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Post by DeviantProtagonist on Jul 30, 2016 8:07:09 GMT -12
There's no strategy, let alone sense of pressure. At best? One can describe it as a grindfest. Setsuna had established this to great detail on her stream, so I felt inclined to share my reflection.
Back then, you either had time management or more importantly, festivals -- the latter was especially focal to iM@S, as it was the competitive component to challenge what the player learned.
You needed a game-plan to beat those, and now it's gone. As is, this problem extends to how linear notes are, right down to bursts; you just know when they're coming. Hardly any variation.
Now all you're worried for is the drops you get.
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Post by Hime Idol on Jul 30, 2016 9:04:51 GMT -12
Couldn't say it any better. The gameplay has been very underwhelming so far. The problem is once you get comfortable playing the songs on Pro you tend to get sloppy with how you play. I'm hoping Master isn't going to be too difficult once it is unlocked. Half the time it's frustrating to see what you actually get in the drops. I wish they never got rid of the shop to buy outfits/accessories/etc. or the festivals against rivals. You needed to strategize just what you were going to do against Jupiter's burst ability compared to Dearly Star's burst ability.
I feel the game is a Vocaloid ripoff honestly. I just hope the songs coming out in the coming DLCs will be worth it.
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Post by DeviantProtagonist on Jul 30, 2016 10:37:19 GMT -12
Yeah, the lack of store is a sour spot. Not only does it stress the RNG grinding, it's just that much harder for us to catalog compendium items.
To give Platinum Stars some credit, Master difficulty can be legitimately challenging at first, but then it's just a commitment to muscle memory.
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