Speak to pint-sized teleport prodigy Luka and he will get adorably talkative about exercise regimes ("I want to have a shredded back," he says. Bring rock-bodied 50-year-old Gemma to a food joint and he will get picky about gyozas. Every chapter closes in the gang's hideout, see, where you can trigger these cutaway bonding chats. The eating contest takes place in a "bonding episode". What can I say? The man is passionate about his gyoza. I'd eat pizza and watch daytime TV with Arashi. At one point she takes you out to an eating contest, but only so she can claim the free crate of soda that is awarded as the prize. My favourite person is Arashi, user of hypervelocity and self-interested slacker. I'm interested in this world, and when relationships between characters degenerate, the story gains a fresh dollop of multi-sided conflict with countless motives. I can tolerate it, provided the storytelling and the characters pick up the slack. This kind of dungeon design is commonplace, I know, and you'll know already whether it's something that bothers you or something you can live with. Turning off the minimap helps a little, but you often end up summoning the map anyway to check if there's a save point coming up. Navigating walls and slurping up items like a very expensive game of Nokia snake. You might find yourself looking at one corner of the screen for the entire game - the Minimap Problem. A health jelly, a piece of sellable junk, or (if you're lucky) a gift for one of your pals. But these side-tracks host items of little interest. There are nooks to wander into, alleys or rooms hidden behind buntable boxes. But neat art aside, these environments are straight shots to a finish line. One techno-church in snowy mountains has clinical atriums and sweet dissolving doorways. One broken highway crumbles atop a gargantuan cherry blossom tree. Subway tunnels, abandoned streets, secret complexes, factories. Most of the game takes place in simplistic, corridor-heavy ruins. Whether you'll want to do that by the end of one character's arc is up for debate. The game is then played from their perspective and it becomes clear the developers want you to play both scenarios to get the whole picture. Either sword-swinging Yuito, clueless son of the leader of the country, or knife-flinging Kasane, a distant and tight-lipped enigma. Which is that you choose one of two protagonists at the start. That mystery is thickened by the story's gimmick. Lengthy cutscenes and dialogue make up a significant amount of playtime, and if you're the kind of player who gets impatient listening to characters ask endless questions about each successive paint-coat of mystery, then you'll likely be frustrated by the combat-curtailing chatter. This brings me to the other part of the game, which is effectively a sci-fi anime plot being unraveled very slowly. can look inside human bodies and is irreparably traumatised? Oh, wow. Laid-back cool dude who secretly worries for his best friends. Rude guy who resents you but is simply a hard-working perfectionist. All of which are powered by individuals with their own unmistakable archetype. Essentially, you'll do silly combos with an electricity-infused weapon, or take no damage with a body made of hardened tissue, or dodge attacks with teleportation, or go invisible to perform sneaky stabs. There are too many characters and powers to go into detail. Activate her power if an enemy goes invisible, and you can once again see your foe. Your fiery friend Hanabi can do pyro attacks, so activate her ability and your sword will become flaming hot. You can harness the abilities of team mates who fight alongside you. Pull a trigger to psychically throw a block of concrete, uppercut a monster into the air and perform a combo of attacks while they hang there. Firstly, you spend time running through ruins, old hospitals, snowy mountains and the like, battling wonderful and hostile beings called "Others" at the behest of higher-ups. It's a game of two parts, and I'm not just talking about the split storyline (more on that soon). "You know what these teenagers need?" said the suspiciously overbearing government of Scarlet Nexus, as they pump another round of kids full of medicine. You will hack, slash, and take your mates out to an inexplicably normal restaurant to discuss the latest drama. A child soldier with special telekinetic powers and a bunch of fellow superhero child friends who fight off alien creatures that plague the world. You are a "child of the state" in this big-eyed action RPG that mixes stylish, speedy combat with slow manga storyboarding to drip-feed a tale of conspiracy, war, and weirdness. A mostly slick action RPG with a double-edged story that might test the player's patience.
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