Derrick01 said:
I started playing Last Remnant today and man it's like the perfect example of why I don't like jrpgs anymore. I don't even know why I bought it, I guess I got caught up in the excitement of it going on sale.
Steam says I've put 40 minutes into it so far and I'm going to guestimate that at least 25 of that was spent in cutscenes. Very poor cutscenes too, between the usual crap jrpg voice acting and cliche character appearances and the incomprehensible story (because nothing's being told, it's just random things happening)
Most of that remaining time was spent in battle and yeah people were right they really do just throw you in with the least amount of info possible. So I stumbled through ok but I have a problem with the battles too. Everyone was saying the main draw of this game was the battles but (so far) 90% of it I find myself watching all the action. I pick from a menu and watch the rest, like I did in 1997.
So out of my 40 minute playtime I maybe played about 5 actual minutes and watched stuff for the other 35. Not impressed so far but I will soldier on sometime...probably when I'm done with Bloodlines.
I haven't beaten it, but I've gotten pretty far into it. The beginning of the game IS a bit boring because of not only the heavy cut-scenes, but also you don't have/aren't allowed the numbers yet to make a formidable party (which is part of what drew me to the game). In my opinion it gets better when your party opens up a bit and you can add more members to your unions, but yeah the "choose what to do and then watch" part doesn't really change as far as battles go because it's that's just the battle system it's got. It does get more strategic though when deciding which skills to rank up on which party members and who to pair them with as the game goes on.
The single thing that annoys me about the game is when it doesn't give me the option to do something in combat because it's not relevant to the fight at the time, since all your orders are supposed to be modular and reflect the battle as it currently stands. eg. I'm fighting a boss that two-shots a union --> I want one union to be healing pretty much every round to keep us alive --> if things line up incorrectly and I end up with full health unions at the wrong time, I
can't tell my guys to heal because everyone's already healthy. Then when the boss gets two turns (his turn, and his free counter attack) and downs a squad, I'm screwed. Or when I'm trying to hold a union back to heal and buff my other ones, but then as some point my only option for them is to "engage", coercing that union into a deadlock that I didn't want. Forcing the player to do shit like that just takes away from the whole positioning/flanking system they have in place, which is
otherwise pretty cool.
Still a good game though and I'm working on finishing it. The story is a bit tough to follow (read: kinda dumb) but the game gives you lots of options about what you can do at any given time after the very first part at least; tons of side quests and new towns open up.