by genessee
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Turnbasing parrystravaganza is The Right Way I'm not one of those people who would ever go into a game for cleansing purposes (those are *made* to do that not *played*; like I'd want to relive the two times of my life I didn't want to get out of bed), but discovering a game I'd been interested was partially about grief in a year of much personal grief was actually not bad to engauge with. I think it was due to them not rubbing our faces in it like some creators seem unable to rise above the temptation of. OK, now that this is out of the way, I'd like to say I am kinda done with action games that over-emphasize parry, as it usually (ie Not Revengance Or Sekiro), is in a way that blows off positioning and into a passive-counter-passive-counter Bad Mike Tyson's Punchout. So...just remove the action part if you're going that route? Mais Oui! And I'm really impressed with their escalation of scope, something many RPGs tend to either dither with in the slow middle part or blow their load early and then go on a gather the Mcguffins/army to fight the bad mans. This one has the motivation change with a deft hand, and probably looks even better in a second go like Trails or Frieren. I don't think this would have won in most years, but it's a very slickly designed game with alot of interlocking reflection of gameplay, art direction, balancing, and narrative on each other.