Beat Rebel Transmute. The ending felt very representative of the game's prevailing awkwardness: the last trophy + Platinum popped accidentally after quitting and reloading the game at the final boss (I was making a cloud save just in case).
I did beat the boss anyway and at 92% completion that's enough Rebel Transmute for me.
It just felt like there was no discipline to the game, and very little feedback to your actions. I would often quit an area too early thinking I'd reached the end with my present abilities, or hit a brick wall at the end of an area that turned out to be entirely optional, or complete some gauntlets that would provide major skill checks yet get nothing for them.
Sometimes you get an ability for beating a boss, sometimes you don't. Sometimes what looks like something you're eventually meant to climb or break through remains an obstacle the whole game. Sometimes the charms you get at shops or as rewards make a bigger impact on your moveset than what you get from the critical path, like casually obtaining the ability to stick to walls or charging a dash in mid-air or the game's meek equivalent of a double jump.
I like getting lost in these kinds of games but I think that should come from like the sheer wealth of possibilities or curiosity getting the better of me, rather than being confused or unclear about my own abilities or overarching objective. Otherwise the whatnowness of progress gets tiresome.
I did beat the boss anyway and at 92% completion that's enough Rebel Transmute for me.
It just felt like there was no discipline to the game, and very little feedback to your actions. I would often quit an area too early thinking I'd reached the end with my present abilities, or hit a brick wall at the end of an area that turned out to be entirely optional, or complete some gauntlets that would provide major skill checks yet get nothing for them.
Sometimes you get an ability for beating a boss, sometimes you don't. Sometimes what looks like something you're eventually meant to climb or break through remains an obstacle the whole game. Sometimes the charms you get at shops or as rewards make a bigger impact on your moveset than what you get from the critical path, like casually obtaining the ability to stick to walls or charging a dash in mid-air or the game's meek equivalent of a double jump.
I like getting lost in these kinds of games but I think that should come from like the sheer wealth of possibilities or curiosity getting the better of me, rather than being confused or unclear about my own abilities or overarching objective. Otherwise the whatnowness of progress gets tiresome.


