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Edited by Operator 6O: 10/12/2019 10:48:40 PM
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Indivisble review

Good evening everybody! This is Aifos coming to you alive from Kaanul! Supposedly, there's supposed to be a town nearby, but I don't see anybody. I was really wanting to stop somewhere and get some food, too.. I'm really hungry... Oh, but nevermind that, I've got a review to write! Indivisible is an RPG platformer developed by Lab Zero, the folk behind what is objectively.. In my opinion, the best fighting game ever; Skullgirls! I know not a lot of folk here care much about the game, but there are a few folk that have expressed something of an interest, so I'll share my thoughts! (plus I want to talk about Indivisible, whether you folk want to or not) So, let's start off by talking about the gameplay! When talking about the gameplay in Indivisible, it's hard to say anything without first separating it into two categories; exploration, and combat. On the exploration side of things, it's a platformer. It is, for the most part, very linear, with you going through areas in a set path. However, as you go through the game, you'll be gaining new powers, and abilities, which you can bring back to these areas later for optional goodies. Ajna controls really well, moving very swiftly and cleanly through her environments, while her heavier movement options (such as the axe jump) feel very heavy and weighty, giving them a very satisfying impact. For the most part, the game doesn't usually just forget about the powers you obtain, either, and you'll be using them throughout the entirety of your adventure. But the game's real draw is its combat! The combat in Indvisible is some of the most fun I've ever seen in a game! You have a group of 4 characters that are each assigned to one of the face buttons (ABXY/PS counterparts), and pushing that button causes that character to attack. In addition to a basic attack, each character also has an up and a down attack, as well as an "Iddhi Attack", which is more or less just a super move. Each one of these moves takes up one Action Point (and 1-3 Iddhi, for Iddhi Attacks), which replenish after a moment of no characters attacking. It feels almost like a fighting game, but the real genius of it is despite feeling like such, it's not nearly as complex, and even if you're not into fighting games, you shouldn't have any trouble with Indivisible's combat system; enemies will wait a moment after a combo ends before they attack, so you won't get hit by a cheap shot for being a second too late, but combos (I think) increase your damage output, and while juggling a foe is by no means required, hitting them while they're in the air will give you extra Iddhi. I can't say so for sure, because I'm already into fighting games, but I could imagine Indivisible's pseud-fighting mechanics could help learn how to play a fully fledged one! Generally speaking, you can get one combo in before the enemy attacks (though as mentioned above the enemies won't immediately spring to life once the combo counter ends), and then they'll attack. During the enemy's attack phase, you can block by pushing he character's corresponding button, or LB to block your whole party. Blocking consumes Iddhi, though, so if you just press LB all the time, you'll have pretty much none leftover for your supers. Now onto the story. It follows Ajna, a girl with the mysterious power to absorb people into her head like some sort of freakish living human Pokeball, as she chases down Lord Ravannavar; a warlord that burnt down her village. Her adventure will take her all over the known world, from the lush jungles of her home in Ashwat, to the grand steampunk cities of the Iron Kingdom, and more. I won't go into the reasons of why, for spoiler reasons, but I found the story to be a little lacking. I had recently played a couple of games with very similar villains, though, so I think I might've just been sick of the trope. The characters though, were, for the most part, all pretty great. I found myself liking almost all of them, and most of them had pretty satisfying character arcs as well. At least, as far as required partners go. See, there a lot of partners in the game that are completely optional (5 or 6 off the top of my head), and while they do plenty to help spice up the gameplay, they (understandably) had very little impact on the story, and didn't really have any satisfying character arcs themselves. Now, let's talk about the bad stuff. For one, there is pretty much zero death penalty. If you die in a battle, you'll pop up a few steps away, letting you instantly retry. Some people might like this, but I did not. I prefer to be punished for messing up. There also aren't any sort of items in the game. No health potions, or phoenix downs, anything. This lead to the game fully healing you after every battle, and giving you the option to spend a full Iddhi gauge to instantly revive your whole party. These two things combined just made the game feel really easy. I would've appreciated a simple "game over, revert to last save", or a harder difficulty setting that disabled post-fight heals, and Iddhi revives. But if we're talking about bad stuff, we have to mention.. Well, the entire last 30ish percent of the game. I won't get too much into spoilers, but basically after a certain story event, the entire world opens up to you, with a new set of objectives. While there are plenty of new paths in old areas, there aren't any wholly new areas at all, and those new paths tend to intersect with the main paths from before pretty frequently, with pretty much no new enemies to fight besides the bosses. This leaves the whole last portion of the game feeling very samey, and uninteresting--these areas are awesome, don't get me wrong, but we've already explored them pretty thoroughly. Additionally, the story for this portion of the game takes a nose dive for the worst, becoming very generic with no real climactic moments like we saw throughout the rest of the game until the very end. (although, the ending itself was good) This is also where they throw in all the side quests. See, every member of your party has a sidequest to complete, that all become available at the same time.. Which isn't a bad thing in it of itself, it makes sense you'd have to wait for the world to open up, but a lot of them start by sending you to the same people, leading you to have 5 completely separate conversations with the same person, which feels awkward. Now, onto my last, and biggest complaint with the game. As I said before, the combat is some of my favorite in any game ever. Which is why it's so jarring that they completely undermine it at the end of the game. See, throughout the game you can upgrade Ajna's defense and offense by giving these stones called Ringsels to certain people. For the most part, this is a really good system, but the final upgrade for offense makes your attack suddenly explode, and you start taking out enemies pretty much instantly, which ruins the entire combat system. I feel like, honestly, a lot of my complaints with the last little bit of the game comes from this fact, actually. I probably wouldn't have minded revisiting everywhere if enemies weren't dying instantly, but by the time I noticed what I had done it was way too late to reload a save. Aside from the sidequests, there's also no endgame content whatsoever. I would've liked an arena, or boss rush mode. [b][u]Tl;dr? Here's my point![/b][/u] In conclusion, though, I still think Indivisible is a phenomenal game, just one with a few balancing and pacing issues near the end of the game. I'd definitely recommend it, but I'd also recommend waiting until it's $30 instead of $40. I'm not going to give it a number rating, though, because number ratings mean something different to everyone, I swear. But, that's all for now, folks! If you have any specific questions about the game, feel free to ask! Jambuhbye!

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