Played a little over an hour of the demo, definitely want to continue tomorrow.
This really is fantastic, I'm pretty much in love with everything. Some things that I found particularly worthy of note:
- The UI is BEAUTIFUL, the transitions are sooooo smooth, just opening and closing the menu over and over again like an idiot is enough to amuse me. UI is the kind of thing that usually goes unnoticed if it's good, but is definitely noticed and appreciated if it's better than just good, you know? I think that's the case, even in an early build.
Only issue I had was not having the cursor memorizing its position in submenus. The main menu does, but if I go to the Accessory submenu inside Equipment, and then back off, it'll default me back to Weapon, making changing every piece of a character's equipment a bit cumbersome.
I'd imagine this is the kind of thing that is either intentional or the developers are already aware, considering how incredibly polished the UI is as a whole.
- I'm really into the battle system, the Overdrive management being the core gameplay loop is a really good idea. It kind of reminds me of Final Fantasy XIII and VIIR's stagger system, but in a way that's more suited to a pure turn-based experience, rather than the active real time element of staggering. It just elevates the engagement of battles as a whole by giving you this goal you're aiming for in every battle.
Fights that you know going in that there's no real threat or risk of dying gain a little strategic element by giving you a reason to mix things up instead of just spamming whatever and getting it done. I'd imagine you'd even create a real chance of dying at battles you shouldn't by staying in Overheat for too long. I imagine for bosses it'll be a key element for survival, and not only an auxiliary system to make it more engaging.
I like the swapping system, and the idea of specific swap attacks is promising. Still not sure of what is the best combination for the demo, but I'm experimenting. So far only unlocked the katana lady, and she's so cool!
Getting fully healed after every fight is interesting, I think I like it. Allows for more challenge in each individual fight, and combats the typical RPG hoarding as well because you know you'll get full HP and TP after a fight, so no reason to hold back on consumables. Surviving the fight is the main goal, no matter what. You don't have to worry about saving things for later as much if getting through a fight is always your number one priority. Don't know if it's final, but I do think it's interesting. I suppose it makes it another thing it shares with FFXIII, which I consider to be a god tier battle system.
Didn't beat any bosses yet to have a strong opinion on them, unless the mimic counts, which brings me to...
- There's a Don Quixote windmill boss fight. Yep. You read correctly. Seriously, though, two things related to this that I think are worth mentioning:
The sidequest presentation, at least the two I did so far, which make them feel more like dynamic events you come across in the world, rather than tasks that random NPCs were just waiting to give to some adventurer. Some games hide this better than others, but I like the idea of things just happening, and you knowing about them because you talked to some other character.
And the other would be the bestiary, I'm actually finding it pretty fun to read, and I usually bounce off this kind of stuff very quickly, but the writing is snappy enough and it gives me just the right amount of lore to feel like I'm naturally learning this instead of reading books in WRPGs. The description for the Boxfly entry, for example, gives us a glimpse into a post-war world, and brings the kind of natural issues that would exist due to war, and the natural consequences of it ending. It instantly reminded me of the Koi Carp Machine bestiary entry in Nier: Automata, which gives you this weirdly in depth look into how organic and mechanical life adapted to each other after so many years of the ongoing war.
The Mimic description is just a surprisingly wholesome cautionary tale, I laughed at how adorable it was.
- This is the most nitpicky of all, but it's kind of starting to annoy me how long you have to wait for your party to jump through gaps if you come running from somewhere else. If everyone is already close together, then it's pretty much instant, but having to wait for them to get to the gap and then jumping can feel just a bit too long.
- I think it's needless to say that it looks amazing, but I'll say it anyway: It looks amazing. The battle animations are superb, what a joy to look at.
- Pretty good level design so far, little secrets that are intuitive to find but still make you feel rewarded for exploring when you find them. Some times you just open the map and look at the map layout for a certain direction and you already get the sense of some cool shit about to happen over there. That really encourages exploration.
- I assume the devs are already aware of the Diglett/Jesus glitch? Hahahaha.
So yeah, overall very strong first impressions, can't wait to play more of it, and just remembering that we'll actually have mechas in the final game blows my mind a little. Don't know how I missed this game until now, but I'm glad I did, because it makes the wait for the full game easier than if I knew about it years ago. :D
EDIT: Forgot to mention another thing that caught my eye: the camera, that part at the entrance of the goblin cave just naturally made me slow down and walk, it was pretty good framing, actually made me go back and check if the walking was forced, and nope, I just instinctively walked to appreciate it.