Why you can trust 12DOVE
In fact, tedium is in high supply. Tons of the quests are random or stupid side missions that you'll have to do anyhow because you need the money to hire more party members. You have to slog through many dungeons multiple times because people keep sending you back to them for lame reasons. Early in the game, you’ll encounter an obscene number of doors sealed by an “unknown/strange” force. Eventually you’ll topple a tombstone that’ll inform you that a door has opened… somewhere. But since you’ve already come across 50 or so doors, that’s like calling 911 to tell them a crime happened somewhere in East St. Louis.
Characters and guild members are introduced unceremoniously, and what little story is present, involving your main player's loss of memory and speaking in ellipses, won't be enough to keep most players mashing buttons. Not that we consider all thumb workouts unnecessary, but if enemies are going to successfully melee attack you regardless of their proximity, rendering any dynamic evasion moot, it makes us wonder why they didn’t just keep it turn-based. Maybe it's because watching your entourage scurry around stomping ass is still kinda fun.
More info
Genre | Role Playing |
Description | A hack-and-slasher of an RPG with full online and offline quests. |
Platform | "PSP" |
US censor rating | "Everyone 10+" |
UK censor rating | "12+" |
Release date | 1 January 1970 (US), 1 January 1970 (UK) |
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