Extremely solid review. I agree with most of your points here, even as someone who loved Tevi. I guess this game was made for me, as I also loved Rabi. However, I find myself disagreeing with some of your points. I did mind the one-way streets but the ability to drop platforms actually gave way to some puzzles, and after playing tons of platforming games it's not like they can always drop through them. As for the ability gating and linearity, yeah, it's slow. There were times where I really wanted a double jump to get out of some sections. And that actually brings me to the platforming, completely subjective, but as someone who loves platforming over combat, I actually didnt mind the lack of platforming challenges and adored the emphasis on battles. As for the story. Its a mess but to me it was a charming mess. Except for the final boss, that was a wtf moment. Slight correction on my part but when you say "The devs brought that over from Rabi" it implies the writers from Rabi were the same as Tevi. That is not correct. The writer from that game did not have substantial input in Tevi's story,(apart from bringing over the bunny aesthetic). In fact, they're different writing and localization teams. Potions and sigils: sigils are great, and yeah potions can get a bit boring, but i didn't mind them as much due to how useful they are. As some last notes, I saw your post saying you were playing on the Switch. That version is really behind the current Steam build. The devs have done an incredible job addressing issues with the game, buffing late game bosses, adding new sigils, removing some conditions to unlock the custom modes and even giving more incentives to do challenges and explore the map. I've seen rooms change to avoid softlocks, or even the godsend to allow you to Free Roam the game before playing story mode, which completely addresses the story and exploration hurdles. Up to a recent build, Free Roam was only available as a new file option after beating the game once, now, you can start the game in that mode from initial bootup and it 1. Removes all cutscenes and dialogue. 2. Rearranges abilities and their map positions to allow for a different flow 3. Gives back all the game hidden tech from Rabi which people loved. 4. Rearranges some rooms to allow for more sequence breaking and also removes all story gating. Your only objective is "Collect X number of gears then head for the final boss". Nothing more, nothing less In fact, the circus and coliseum you were talking about are coming in free DLC as a boss rush mode for the coliseum and something else for the circus. I felt like that last part is something I really needed to say because while watching your video I thought "yeah thats fair but they kinda adressed that in a new patch". All in all though, I can't disagree with your conclusion, this is a niche game. The bullet hell can be frustrating, even hardcore Tevi fans struggle with the story, so that's a hurdle, and not everyone will be okay with anime, but man... I think this being such a niche game is what actually makes it great. It's something different from the usual MV experience and that's why I love this game so much and will probably play it for years to come. PD: Also the map is getting even more QoL features next patch! No news if we will be allowed to pin directly from that screen though. Youre one of the only people ive actually seen praising the map, some really dont like it lol
Agreeing about platforms not being something you can drop through. This makes them the equivalent of pitfall blocks but for one-way streets going up instead of going down. It's actually how the majority of Metroidvanias I've played work, it's also how freakin' Mario works, and I think the exceptions are the ones that took more inspiration from Kirby in their platforming and tbh I don't really care which way a game is designed as long as they use their design smartly. And like you said, they used the platforms for puzzles, so I think it worked pretty all right in TEVI.
The Colosseum is used for boss rush which is an upcoming update. There is also free roam mode which foregoes the entire story and opens up the entire map to you from the get go, and also introduces hidden tech moves that allows for much more creative exploration. A lot of the bomb blocks puzzle issues were addressed in patches as well, usually leaving the room and re-entering will reset those blocks.
Spot on as usual, I was looking forward to Tevi, spent 10 hrs with it, please do a review on lone fungus, steam deck is a must have for all metroidvania fans
After much delay, my physical copy of "TEVI" arrived and I finally got to started it. Played it these past two weeks and got the platinum in 3 playthroughs for whatever that's worth. For the most part, I really did enjoy it. At it's core, it's essentially more "Rabi-Ribi" but more ambitious and complex...for better and for worse. And I guess that's where my main negative with the game comes in. Expanding on prior mechanics is nice but the way it was done here felt too messy to me. There are so many modifiers and conditions based on time limits, combo count, combo rating, buff/debuff states, several management of different meters, and so on that the very act of just hitting an enemy sometimes felt automated and random to me. I'd try to double jump out of an air combo but that overlaps with the dodge command so I dodge mid-air instead...something that happened very frequently. I tried to airdash but, whoops, my combo rank was too high and I was near the boss so I performed a triple flash attack instead and now I'm landing god knows where, if not right on top of projectiles. Due to the time limits, I always end up locking myself out of certain moves when I need them (like the platform summoning sigil for midair enemies) cause I kept unintentionally activating them at other times. Heck, I still don't know what the heck a Soul Burst does nor how to actually perform it. Not to mention, as you brought up as well, there are just way too many buffs/debuffs to keep track of, and managing them for both yourself and your enemy is a major aspect of boss fights. It came to the point where I largely just stopped paying attention to them and simplified it all in my head. Don't fall off into pits too many times since those add to a buff/debuff counter, if I got hit it usually adds a DOT on me, bosses buff themselves with something every phase change so throw a bomb at them on occasion, stuff like that. And sadly, this also extends to the story as well. There is a lot more going on...but so many plot threads and characters either feel poorly explained, go nowhere, or never actually conclude. I don't want to give spoilers but defeating the final boss dooms two other characters with one being forgotten about entirely. There are characters with unique names and portraits that...never went anywhere or did anything, at most getting only a single moment or scene. There is one NPC who is part of a trio early on who literally never shows up again after a certain point. It makes the story feel unfinished, like it's going to get additional arcs like how "Rabi-Ribi" did but we don't know if it will or not. Which is a shame cause I did like the story in 'Rabi-Ribi". It's wasn't anything special but it was whimsical and just silly fun, while still tackling some darker underlining subjects if you paid attention. "TEVI" focuses more heavily on the latter but with less grace and interesting characters, which hurts it. But as I said, I still really enjoyed the game, though not as much as "Rabi-Ribi" ultimately. I'm just being more critical since my expectations were that much higher for it. It's very well put together and gameplay is plenty engaging at even the base level. It's just messier overall if you want to get into the technicalities and nuances. Those hurdles you listed might as well not even exist to me since I don't even see them as such for the most part. Maybe for the average Westerner, sure, but not me apparently. Guess that just reinforces how much of a freak I am. My first (100%) playthrough was on Hard and, surprisingly, it wasn't that difficult to me, definitely easier than "Rabi-Ribi". I even did it with a bunch of restrictions for dem trophies. Very infrequently used consumables, almost never used the range attacks so I mostly melee combo'd everything, etc. Outside of one boss (the angel egg one), I didn't have any trouble winning nearly every fight on my first or second attempt. In fact, my 3rd playthrough on Free Roam for the "Pack Light" achievement (beat the game with under 25% of items/potions on an average difficulty of Normal or higher) felt significantly harder, with the final boss especially. Speaking of, I really do think the game was meant to be played in Free Roam mode. Essentially, the majority of cutscenes are removed and you can go anywhere you can reach. The two hidden movement options from "Rabi-Ribi" are also added back in which allows for a ton of what could be considered sequence breaking. Even straight to the final area but you need to collect enough of a unique collectible, the Astral Gears, to actually enter. You get them from beating bosses and some are just laying around in a couple areas. You don't need to get all of them, just around 2/3 of them I want to say. And to add to how free roam it is. There is a trophy/achievement for beating Vena (2nd Story boss) while having obtained the Air-Dash but not getting the High Jump, Double Jump, and Slide. It really is that much more open and could be the experience you were looking for. The Story Mode is essentially there just for a more casual, guided experience...which feels really weird to say.
Running into those one way streets early is why I sought out and am watching this video with the game idle in the background. They're absolutely driving me nuts.
Hot take: Tevi feels more like a linear action JRPG than it feels like a metroidvania. Have you ever seen that meme on which the Joker says: - to me crazy frog is just a normal frog? I think that, to JRPG enjoyers such as myself, sometimes a bad story is just a story. Tevi is structured kind of like Dragon Quest. It uses "monster of the week" episodes while teasing you about an overarching narrative. The writing has its chops, it can be charming, it can be cute. But, mostly, the metroidvania framework is used to tell the story. Sometimes an episode takes you to 3-4 different biomes, and they get progressively more serious and menacing. Everything looks uber cute, like this is Maple Story on steroids, ready to shake your money out of your wallet and throw you some stat-boosting pay-to-win skins. It ultimately feels like Mana Khemia, or some Atelier game, but structured as a 2D game instead. Is Tevi a game for sickos? I wonder, as I see a young looking girl wearing a bikini-like outfit, framed like she is ready to suffer some kind of assault. I found that first scene so unnecessary! And then her adoptive father, who is weirdly attracted to bunnies, laces Tevi up in bunny parafernalia? Damn, that is weird. But the game dabbles in fetishes like a kid dabbles its feet in the water of a pool. It never goes full pervert mode, like Rabi-Ribi does. I agree with your criticism for the game. Curiously, Tevi's demo is a heavily curated and edited experience, that aims to give you the full Tevi experience in a 2 hour package. This means that Tevi gets her abilities really fast in the demo. You see a bunch of biomes (at least six, maybe eight), you're double jumping and dashing in no time, and you face a couple of hard bosses (that feel way harder than the normal game's normal difficulty, which really is too easy). The devs might be aware of their game's strengths and weaknesses, because they adressed all of that stuff when deciding what to showcase. I ultimately agree with your take: this is not a game for everybody, but it is a good game with some amazing stuff peppered in.
Free Roam immediately addresses the so-called issue of "linear action JRPG" and several other criticisms presented in the video, which very recently was made available without restriction. Also lets be real... 90% of Metroidvanias are actually very linear; Fusion, Guacamelee, even both Ori games. Games like Rabi-Ribi and Hollow Knight are just the extreme rare exception. And again Free Roam existing is a huge luxury that a lot of Metroidvanias wish they had.
That’s interesting, bringing up how the demo is much more streamlined than the game. I wonder if anyone felt deceived by the actual games slower pace 🤔
@@MetroidvaniaGuru They actually tell you something on the lines of, dont worry! The full game is long AF, this is just an abridged version so you can experience a lot of content fast!
I'm a hardcore Tevi and Rabi Ribi fun and pretty much agree with this whole thing. I appreciate that you framed a lot of the criticisms as "these may be hurdles for some but can easily be seen as pros for others" as it makes the review more honest and less divisive, and indeed a lot of the things you weren't too keen on are things I quite enjoyed. The story though was indeed by far the worst about it and you nailed what annoyed me about it so much, with the constant picking up of plot points and never resolving them. In fact, did *any* plot points get resolved? I felt like it just kept jumping to new ones every chapter. Anyways, happy to see some love for the game. Despite your "I'm not entirely sure I'd recommend this", I can tell you really quite enjoyed the game. Surprised to see you don't have a Rabi Ribi analysis, would absolutely love to see one. Especially with how good Rabi Ribi's exploration is compared to Tevi's.
So, how likely are you to recommend this to a Touhou fan (yes, my fav character is Reisen, hence the Legoshi Beastars pfp) that's played and enjoyed Touhou Luna Nights?
@@MetroidvaniaGuru lmao I said that mostly as a joke. I didn't expect you to actually reply LOL Good to know though, I'm looking forward for the video. I played only the demo so far, but I am already in love with the game's combat system.
I agree that storytelling could be better. Long dialogs weren't a problem for me, but plot resolutions and introductions were sometimes all over the place. One mayor thing I would add to all of this is that English subtitles weren't always accurate with Japanese voice acting and were considerably more plain in comparison, especially sentences with more slang vocabulary or onomatopeyas. There were also no subtitles in boss battles where characters were putting some tauting words towards a protagonist. Without knowing any Japanese many players lose some on the experience playing this game in my opinion.
> English subtitles weren't always accurate with Japanese voice acting Other way around. The game is Taiwanese, not Japanese; CN/EN is credited as the original language, but the person who did the JP translation made the effort to spruce up the dialogue.
OFF TOPIC: Games with this style makes me wonder why Wizet don't make a single player game with the maplestory universe (they did for nintendo ds) but in MV format. They got that nice Chibi style characters and npcs going, and Enough bosses and skills to choose from to add in that game. Doesn't have to be a bullet hell but if they do it like Tevi did as something optional they would also reach more audiences. I personally hate the live service, free to play maplestory because of all the pay to win microtransactions it brings. Ofcourse Wizet can't do this because of obligations to Nexon... 13:24 (Maplestory Mushroom monster xD)
I dont think furries are bad in general. As a person whos been watching anime and playing Japanese videos games since the late 80's there have always been humaniod animal characters. It only became a bad thing when people took it too far. If done right they can be cool. If it goes the other way then its for people who like that kind of thing not me.
Thanks for the video I think I am skipping this one I don't mind animeish artstyle but the enemies and bosses design doesn't look interesting or unique or intimidating, the story being a ton of exposition dump like a modern AAA game and a not good one at that Is a turn off for me,
A recent update added visual cracks to pit blocks. But this still sounds like a massive overreaction when EVERY SINGLE METROIDVANIA has "one-way-streets" like that, INCLUDING Hollow Knight and Super Metroid.
I believe the characters are considered 'gijinka', personifications, though not sure the different between it and kenonomimi. Furries might only be a Western thing as they are far more animal in appearance and only one show, Beast Stars, does that. Well, and much older anime with fantasy races that look like animals, but those are called anthropomorphs, which just have the look yet their own race.
Extremely solid review. I agree with most of your points here, even as someone who loved Tevi. I guess this game was made for me, as I also loved Rabi.
However, I find myself disagreeing with some of your points. I did mind the one-way streets but the ability to drop platforms actually gave way to some puzzles, and after playing tons of platforming games it's not like they can always drop through them.
As for the ability gating and linearity, yeah, it's slow. There were times where I really wanted a double jump to get out of some sections. And that actually brings me to the platforming, completely subjective, but as someone who loves platforming over combat, I actually didnt mind the lack of platforming challenges and adored the emphasis on battles.
As for the story. Its a mess but to me it was a charming mess. Except for the final boss, that was a wtf moment. Slight correction on my part but when you say "The devs brought that over from Rabi" it implies the writers from Rabi were the same as Tevi. That is not correct. The writer from that game did not have substantial input in Tevi's story,(apart from bringing over the bunny aesthetic). In fact, they're different writing and localization teams.
Potions and sigils: sigils are great, and yeah potions can get a bit boring, but i didn't mind them as much due to how useful they are.
As some last notes, I saw your post saying you were playing on the Switch. That version is really behind the current Steam build. The devs have done an incredible job addressing issues with the game, buffing late game bosses, adding new sigils, removing some conditions to unlock the custom modes and even giving more incentives to do challenges and explore the map. I've seen rooms change to avoid softlocks, or even the godsend to allow you to Free Roam the game before playing story mode, which completely addresses the story and exploration hurdles. Up to a recent build, Free Roam was only available as a new file option after beating the game once, now, you can start the game in that mode from initial bootup and it
1. Removes all cutscenes and dialogue.
2. Rearranges abilities and their map positions to allow for a different flow
3. Gives back all the game hidden tech from Rabi which people loved.
4. Rearranges some rooms to allow for more sequence breaking and also removes all story gating. Your only objective is "Collect X number of gears then head for the final boss". Nothing more, nothing less
In fact, the circus and coliseum you were talking about are coming in free DLC as a boss rush mode for the coliseum and something else for the circus.
I felt like that last part is something I really needed to say because while watching your video I thought "yeah thats fair but they kinda adressed that in a new patch".
All in all though, I can't disagree with your conclusion, this is a niche game. The bullet hell can be frustrating, even hardcore Tevi fans struggle with the story, so that's a hurdle, and not everyone will be okay with anime, but man... I think this being such a niche game is what actually makes it great. It's something different from the usual MV experience and that's why I love this game so much and will probably play it for years to come.
PD: Also the map is getting even more QoL features next patch! No news if we will be allowed to pin directly from that screen though. Youre one of the only people ive actually seen praising the map, some really dont like it lol
Agreeing about platforms not being something you can drop through. This makes them the equivalent of pitfall blocks but for one-way streets going up instead of going down. It's actually how the majority of Metroidvanias I've played work, it's also how freakin' Mario works, and I think the exceptions are the ones that took more inspiration from Kirby in their platforming and tbh I don't really care which way a game is designed as long as they use their design smartly. And like you said, they used the platforms for puzzles, so I think it worked pretty all right in TEVI.
This is a really well written review. Of course TH-cam waits to show it to me right after it goes off sale.
The Colosseum is used for boss rush which is an upcoming update.
There is also free roam mode which foregoes the entire story and opens up the entire map to you from the get go, and also introduces hidden tech moves that allows for much more creative exploration.
A lot of the bomb blocks puzzle issues were addressed in patches as well, usually leaving the room and re-entering will reset those blocks.
Glad I waited to play then. :)
Spot on as usual,
I was looking forward to Tevi, spent 10 hrs with it, please do a review on lone fungus, steam deck is a must have for all metroidvania fans
After much delay, my physical copy of "TEVI" arrived and I finally got to started it. Played it these past two weeks and got the platinum in 3 playthroughs for whatever that's worth. For the most part, I really did enjoy it. At it's core, it's essentially more "Rabi-Ribi" but more ambitious and complex...for better and for worse.
And I guess that's where my main negative with the game comes in. Expanding on prior mechanics is nice but the way it was done here felt too messy to me. There are so many modifiers and conditions based on time limits, combo count, combo rating, buff/debuff states, several management of different meters, and so on that the very act of just hitting an enemy sometimes felt automated and random to me. I'd try to double jump out of an air combo but that overlaps with the dodge command so I dodge mid-air instead...something that happened very frequently. I tried to airdash but, whoops, my combo rank was too high and I was near the boss so I performed a triple flash attack instead and now I'm landing god knows where, if not right on top of projectiles. Due to the time limits, I always end up locking myself out of certain moves when I need them (like the platform summoning sigil for midair enemies) cause I kept unintentionally activating them at other times. Heck, I still don't know what the heck a Soul Burst does nor how to actually perform it.
Not to mention, as you brought up as well, there are just way too many buffs/debuffs to keep track of, and managing them for both yourself and your enemy is a major aspect of boss fights. It came to the point where I largely just stopped paying attention to them and simplified it all in my head. Don't fall off into pits too many times since those add to a buff/debuff counter, if I got hit it usually adds a DOT on me, bosses buff themselves with something every phase change so throw a bomb at them on occasion, stuff like that.
And sadly, this also extends to the story as well. There is a lot more going on...but so many plot threads and characters either feel poorly explained, go nowhere, or never actually conclude. I don't want to give spoilers but defeating the final boss dooms two other characters with one being forgotten about entirely. There are characters with unique names and portraits that...never went anywhere or did anything, at most getting only a single moment or scene. There is one NPC who is part of a trio early on who literally never shows up again after a certain point. It makes the story feel unfinished, like it's going to get additional arcs like how "Rabi-Ribi" did but we don't know if it will or not. Which is a shame cause I did like the story in 'Rabi-Ribi". It's wasn't anything special but it was whimsical and just silly fun, while still tackling some darker underlining subjects if you paid attention. "TEVI" focuses more heavily on the latter but with less grace and interesting characters, which hurts it.
But as I said, I still really enjoyed the game, though not as much as "Rabi-Ribi" ultimately. I'm just being more critical since my expectations were that much higher for it. It's very well put together and gameplay is plenty engaging at even the base level. It's just messier overall if you want to get into the technicalities and nuances. Those hurdles you listed might as well not even exist to me since I don't even see them as such for the most part. Maybe for the average Westerner, sure, but not me apparently. Guess that just reinforces how much of a freak I am.
My first (100%) playthrough was on Hard and, surprisingly, it wasn't that difficult to me, definitely easier than "Rabi-Ribi". I even did it with a bunch of restrictions for dem trophies. Very infrequently used consumables, almost never used the range attacks so I mostly melee combo'd everything, etc. Outside of one boss (the angel egg one), I didn't have any trouble winning nearly every fight on my first or second attempt. In fact, my 3rd playthrough on Free Roam for the "Pack Light" achievement (beat the game with under 25% of items/potions on an average difficulty of Normal or higher) felt significantly harder, with the final boss especially.
Speaking of, I really do think the game was meant to be played in Free Roam mode. Essentially, the majority of cutscenes are removed and you can go anywhere you can reach. The two hidden movement options from "Rabi-Ribi" are also added back in which allows for a ton of what could be considered sequence breaking. Even straight to the final area but you need to collect enough of a unique collectible, the Astral Gears, to actually enter. You get them from beating bosses and some are just laying around in a couple areas. You don't need to get all of them, just around 2/3 of them I want to say.
And to add to how free roam it is. There is a trophy/achievement for beating Vena (2nd Story boss) while having obtained the Air-Dash but not getting the High Jump, Double Jump, and Slide. It really is that much more open and could be the experience you were looking for. The Story Mode is essentially there just for a more casual, guided experience...which feels really weird to say.
Running into those one way streets early is why I sought out and am watching this video with the game idle in the background. They're absolutely driving me nuts.
💀
Hot take: Tevi feels more like a linear action JRPG than it feels like a metroidvania. Have you ever seen that meme on which the Joker says: - to me crazy frog is just a normal frog? I think that, to JRPG enjoyers such as myself, sometimes a bad story is just a story. Tevi is structured kind of like Dragon Quest. It uses "monster of the week" episodes while teasing you about an overarching narrative. The writing has its chops, it can be charming, it can be cute. But, mostly, the metroidvania framework is used to tell the story. Sometimes an episode takes you to 3-4 different biomes, and they get progressively more serious and menacing. Everything looks uber cute, like this is Maple Story on steroids, ready to shake your money out of your wallet and throw you some stat-boosting pay-to-win skins. It ultimately feels like Mana Khemia, or some Atelier game, but structured as a 2D game instead.
Is Tevi a game for sickos? I wonder, as I see a young looking girl wearing a bikini-like outfit, framed like she is ready to suffer some kind of assault. I found that first scene so unnecessary! And then her adoptive father, who is weirdly attracted to bunnies, laces Tevi up in bunny parafernalia? Damn, that is weird. But the game dabbles in fetishes like a kid dabbles its feet in the water of a pool. It never goes full pervert mode, like Rabi-Ribi does.
I agree with your criticism for the game. Curiously, Tevi's demo is a heavily curated and edited experience, that aims to give you the full Tevi experience in a 2 hour package. This means that Tevi gets her abilities really fast in the demo. You see a bunch of biomes (at least six, maybe eight), you're double jumping and dashing in no time, and you face a couple of hard bosses (that feel way harder than the normal game's normal difficulty, which really is too easy). The devs might be aware of their game's strengths and weaknesses, because they adressed all of that stuff when deciding what to showcase.
I ultimately agree with your take: this is not a game for everybody, but it is a good game with some amazing stuff peppered in.
Free Roam immediately addresses the so-called issue of "linear action JRPG" and several other criticisms presented in the video, which very recently was made available without restriction.
Also lets be real... 90% of Metroidvanias are actually very linear; Fusion, Guacamelee, even both Ori games. Games like Rabi-Ribi and Hollow Knight are just the extreme rare exception. And again Free Roam existing is a huge luxury that a lot of Metroidvanias wish they had.
@@Darkshad0vwv I mean it in the sense that Tevi's pacing is more similar to stuff like the Trails series.
That’s interesting, bringing up how the demo is much more streamlined than the game. I wonder if anyone felt deceived by the actual games slower pace 🤔
@@MetroidvaniaGuru They actually tell you something on the lines of, dont worry! The full game is long AF, this is just an abridged version so you can experience a lot of content fast!
@@radiobe4179 Solid
Ori and the Will o the Wisps is a masterpiece 10/10
I'm a hardcore Tevi and Rabi Ribi fun and pretty much agree with this whole thing. I appreciate that you framed a lot of the criticisms as "these may be hurdles for some but can easily be seen as pros for others" as it makes the review more honest and less divisive, and indeed a lot of the things you weren't too keen on are things I quite enjoyed. The story though was indeed by far the worst about it and you nailed what annoyed me about it so much, with the constant picking up of plot points and never resolving them. In fact, did *any* plot points get resolved? I felt like it just kept jumping to new ones every chapter.
Anyways, happy to see some love for the game. Despite your "I'm not entirely sure I'd recommend this", I can tell you really quite enjoyed the game.
Surprised to see you don't have a Rabi Ribi analysis, would absolutely love to see one. Especially with how good Rabi Ribi's exploration is compared to Tevi's.
ahh so this is what you were doing.
Yup 🙄😒
😂
Charon the best dad ever. The game wouldn't be possible if it wasn't for his immense fuckup.
He is actually the grandpa, but yeah.
Not played rabbi nor Tevi but great review 👍👍
So, how likely are you to recommend this to a Touhou fan (yes, my fav character is Reisen, hence the Legoshi Beastars pfp) that's played and enjoyed Touhou Luna Nights?
Go play rabi ribi instead its way better
Worldless analysis when
It’s my next one 👍
@@MetroidvaniaGuru lmao I said that mostly as a joke. I didn't expect you to actually reply LOL
Good to know though, I'm looking forward for the video. I played only the demo so far, but I am already in love with the game's combat system.
I agree that storytelling could be better. Long dialogs weren't a problem for me, but plot resolutions and introductions were sometimes all over the place.
One mayor thing I would add to all of this is that English subtitles weren't always accurate with Japanese voice acting and were considerably more plain in comparison, especially sentences with more slang vocabulary or onomatopeyas. There were also no subtitles in boss battles where characters were putting some tauting words towards a protagonist. Without knowing any Japanese many players lose some on the experience playing this game in my opinion.
> English subtitles weren't always accurate with Japanese voice acting
Other way around. The game is Taiwanese, not Japanese; CN/EN is credited as the original language, but the person who did the JP translation made the effort to spruce up the dialogue.
I can understand this much. Still, subtitles in boss battles would also be nice to have in my opinion.
OFF TOPIC: Games with this style makes me wonder why Wizet don't make a single player game with the maplestory universe (they did for nintendo ds) but in MV format. They got that nice Chibi style characters and npcs going, and Enough bosses and skills to choose from to add in that game. Doesn't have to be a bullet hell but if they do it like Tevi did as something optional they would also reach more audiences. I personally hate the live service, free to play maplestory because of all the pay to win microtransactions it brings.
Ofcourse Wizet can't do this because of obligations to Nexon... 13:24 (Maplestory Mushroom monster xD)
have u playd
Sundered is a greyt matroidvania
I have. It’s interesting. Love the art style.
So is Cookie Cutter next?
I dont think furries are bad in general. As a person whos been watching anime and playing Japanese videos games since the late 80's there have always been humaniod animal characters. It only became a bad thing when people took it too far. If done right they can be cool. If it goes the other way then its for people who like that kind of thing not me.
Dozens of metroidvanias to review , 2 weeks later drops a chibi waifu mv review 😒. Here I am still waiting on Laika
😂
Thanks for the video
I think I am skipping this one
I don't mind animeish artstyle but the enemies and bosses design doesn't look interesting or unique or intimidating, the story being a ton of exposition dump like a modern AAA game and a not good one at that Is a turn off for me,
You've killed the game for me when you have said "one-way-street".
Just watching 22:29 pissed me of.
Yup. I hate em.
A recent update added visual cracks to pit blocks. But this still sounds like a massive overreaction when EVERY SINGLE METROIDVANIA has "one-way-streets" like that, INCLUDING Hollow Knight and Super Metroid.
I believe the characters are considered 'gijinka', personifications, though not sure the different between it and kenonomimi. Furries might only be a Western thing as they are far more animal in appearance and only one show, Beast Stars, does that. Well, and much older anime with fantasy races that look like animals, but those are called anthropomorphs, which just have the look yet their own race.
I had no idea. I only just learned about Kemonomimi. I had no idea there were so many styles. I just called them all Furries 😆