|By Good-Evil Contributor||Wednesday, 28 Jan 2009|
Contributed by Jeremy Stoltzfus.
For me, The World Ends With You was a very highly anticipated game for ‘08. The fiery passion between me and my DS has died down a bit since ‘05 when we first generic viagra canada met, and I had high hopes that this could be the DS exclusive game to rekindle that flame. It didn’t – but it also didn’t completely disappoint. While playing The World Ends With You, I found myself cycling through multiple phases of Love, Hate, and Meh.
I’ll start off with what I like about this game because it definitely did a few things right. First off, I have to give it huge props for its originality. In a market saturated with better than viagra derivative cookie-cutter RPGs, it is really nice to see a game that takes a different approach to the genre. The setting, style, plot, combat system, and overall flow of the game made for a genuinely unique pharmacie prix du cialis RPG experience. I also thought the story was very enjoyable. It throws you right into the action with very little background and then unfolds the story at a nice pace throughout. The protagonist (Neku) becomes a very likable character and I found myself legitimately wanting to know how his story ended. In fact, that was probably the only real motivation for me to keep playing.
My major gripe with the game is this: The combat system is overly complex while every other aspect of the gameplay is just too simple. The learning curve for the combat system is incredibly steep. Combat occurs on two screens which you control simultaneously: one with the touch screen and one with the d-pad. It’s manageable at first but, as the game progresses, the combat on both screens gets more complicated. It gets to the point where your only real option is to control the bottom screen while frantically mashing the d-pad.
In addition to the confusing combat, just trying to manage your characters and inventory can be an overwhelming task. Everything in this game can be micromanaged. It’s a lot to keep up with and after a while I just stopped trying. meglio viagra cialis o levitra I’ll just touch on a few of the bigger ones that bothered me:
* You need to use two separate gauges that work in conjunction to determine the difficulty and drop rate of enemies. These need to be set every few levels. You will receive different loot depending on how you have these set. Being a completionist, it irks me knowing that I’m probably missing items because I don’t feel like fighting each enemy on each difficulty setting.
* Each pin (your weapons in the game) can be evolved into a better pin in one of three different ways. Only one or two of these methods will work for any given pin, but the game does not tell you which method will work. So you could potentially need to fully level up a pin 3 times before you successfully evolve it. Also, one of the 3 methods involves local multiplayer – which is annoying if you’re the only person you know who owns the game
* Every screen has strong(popular) and weak(unpopular) brands of clothing that can alter your stats depending on what brand you wear. This means that to fully take advantage of this you would need to change your fake cialis canada equipment for each screen. You can alter what brands are more popular based on how often you use items of that brand, but by doing that you’re screwing yourself if you want to use items of a different brand. In the end, it’s much easier to ignore the stat effects and just wear your best gear.
The other side of my gripe is that the rest of the game is over-simplified. This creates a very linear experience and negates the usefulness of some of the new gameplay elements. The game is split up into days. Each day you will receive a new mission which ultimately has the same objective: go from point A to point B and fight bad guys along the way. The game tries to disguise these missions as something more than that by introducing a few new mechanics: mind reading, camera phones that photograph the past, the ability to implant words into peoples’ thoughts. When first introduced to some of these mechanics, you immediately think “Oh wow, these could be used for some great puzzles.” They’re not. In fact, there are (aside from one much later in the game) no puzzles. If at any point you need to use these abilities, the game will let you know. There will only ever be one outcome to these situations and it will take 0 thought to arrive at that outcome. The game also only takes place in a total of maybe 15 to 20 screens. After you’ve been to them once, there’s really never any need to revisit them. Revisiting them on different days may seem like a good way to discover side-quests or hidden content, but it becomes quickly apparent that any cialis tablets in australia exploring you do will be pretty fruitless. It eventually becomes clear that you are riding on a very distinct set of rails and I think the linearity of this game would be much easier to swallow if it just came right out and ‘fessed up to it.
In the end, this game is an interesting combat http://viagravscialis-best.com/ system and good story scotch taped onto a linear and tedious game. The story was compelling enough to keep me playing, but the contrast in complexity between the combat and everything else made my brain hurt. I also thought the extra cheesy j-pop music and artistic style clashed pretty hard with the dark nature of the game and really did not work for me. After cycling through my Love, Hate, and Meh phases, I think Meh came out on top. It was okay.