writing... but I can't help but feel that everything else lets it down. Particularly the battle system. This battle system is irredeemably bad in my eyes.
- Many-to-most spells, abilities and items take way too long to cast and are in constant danger of being interrupted. If an enemy uses an instant-cast 'big' ability (with a cutscene) at the last possible second of your spellcast, the entire thing is nullified. This is awesome when youre using your last phoenix down or drop of mana to resurrect a party member, sit through the entire five-second waiting period, and then get instantly AE'd and your resurrection is cancelled.
- On top of that, interruption behavior seems incredibly inconsistent to me. Sometimes a seemingly interrupted spell will land, sometimes it won't but mana consumed anyway, sometimes it's like nothing happened. This probably differs between instant, charged, direct, bolt-type, etc. spells and items, but I couldn't casually determine a pattern and it's not explained, so it's extremely frustrating.
- Occasionally my target will change seemingly at random, no matter what I do. There will be an enemy at low health, I'll be attacking it, and then... my familiar switches targets. I manually swap it back to the low health enemy, and he does it again. I don't understand.
- The monster-catching subsystem is unnecessarily overwrought. The obscenely low capture rates of some monsters is one thing, but probably the least frustrating aspect to the system. I get that the 'balance' of abilities between the three characters that leads to only Esther being able to catch monsters, but having to switch to her, select serenade, then select serenade again in the midst of a battle is cumbersome. Several times, in fact, I had a mid-progress monster capture get completely wiped out by an AI character picking up a gold glim and blasting an AE on the monster I was serenading.
- Which leads to the AI. It's horrid. AI characters do their best to blow through their entire mana pool as fast as possible. You can fix this by telling them not to use abilities, but that just defeats the purpose of conserving mana in the first place.
- If the character you control is doing any appreciable amount of damage (as they usually are), then you will spend the entire battle as the target of every enemys attacks, and thus spend most of your time either running away or dying.
- Your character or familiar stops moving every time a buff is cast on it. More than once this made me take a fatal hit that I was running away from.
- Some gold glim abilities seem useless. My favorite familiar's gold glim increases his magic attack, giving me like 50 extra damage on his abilities. Others do close to 1000 damage outright.
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introduced so late into the game as to be pointless.
- You cant see your party members MP - ridiculous considering how quickly they burn through it. Beyond that, you can't switch to another party member's familiar directly. You have to swap to that character first, often on the opposite side of the battle field, then to their familiar, even if it was already out. Pointless and aggravating restriction.
- Considering the game expects you to 'react' to enemy attacks with defend/evade/all-out defense, not nearly enough time is given to prepare for these attacks (and all-out defense itself is not reliable). If you are already mid-spellcast or ability, then you are given no chance whatsoever to defend.
- Tidy Tears: I can count on zero hands how many times this has helped me. The flow of most battles seems to preclude it from being useful to me. It almost always goes off when at least one person is already dead, and usually right after I've healed myself, as well. I don't think it's necessarily bad that it's unreliable -- I like these sorts of combat 'bonuses', Persona 4 did them well for instance -- but I always feel like Tidy Tears is just there to kick me when I'm already down.
I'm sure some of these are personal failings or misunderstandings, but that I could all but beat the game without being course-corrected is a design failure in itself, in my opinion.
Virtually every complaint could be resolved by using a Dragon Quest-esque turn based system. (Hell, Level 5 made Dragon Quest VIII and IX themselves.) I appreciate that they're branching out and trying new things, but this battle system tries too hard to be modern, action-oriented and all things to all people. The result is a complete mess.
It's disappointing, because everything else is so well executed.