If you appreciate Team Asano's artistic qualities and voice acting roster, you may get some satisfaction here. I completed Octopath Traveler 2 (which is priced at $79.99) just a few weeks before this and I will slap anyone who says that Various Daylife is even worth half of OT2. The combat is just too plain and I suspect this is all because this was a game destined for an initial mobile release. You can use burning attacks on a Lava Golem, and the only distinction I could see between a piercing and a slashing attack is whether they are marked as Small/Large/Great damage. I also don't know why they even have damage types of elements because as far as I can tell, none of it matters. This system basically devalues damage over time effects such as burn and poison because chance attacks are just too reliable and too good to pass up for unreliable damage ticks that can expire at any given moment. It works on a "3 cha system" where you change an enemy's state by inflicting a status effect, chaining different status effects, and unleashing a chance attack once the chain is built up. The whole process could have been more streamlined for the PC release if they added QoL features such as saving shortcuts for town teleport locations.Īs far as the combat goes, basic is the only term I can describe it with. This implementation of stat progression would work on some VNs in milder doses, but not in any game that's been labeled as an RPG. You don't get any character growth from field combat. The latter game's influence resulted in a very boring process of talking to the same NPCs and accepting the same work orders (the work orders are all essentially the same) for days (in-game days) on end to get incremental stat boosts. The final challenge of the game (the superboss if you will) is also a bit uninspired and is literally just a stat multiplier across the board for both the boss and the encounters leading up to it.Īs mentioned in one of the interviews exploring the decisions related to this game, Various Daylife has 2 key influences: early Dragon Quest for the combat and Tokimeki Memorial (a dating sim where you work on yourself to succeed). Status effects are not traditional status effects in that they are mostly just used to build the aforementioned stacks for the big damage. Think of a watered-down Brave and Default system but in terms of applying stacks for larger damage. Most of the game can be cheesed with 1 setup and it isn't really rewarding to deviate from it because the combat isn't very deep. The game took me around 60h to 100%, It has a couple of potentially annoying achievements if you over-level (secret technique achievements). I'll start off with the many negatives, and try my best to finish the review on a more positive note. This game has also gone to sub-$5 in other mobile/arcade storefronts and has that overall feel of a mobile game. Doesn't sound like much compared to other Square Enix titles but the amount of ingenuity and content in this game doesn't come close to 1/3 of other flagship titles. I slogged through this 60h experience so you don't have to.īy itself, it's a whopping $38.99 here in Canada. It's next to impossible to justify the price for this game.
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