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Freedom Wars - Import |OT| War, what is it good for? A HOVERBOARD!!!!

Parakeetman

No one wants a throne you've been sitting on!
Oh, the 天罰 mission that gives you 10k years? I thought it shows at one point for everyone and you only have one shot at it.
Never tried it myself - it's waiting for all my npcs to have lv 8 equipment unlocked.

yeah thats the one and get some hard hitting equipment for yourself too as those enemies have crazy hp and def
 

Shengar

Member
lol Siliconera jumping on the difficulty "problem" like a pack of vulture.
Does the "problem" really persist as they make it?
 

LMN

Member
Here another video, it was posted within Siliconera's article discussion to counter the "balancing issue" talk. This player seem to know how to play with strategy and tactic to kill the human enemies aka play with FPS/TPS mindset ;).

https://www.youtube.com/watch?v=I_aBFflk_80

Spoiler perhaps since I believe this mission take place in code 7.
 

Hasemo

(;・∀・)ハッ?
Free Eye/Hairstyle DLC is up for download.

Edit:
Some of those hairstyles are crazy.
 

Shengar

Member
Here another video, it was posted within Siliconera's article discussion to counter the "balancing issue" talk. This player seem to know how to play with strategy and tactic to kill the human enemies aka play with FPS/TPS mindset ;).

https://www.youtube.com/watch?v=I_aBFflk_80

Spoiler perhaps since I believe this mission take place in code 7.

That stunlock looks bad o_O
I can get the picture of how bad the flamethrower from the previous page conversation
 

Hasemo

(;・∀・)ハッ?
That stunlock looks bad o_O
I can get the picture of how bad the flamethrower from the previous page conversation
Luckily it has a very short range. If you have a personal firearm you can just stick to the ceiling and be safe, since you can shoot while being on a wall (only works with small firearms).
 
The hoverboards was a reward for the regional ranking thing with the demo. We still have yet to get any sort of rewards from the rankings I think.

Hoverboards do exist, but not as a reward. Go to 7-3 and start picking up all the item supply boxes and using them until you get the hoverboard !
 

Kysen

Member
Just did the Natalia duel with a sniper rifle, wow that was intense. Headshot 1 shot kills on both of us.
I think the main difficulty comes from the fact that NPCs in this game are just as powerful as the player. There seems to be no damage modifiers, you can see this when you pick up and use their weapons. Hit stun is completely absent from humanoids but is there from abductors. Also the melee mechanics are useless vs the fast moving NPCs. They are using the same engine as GE so I have no idea how they screwed that up, feels way too stiff.

6-1 was another painful mission, until I realised the last section has infinite spawns. So I just sprinted past.
 

crinale

Member
Just did the Natalia duel with a sniper rifle, wow that was intense. Headshot 1 shot kills on both of us.
I think the main difficulty comes from the fact that NPCs in this game are just as powerful as the player. There seems to be no damage modifiers, you can see this when you pick up and use their weapons. Hit stun is completely absent from humanoids but is there from abductors. Also the melee mechanics are useless vs the fast moving NPCs. They are using the same engine as GE so I have no idea how they screwed that up, feels way too stiff.

6-1 was another painful mission, until I realised the last section has infinite spawns. So I just sprinted past.

I don't think that's the case. Shift is responsible for plot and world design only.
 

Anko

Member
Here another video, it was posted within Siliconera's article discussion to counter the "balancing issue" talk. This player seem to know how to play with strategy and tactic to kill the human enemies aka play with FPS/TPS mindset ;).

https://www.youtube.com/watch?v=I_aBFflk_80

Spoiler perhaps since I believe this mission take place in code 7.

You don't even have to do it TPS style. I got past it in one go with a short sword, and only my short sword. I forgot to switch out my rocket launcher. 6 star rating, too. Learn to use the barricades/walls and watch for reload times. Then Ibara away. You'll die a few times but that's what the 15 lives are for. I don't know why, but my aim sucks big time in this game.

I just bought a Vita TV for this. It looks great on TV and playing this with a DS4 is so much better than having my fingers go numb on the Vita. Also, I'd feel better button mashing the DS4 than the Vita. It's sad that the Japanese are having trouble with this and rating it low.

So........ any romance? I am a sucker for romance.

Not really. Not enough to qualify as a romance.
 

Parakeetman

No one wants a throne you've been sitting on!
You don't even have to do it TPS style. I got past it in one go with a short sword, and only my short sword. I forgot to switch out my rocket launcher. 6 star rating, too. Learn to use the barricades/walls and watch for reload times. Then Ibara away. You'll die a few times but that's what the 15 lives are for. I don't know why, but my aim sucks big time in this game.

I just bought a Vita TV for this. It looks great on TV and playing this with a DS4 is so much better than having my fingers go numb on the Vita. Also, I'd feel better button mashing the DS4 than the Vita. It's sad that the Japanese are having trouble with this and rating it low.

Not really. Not enough to qualify as a romance.

Really wish that there was a shoulder switch, since I hate games where its stuck only on one side. D:

---

The new hairs and eyes are great. Its too bad that they just didnt make it an all in one pack. I hate how shit PSN still is in general for downloading multiple things through the device. Esp how it keeps fucking asking me WOULD YOU LIKE TO SHARE THIS INFO or whatever for activities. Jesus Christ no and take a hint when Ive said no the past thousand times.

Its a bit stupid the most efficient way to do the downloads is load everything up through the website via PC. I mean seriously is it that hard to make the actual platform itself perform the task of multiple item selection? This has been a long time irritation with PSN. Esp when a game has a million DLCs that you need to all have on another platform if you want your PS+ uploaded save file to work correctly. Sword Art Online Hollow Fragment being one example. D:

btw will do the recording of the new hair / eyes tomorrow night.
 

MrHoot

Member
I'm hoping that, similar to Soul Sacrifice and SSDelta, they'll support this game for a little while with free additional content
 

Kysen

Member
Need a lot more maps and less open spaces. I just attached the ibara length booster and it's crazy how far it extends now. Tempted to make a character like Spider-Man now :p Also what is the point of the defence ibara, seems useless/poorly thought out.
 

Parakeetman

No one wants a throne you've been sitting on!
Need a lot more maps and less open spaces. I just attached the ibara length booster and it's crazy how far it extends now. Tempted to make a character like Spider-Man now :p Also what is the point of the defence ibara, seems useless/poorly thought out.

the 2nd skill is mainly useless against AI but the first def boost skill is highly useful. as at high levels it does a great job at cutting damage received

I could imagine the shield is far more useful against human opponents. The only thing about it, is you need to know where to correctly place it. Since you cant fire through it either.
 

Parakeetman

No one wants a throne you've been sitting on!
That stunlock looks bad o_O
I can get the picture of how bad the flamethrower from the previous page conversation

Every time you get shot too you still have the small "wind up" period before being able to fire the flame thrower, so basically if you start getting hit constantly in the middle of trying to fire you are pretty much screwed.
 

Anko

Member
Need a lot more maps and less open spaces. I just attached the ibara length booster and it's crazy how far it extends now. Tempted to make a character like Spider-Man now :p Also what is the point of the defence ibara, seems useless/poorly thought out.
I'm actually mostly using the defence ibara now. The second charge is pretty hard to use, especially in wide area maps. But upping my team's defence with the first charge actually made quite a number of volunteers easier. It really ups the survivability of the team. No more sea of Xs across the map and no need to constantly run around reviving everyone. They can pretty much manage without me this way. I'd say the only ibara where both charges are useful is the healing ibara.

Anyone have any luck getting the will'o engine from the paradoxer's cage? The drop rate is ridiculous. It took me over 20 paradoxers to get a single engine. My ice weapons are stuck at level 3 because of this.

Also, does anyone have any tips for adding modules? What I'm doing now is gathering all the modules I want on a throwaway weapon with >5 module slots, then adding it to my weapon of choice whilst using the material that will confirm the retention of 5 or more blue modules. I don't suppose there's any way to get rid of unwanted modules? Constantly trying to re-modify my weapon just adds more and more red modules, rather than get rid of them. I've ruined several rarity 8 weapons like this.
 

Hasemo

(;・∀・)ハッ?
Sigh, 8-1 and 7-6/7/8 (or something, the last few optional missions in Code 7) are really getting on my nerves. So many Abductors close to each other, basically one-two shotting my allies who are all code 7/8, everyone including my accessory are ignoring my orders to resurrect me. :(
I don't even feel like leveling up my weapons 1/2 more levels would make any difference. Think I'll wait for the mp patch, because right now my attempts of clearing everything left end up in frustration and quests failed after 30 minutes of running around and dying.

Edit:
Hmm, maybe the defence ibara is the way to go if it's that good for the survivability of the team.
 

Redhood

Member
Here another video, it was posted within Siliconera's article discussion to counter the "balancing issue" talk. This player seem to know how to play with strategy and tactic to kill the human enemies aka play with FPS/TPS mindset ;).

https://www.youtube.com/watch?v=I_aBFflk_80

Spoiler perhaps since I believe this mission take place in code 7.

Wow! Finally a decent tps with multiplayer on Vita! But those environments look bland. Does it get more varied? Have seen the desert, destroyed city and underground tunnels.
 
Man, I really hope they don't dumb it down. It looks like there is legit complains buried in the "I forgot this partialy a shooter". Also ironic given how Hunting games are critizied in the west...
 

Anko

Member
Sigh, 8-1 and 7-6/7/8 (or something, the last few optional missions in Code 7) are really getting on my nerves. So many Abductors close to each other, basically one-two shotting my allies who are all code 7/8, everyone including my accessory are ignoring my orders to resurrect me. :(
I don't even feel like leveling up my weapons 1/2 more levels would make any difference. Think I'll wait for the mp patch, because right now my attempts of clearing everything left end up in frustration and quests failed after 30 minutes of running around and dying.

Edit:
Hmm, maybe the defence ibara is the way to go if it's that good for the survivability of the team.
For the tougher ones you're still going to have to revive your mates a bit but it is definitely more manageable. You will have to occasionally cast it again though and the range isn't that great. The problem is they don't stand still much. Cast it on whoever you can and it should help with the damage. I've finally cleared 7-6, mostly taking out togabito while they handled the abductors, and am currently waiting for 8-3 to show up. I also tend to have defensive boosters equipped.

8-1 really is quite tough. I cleared it mostly using the shotgun-ish 6 shot rapid fire weapon at level 3, ice branch. It had 1.1k damage, which was way higher than my Melee weapon at the time. Once you get to the abductors with elements, know that they respawn after you kill them. Your aim is to kill each of the elemental abductors once. May I also ask who you're using as your teammates?
 

Hasemo

(;・∀・)ハッ?
For the tougher ones you're still going to have to revive your mates a bit but it is definitely more manageable. You will have to occasionally cast it again though and the range isn't that great. The problem is they don't stand still much. Cast it on whoever you can and it should help with the damage. I've finally cleared 7-6, mostly taking out togabito while they handled the abductors, and am currently waiting for 8-3 to show up. I also tend to have defensive boosters equipped.

8-1 really is quite tough. I cleared it mostly using the shotgun-ish 6 shot rapid fire weapon at level 3, ice branch. It had 1.1k damage, which was way higher than my Melee weapon at the time. Once you get to the abductors with elements, know that they respawn after you kill them. Your aim is to kill each of the elemental abductors once. May I also ask who you're using as your teammates?
Oh, good to know that they respawn. The thing that I really hate about NPC commands which will be just so much better with live players is that you can't tell your partners to focus on the enemy YOU WANT THEM TO KILL. Sometimes they just focus on some random target.

I'm using ウーヴェ (lv 7), マティアス (lv 7) and ニーナ (lv 8).
 

Anko

Member
Oh, good to know that they respawn. The thing that I really hate about NPC commands which will be just so much better with live players is that you can't tell your partners to focus on the enemy YOU WANT THEM TO KILL. Sometimes they just focus on some random target.

I'm using ウーヴェ (lv 7), マティアス (lv 7) and ニーナ (lv 8).
I gave up trying to command them and leave my command mostly on default so that they will attack, revive and heal normally. I'd occasionally have them target the togabito and focus on reviving but I tend to avoid focus on one enemy because it screws with revive priority too much. Nina and matthias should be good with reviving the team. Not sure about ウーヴェ. I stopped using him and defensive characters in general because they didn't seem to be doing anything useful with their ibara abilities and took on defensive duties myself. I just tested him and while he does cast his first charge, he only does it occasionally and he does it only on himself, and anyone who happens to be in the casting area. There's no actively trying to buff anyone else in your party. Consider swapping him for another healer like Beatrice if you find that your team isn't reviving allies enough. Perhaps they'd have more uptime, it would reduce aggro on yourself and everyone would deal more damage in general this way.

Also, the default command for your accessory should have them rushing to revive you whenever you die. If you have them on another command, they might not. I think if you have your accessory focused on reviving in general, it might end up reviving someone else.

A minor consolation would be that 8-2 is way easier than 8-1, and it also qualifies you for more rewards.
 

Parakeetman

No one wants a throne you've been sitting on!
Im still busy building up parts again as I used A TON making throwaway items to turn into points instead.

That and am looking for lower level stuff to upgrade some of my other weapons.

Plus wasting a lot of time with the module frankenstein work.

Also, the default command for your accessory should have them rushing to revive you whenever you die. If you have them on another command, they might not. I think if you have your accessory focused on reviving in general, it might end up reviving someone else.

The ACC command to focus on reviving is great since all she does is run around reviving everyone. But at the same time in the general area of where Im at. Otherwise she will follow me around. It helps keep me focused on the fighting more than having to worry about always running around reviving others.

I think the game would have been a lot more interesting if they made various types of Ibara commands that you could pick from within the 3 different categories. Such as sub categories. The Ibara defensive wall for example would have been far more interesting if it actually reflected shots back. Would have made up for the fact we cant shoot through it also making it useful against AI. Since out of all the skills the wall is the only one that is worthless against AI for the most part. Life drain for the capture ibara would have been interesting it works the opposite of the healing one when you connect to another humanoid enemy. Would have made melee a bit more interesting.

I wonder if multiple healers can connect to a single ally and do something similar to Team Fortress doc + heavy.
 

Hasemo

(;・∀・)ハッ?
http://www.reddit.com/r/vita/comments/29tt7d/freedom_wars_is_a_glass_half_empty_and_painfully/

Anyone who played the game want to comment on this review on Freedom wars?

Is that person right?
Guess I'll comment on this one, since everyone else ignored it, lol.
The story in FW was hyped by developers to be amazing. Frankly though, it is attrocious. It starts in the middle of nowhere, and ends in the middle of nowhere. Kind of like picking up a novel, starting about 1/4 of the way in, and ending about 3/4 of the way through and then reading the epilogue. The first half an hour or so of the "game," is it literally lecturing you on background story. The ending also is incredibly rushed, and doesn't really conclude anything. There may be some update to continue the story here in the future, but for now most people are left wondering WTF happened. Not to mention half of the "story" are filler fetch quests.

Random sneaking missions that are really badly designed. First of all, FW was supposed to be an action RPG'ish game. Not MGS. Secondly, you can literally just run through all the sneaking missions without "sneaking" by anything, so not only are they out of place, they're badly designed sneaking missions.

Absolutely no sense of the (amazing) setting. Its supposed to be a dystopian world where different panopticon-cities are fighting and stealing from each other due to a severe lack of resources left. Instead we have (practically) infinite ammunition, infinite ally/enemy respawns. You really just don't feel any sense of a lack of resources at all in the game. SS, and especially Delta did this aspect far better. All the characters don't act or behave like they're incarcerated what so ever either further diluting the setting.

The game was supposed to be about working off a 1 million year prison sentence. However, by the time most people see the Staff credits, they've still got about 900,000 years leftover.

Its been said that the game will likely get updates to finish/polish the story, etc. However, with no developer source to quote, this is kinda unlikely. And even if it is true, it means that they have released only a half-finished game.
- Yes, it's not as good as it was hyped to be. While it's interesting, it really feels half baked at times and the ending is a bit of a letdown. I think that I liked SS/GE2 story much more.
- While the stealth missions feel really weird (mostly because they aren't hard... at all) I can understand why they were added from the story point. You must infiltrate a guarded place without being noticed - okay.
- I didn't mind the setting thing. More than "everything is limited", the added sentences and the way everyone above you treats you and your kind are enough to do the setting justice.
FW is supposed to be a hackslash/action RPG game but it is much easier to just craft gear. The gear you get from Abductors(bosses) are generally trash. Its much easier to "farm" trash mobs for gear. But even then, after you kill them you need to wait for the mob to despawn (about a minute or so) for you to pick up the weapons they drop.

Crafting/modding gear is limited by in game resources and real time timer. However, at best, you can only control up to 50% of the modifications on your gear. The other 50% if completely random. This makes creating good weapons all about save scumming or savestate upload/download marathons.

To fully upgrade your gear you need to get items that only spawn in randomly occurring events, or some items cannot even be crafted/upgraded in the current state of the game due to nothing available dropping materials required.

One of the main timesinks of the game is supposed to be the weapon crafting/modding. However, the system in the game is simply too RNG based. Other action games may also have RNG, but not to the level that is in FW. You can spend a whole day trying to perfect a weapon and have absolutely nothing to show for it because of one bad roll.

Some of the plants aren't unlocked even after fully completing the game and getting 0 years on your sentence. Just another point toward the game being incomplete. They may be added in a further update, or as paid DLC.
- A hackslash/action RPG doesn't mean having progression being a carbon copy of MH. You get resources so that you can craft and you still must grind abductors to get materials to upgrade your equipment.
- As for the timer, you can use civilians to shorten it even by 10-15 minutes. Aside from that, if they didn't add any RNG, everyone would have the best weapon by now.
- I honestly don't get this complaining about the maximum level of the plants. Plus they've already announced 3 big, free updates. I prefer this way to the game being released half a year later.
This may be because of the Vita hardware but it feels like there aren't enough buttons. You can't do things like Run while controlling your camera and shooting at the same time because of button positioning etc.

Available control schemes are very limited and while some allow you to do some simple things easier (aim and shoot at the same time,) they lose a lot of practicality in other settings.

There are only very few different Abductors (bosses,) in the game. 5. 7 if you want to be generous.

There are only 7 different stages/arenas to fight in.

Default dodging does nothing. It doesn't send you far enough away to dodge an actual attack, and there are no evade frames. Dodging only becomes viable with a dodge-booster, but the cost efficiency of normal defense boosters are far better.

The game desperately needs basic jumping, although it would be very difficult to fit into the current control scheme. It is kind of annoying to have to use your thorn to cross over even very small obstacles.

General Balance. General balance in the game is pretty whack. You can get randomly 1-chained by infinite respawning convicts(trash mobs).
- You can run while controlling your camera, but it requires changing the control scheme. I guess the only way out with the amount of buttons Vita has is using the back touch panel for running or something, but that would make the game difficult to play on Vita tv.
- I agree with the control schemes and while the default one is okay for me, I wish we could modify each button directly.
- About the Abductors- yeah, there aren't so many types, but they keep things fresh with the added weapons, elemental version etc. Of course it would be better if there were more, but to be honest I felt less repetitiveness than while playing Soul Sacrifice.
They're doing a good job with changing the weather etc. on the stages, so they don't get boring that fast, plus they allow for a lot of movement options thanks to the ibara, so you basically change the way of moving around them and attacking depending on the mission.
- The default dodge doesn't have invincibility frames? I was pretty sure it did, but I might be wrong since I usually just run/ibara away from attacks. I don't feel the need for the jump button tbh. Would be nice to have, but ibara is enough for those "small obstacles" imo.
- I'll comment on the balance in the next segment, since it's much more fitting there.
Because of the lack of different abductors, the game tries to vary itself by spawning multiple abductors together. This makes the difficulty curve spike up at higher levels. It also makes it (almost) impossible to solo higher-level missions, but far too easy with NPC allies.

There are slightly varied mission objectives, such as escorting an allied abductor, but you only do this one time. Zone-control missions are only very few and far between.

The game has severe FPS drops when enemy reinforcements arrive really messing with the pacing of the game.

Enemy-convicts (trash mobs) have perfect aim and extremely high firepower and can kill you randomly while you're fighting an Abductor.

Allied NPCs are extremely stupid. They don't dodge. They don't evade. Just stand and tank damage in a game where you're supposed to try to stay away from big hits from abductors.

The post-story missions become available randomly, not through requirements etc. This means some players play for 50+ hours and not be able to progress the game.
- While I also don't like the endgame missions with multiple abductors because of the sheer craziness of everything exploding and being sometimes stunlocked between them, 2 abductors being too hard? Try three.
- I think that the different missions have been added to serve as a tutorial for the multiplayer mode (which isn't here yet) more than anything else. And thank heavens for only one abductor escort mission, it was the worst.
- Those FPS drops while loading enemies are weird and slightly annoying, but 95% of the time they happen when you kill everything on the screen and are basically standing around waiting for new enemies. Hardly kills any pacing.
- Yes, enemy NPCs feel a bit too strong, as in their firepower is the same as yours and they can aim much better. I bet this will be addressed in a patch soon though.
- Yeah, ally npcs are stupid (not talking about the orders you can give them) and it's really sad to see how they die sometimes.
- No idea on how the post story missions appear to be honest. I've had 8-1 pop for me after doing a random mission, but I'm pretty sure that there's something to trigger them. I don't think anyone knows what it is yet.
You can't change your control scheme until you finish the tutorial. Minor gripe.

Loadscreens are quite long. Most being about 30s.

Generally un-intuitive out-of-mission UI. You kinda have to deal with 3 different menus to get everything done. (Start button for "main menu," talking with your accessory, and then there's the bulletin board as well.)
- I agree that the control scheme change should be available from the beginning. Having to buy a right for that or something is fun and all, but let people play like they want from the get go or they might get annoyed and sell the game before clearing the tutorial (I can see diehard MH "Dash on R or bust" fans doing that).
- Loadscreens around the Panopticon are quite long, that's true. I don't mind the ones before the missions, since it's basically 30 sec load before 30 minutes of fun.
- Oh yeah, Menu Wars, as kyoufu called it. It is super confusing, but with the amount of stuff that must be put there, I have no idea if they could've done it any better. One super huge menu != better.

So that's it. Everything above is just my opinion and you are free to disagree with it, I don't care! :)
 

LMN

Member
Guess I'll comment on this one, since everyone else ignored it, lol.

So that's it. Everything above is just my opinion and you are free to disagree with it, I don't care! :)

Thanks Hasemo for your opinion =), I recognize the person who created a review in reddit in other forum (gamefaqs), IMO he tend to over criticize/exaggerate everything, even in the past like SS, even though he does have some points (in SS case). Regardless, I just hope that the developer release a patch ASAP to make Japanese gamers happy, so the FW sale won't crash like Jojo and have some leg to become a franchise. It just so sad since imo the game have an amazing concept and design.
 

Parakeetman

No one wants a throne you've been sitting on!

Anko

Member
Thanks Hasemo for your opinion =), I recognize the person who created a review in reddit in other forum (gamefaqs), IMO he tend to over criticize/exaggerate everything, even in the past like SS, even though he does have some points. Regardless, I just hope that the developer release a patch ASAP to make Japanese gamers happy, so the FW sale won't crash like Jojo and have some leg to become a franchise. It just so sad since imo the game have an amazing concept and design.
I was thinking of replying when I got to a computer but alas, I haven't had the time yet. For the most part, I think he's exaggerating. There's some truth to it but mostly they're minor annoyances.

I hope you don't mind me replying with respect to your responses. For the most part, I agree with you. I'll just add to what you've said.
- The default dodge doesn't have invincibility frames? I was pretty sure it did, but I might be wrong since I usually just run/ibara away from attacks. I don't feel the need for the jump button tbh. Would be nice to have, but ibara is enough for those "small obstacles" imo.
No invincibility frames. If you're fighting against something huge like the paradoxer, you'd most likely be hit in the middle of a roll. Distance wise you most likely can't out roll a paradoxer too. As for jump, it's not just the barricades. You find you have to take the stairs to go on to the slightly elevated platform. Try the geofront map for 5-7 where the koushin and paradoxer spawn to see what I mean.

- I honestly don't get this complaining about the maximum level of the plants. Plus they've already announced 3 big, free updates. I prefer this way to the game being released half a year later.
I think he's referring to how slots 8-10 of the plants are still locked. I have 7 plants and I think it's more than enough though.

- Yes, enemy NPCs feel a bit too strong, as in their firepower is the same as yours and they can aim much better. I bet this will be addressed in a patch soon though.

Difficulty wise, the game designer actually posted a response on the official game blog. It highlights what he considers unreasonable (eg. The fire weapons) and what he considers difficult (I'd post a link but I can't find it now and I'm on mobile). I would assume they plan on fixing the unreasonable parts. The aim of the bots actually have some delay to it. It shows when you run perpendicular to the line of fire and it simply trails behind you. The problem is that they don't miss after they lock on. Like there's no recoil. If you run parallel to the lime of fire then yeah, they're gonna keep hitting you. I think the key is to never ignore them long enough for them to outnumber and overwhelm you. It's the same for the last story boss fight. Ignore those little things at your own peril.


- No idea on how the post story missions appear to be honest. I've had 8-1 pop for me after doing a random mission, but I'm pretty sure that there's something to trigger them. I don't think anyone knows what it is yet.

It's most likely the number of years on your sentence.
8-2 hasn't appeared for me yet D: and I'm on 870,000 years.
Showed up at around 850k for me. I assume 8-3 comes at 800k. So much work to do! D:

Im still busy building up parts again as I used A TON making throwaway items to turn into points instead.

That and am looking for lower level stuff to upgrade some of my other weapons.

Plus wasting a lot of time with the module frankenstein work.



The ACC command to focus on reviving is great since all she does is run around reviving everyone. But at the same time in the general area of where Im at. Otherwise she will follow me around. It helps keep me focused on the fighting more than having to worry about always running around reviving others.
Gathering them on one and then ensure at least 5 blues are retained? Any luck getting rid of unwanted modules?

Yes, the command to have her revive is useful. But if you want to ensure her first priority is to revive you, the default command should be better.
 

Parakeetman

No one wants a throne you've been sitting on!
Gathering them on one and then ensure at least 5 blues are retained? Any luck getting rid of unwanted modules?

Yes, the command to have her revive is useful. But if you want to ensure her first priority is to revive you, the default command should be better.

Ive removed some that I didnt want but usually wind up with other shit popping up replacing other things too. D: So no real idea how it exactly works... So right now am just leaving alone ones that are mostly good for the time being. Till I find out more info when I have time.

Currently am sick like a dog so not playing too much just am infront of the PC at the moment since nothing else better to do and had woken up a little while ago. When the meds kick in most likely will fall asleep again.

The only times when my partner has not revived me is due to something getting in the way of her pathing such as an abductors body for example. If I have on the extended death timer that usually helps. But generally to keep the party going and damage flowing I leave her on the rez command most of the time as generally unless I do something real stupid I dont die that much now. In situations where Im taking so much fire that I do die, her running towards me to assist with a rez would not have done much and considering all the focus of fire would shift to her and with how the AI ignores that she would have died also.

Oh yeah in regards to the AI, there are times when they actually can fire before facing you. The snipers in particular. Which can be irritating. Ive seen it happen rarely a few times early on in the desert stage where they spawn on those rocks. I was running up behind one then suddenly a shot flew out from the enemy ACCs back and hit me, then after it turned around. Oh man did that piss me off.

Rockets at a distance you can run left to right and dodge the shots in the open but if its in a small area like that cell garden place that has the one room where 2 are spawned on top of a platform and the player has to go through a doorway that was stupid in terms of game design.

One thing that would have made the game a lot better is if they put a bit more effort into the melee weapons. Since besides clinging and sawing there really isnt much use to them as all the abductors asides from the spider are so high up that you dont really get much chance to deal useful damage unless they get stunned and drop to their knees or fall over. The charge attacks take way too long too. Considering how we can be stunned canceling charging of an attack if hit at least allow the player to move and charge their melee moves at the same time.

The other thing about multiple enemies, isnt really any different from what happens to a player in the god eater series for example. Though we are a lot more fragile in this game which is why it seems like deaths occur faster. Makes sense considering the game is obviously balanced for ranged combat over melee. But a bit odd considering that there is no actual defense and the way the camera works, ibara system etc trying to use "mobility" as an excuse for no defense type of action does not work as its not efficient enough to work as a evade function at close ranges.

BUT you do need to make use of the ibara system to be more efficient in combat and traversing the map. So its not like you can exactly totally ignore how it works.

Thanks Hasemo for your opinion =), I recognize the person who created a review in reddit in other forum (gamefaqs), IMO he tend to over criticize/exaggerate everything, even in the past like SS, even though he does have some points (in SS case). Regardless, I just hope that the developer release a patch ASAP to make Japanese gamers happy, so the FW sale won't crash like Jojo and have some leg to become a franchise. It just so sad since imo the game have an amazing concept and design.

The chances of it turning into total shit like jojo is next to none as the devs did that to themselves. not to mention it being a fighting game already gave it a tiny ass pool of potential consumers to work with.

----

One thing that Im sure most folks will agree with is that the game could have done without the AWESOME stealth bits and having to fight your way to a terminal... Seriously game did not need those at all as it ruins the flow of the title. Not to mention looks hilariously bad. Am sure when we get a Freedom Wars 2 those parts will be left out and with good reason. The cell garden stuff would have been better if they actually let you drag your accessory along. Granted if you have enough healing items you can just make a bee line for the exit, but still its a huge chore and serves no real purpose for the game besides to irritate the player.

With the game those are the 2 things I highly dislike with the story advancement part.

Also no idea why they are using what appears to be stock animations with how the characters do that totally unnatural motion when they turn around and walk away from a scene. Since Ive seen it used in other games also. No idea why they used that considering like God Eater never made use of such an ugly and unnatural looking animation.

On a side note this game is seriously going to kill my circle button. D:
 
Guess I'll comment on this one, since everyone else ignored it, lol.

- Yes, it's not as good as it was hyped to be. While it's interesting, it really feels half baked at times and the ending is a bit of a letdown. I think that I liked SS/GE2 story much more.
- While the stealth missions feel really weird (mostly because they aren't hard... at all) I can understand why they were added from the story point. You must infiltrate a guarded place without being noticed - okay.
- I didn't mind the setting thing. More than "everything is limited", the added sentences and the way everyone above you treats you and your kind are enough to do the setting justice.

- A hackslash/action RPG doesn't mean having progression being a carbon copy of MH. You get resources so that you can craft and you still must grind abductors to get materials to upgrade your equipment.
- As for the timer, you can use civilians to shorten it even by 10-15 minutes. Aside from that, if they didn't add any RNG, everyone would have the best weapon by now.
- I honestly don't get this complaining about the maximum level of the plants. Plus they've already announced 3 big, free updates. I prefer this way to the game being released half a year later.

- You can run while controlling your camera, but it requires changing the control scheme. I guess the only way out with the amount of buttons Vita has is using the back touch panel for running or something, but that would make the game difficult to play on Vita tv.
- I agree with the control schemes and while the default one is okay for me, I wish we could modify each button directly.
- About the Abductors- yeah, there aren't so many types, but they keep things fresh with the added weapons, elemental version etc. Of course it would be better if there were more, but to be honest I felt less repetitiveness than while playing Soul Sacrifice.
They're doing a good job with changing the weather etc. on the stages, so they don't get boring that fast, plus they allow for a lot of movement options thanks to the ibara, so you basically change the way of moving around them and attacking depending on the mission.
- The default dodge doesn't have invincibility frames? I was pretty sure it did, but I might be wrong since I usually just run/ibara away from attacks. I don't feel the need for the jump button tbh. Would be nice to have, but ibara is enough for those "small obstacles" imo.
- I'll comment on the balance in the next segment, since it's much more fitting there.

- While I also don't like the endgame missions with multiple abductors because of the sheer craziness of everything exploding and being sometimes stunlocked between them, 2 abductors being too hard? Try three.
- I think that the different missions have been added to serve as a tutorial for the multiplayer mode (which isn't here yet) more than anything else. And thank heavens for only one abductor escort mission, it was the worst.
- Those FPS drops while loading enemies are weird and slightly annoying, but 95% of the time they happen when you kill everything on the screen and are basically standing around waiting for new enemies. Hardly kills any pacing.
- Yes, enemy NPCs feel a bit too strong, as in their firepower is the same as yours and they can aim much better. I bet this will be addressed in a patch soon though.
- Yeah, ally npcs are stupid (not talking about the orders you can give them) and it's really sad to see how they die sometimes.
- No idea on how the post story missions appear to be honest. I've had 8-1 pop for me after doing a random mission, but I'm pretty sure that there's something to trigger them. I don't think anyone knows what it is yet.

- I agree that the control scheme change should be available from the beginning. Having to buy a right for that or something is fun and all, but let people play like they want from the get go or they might get annoyed and sell the game before clearing the tutorial (I can see diehard MH "Dash on R or bust" fans doing that).
- Loadscreens around the Panopticon are quite long, that's true. I don't mind the ones before the missions, since it's basically 30 sec load before 30 minutes of fun.
- Oh yeah, Menu Wars, as kyoufu called it. It is super confusing, but with the amount of stuff that must be put there, I have no idea if they could've done it any better. One super huge menu != better.

So that's it. Everything above is just my opinion and you are free to disagree with it, I don't care! :)

Sounds more like whining than an actual review. Most likely why everyone ignored it. Then again most "reviewers" these days all they do is whine anyways.

Basically if you want real opinions you can trust, just read the shit in here.

Thanks for the clarification!

I just wanted some opinions from people I trust here who I know played these games instead of someone whining on reddit.

I come to the conclusion that Freedom Wars:subtitle 2 is going to be an amazing game when it comes out in 2 years once they listen to fan feedback and change things appropriately.
 

Parakeetman

No one wants a throne you've been sitting on!
Thanks for the clarification!

I just wanted some opinions from people I trust here who I know played these games instead of someone whining on reddit.

I come to the conclusion that Freedom Wars:subtitle 2 is going to be an amazing game when it comes out in 2 years once they listen to fan feedback and change things appropriately.

The game is pretty good as is which is surprising considering its a brand new IP. At least there has not been any insane bugs or other things. Folks will most def need to play it a lot safer in this game than other hunting titles just due to as mentioned the amount of damage you can take. So its a lot more staying at a distance with ranged and targeting specific body parts. Then depending on your melee weapon going in and sawing them off. Against the humanoid type of enemies I actually wind up using a spear + lockon system as it can deal a pretty good amount of damage with the initial ibara + melee attack with how its a thrust type of move when. The blades dont work as well personally. If I wasnt so damned sick Id be here recording infront of the PC this weekend which was the plan originally. Think I actually have a fever now. D: lol good times.

They need to hurry up and get the internet play patch out though as thats what will help folks calm down in regards to the so called "difficulty".

Next time just dont worry about what some random mob is saying on a site like reddit and just read the comments here lol the less attention people like that get the better.

For those unfamiliar with me if a game is shit trust me you will know. The last thing I want is fellow GAF members to waste money on something that isnt worth the price of admission. On top of actually rewarding a dev with a sale for a title that should not have gotten the all clear for release.
 

Parakeetman

No one wants a throne you've been sitting on!
Difficulty wise, the game designer actually posted a response on the official game blog. It highlights what he considers unreasonable (eg. The fire weapons) and what he considers difficult (I'd post a link but I can't find it now and I'm on mobile). I would assume they plan on fixing the unreasonable parts. The aim of the bots actually have some delay to it. It shows when you run perpendicular to the line of fire and it simply trails behind you. The problem is that they don't miss after they lock on. Like there's no recoil. If you run parallel to the lime of fire then yeah, they're gonna keep hitting you. I think the key is to never ignore them long enough for them to outnumber and overwhelm you. It's the same for the last story boss fight. Ignore those little things at your own peril.

Heres the official game blog post you were talking about
http://freedomwars-yasui.tumblr.com/post/90643529632
 

LMN

Member
The game is pretty good as is which is surprising considering its a brand new IP. At least there has not been any insane bugs or other things. Folks will most def need to play it a lot safer in this game than other hunting titles just due to as mentioned the amount of damage you can take. So its a lot more staying at a distance with ranged and targeting specific body parts. Then depending on your melee weapon going in and sawing them off. Against the humanoid type of enemies I actually wind up using a spear + lockon system as it can deal a pretty good amount of damage with the initial ibara + melee attack with how its a thrust type of move when. The blades dont work as well personally. If I wasnt so damned sick Id be here recording infront of the PC this weekend which was the plan originally. Think I actually have a fever now. D: lol good times.

They need to hurry up and get the internet play patch out though as thats what will help folks calm down in regards to the so called "difficulty".

Next time just dont worry about what some random mob is saying on a site like reddit and just read the comments here lol the less attention people like that get the better.

For those unfamiliar with me if a game is shit trust me you will know. The last thing I want is fellow GAF members to waste money on something that isnt worth the price of admission. On top of actually rewarding a dev with a sale for a title that should not have gotten the all clear for release.

The main problem is there still many uninformed people out there who do not know about this awesome forum and OT =(, Anyhow, thanks again Parakeetman for the clarification and I hope you get well soon too =).
 

crinale

Member
Just played the ad-hoc play with my friends and was quite fun.
I felt like some missions are designed to be done by at least 2 or more players, to be played efficiently.
Now to achieve this in single player they may be able to make ally AI a bit smarter, but it must spoil the tactical part of the game, so I don't know what I could recommend to devs for improvement.
 

Hasemo

(;・∀・)ハッ?
They need to hurry up and get the internet play patch out though as thats what will help folks calm down in regards to the so called "difficulty".
I think this depends if missions cleared in mp will count towards single player story progress. If not, it won't mean squat to people just wanting to clear them, since "I can clear with friends" has nothing to do with "the balance is broken while playing alone".
For those unfamiliar with me if a game is shit trust me you will know. The last thing I want is fellow GAF members to waste money on something that isnt worth the price of admission. On top of actually rewarding a dev with a sale for a title that should not have gotten the all clear for release.
Well yeah, but you enjoyed Natural Doctrine and those SAO games, so... :p
 

Cha

Member
That reddit post seems pretty harsh. Hasemo's response is pretty good at giving us an idea of how much/little the problems with the game would affect the overall experience. It's always nice to look at multiple opinions. Bit of a bummer that the game doesn't seem to end solidly though (that's what I get from the post and comments anyway). Oh well, at least the devs are gonna be adding more stuff through dlc for free. Hopefully by the time it releases in the west, we'd get the extra stuff included too.

Don't suppose anyone has cleared their entire sentence as yet? I wonder what happens when you reach 0.

Also, came across one of those "Hitler gets mad" videos for FreedomWars of all things, and on NicoNico of all places. It may or may not be funny. I've got no idea. Can't read the kana.
 

Parakeetman

No one wants a throne you've been sitting on!
I think this depends if missions cleared in mp will count towards single player story progress. If not, it won't mean squat to people just wanting to clear them, since "I can clear with friends" has nothing to do with "the balance is broken while playing alone".

Well yeah, but you enjoyed Natural Doctrine and those SAO games, so... :p

more like you buy and sell too many games after a few hours ヽ(・∀・)ノ
 

Parakeetman

No one wants a throne you've been sitting on!
I think this depends if missions cleared in mp will count towards single player story progress. If not, it won't mean squat to people just wanting to clear them, since "I can clear with friends" has nothing to do with "the balance is broken while playing alone".

Basically in all of the hunting genre games missions with multiple boss type of enemies are difficult when done alone. This game is no exception.

The issue that makes this game "harder" than other titles with multiple enemies are 2 factors 1. You have a lot less life than other titles of the genre.
2. The humanoid enemy AI that spawns at times on missions w/ large abductors. They are far more dangerous than the smaller robot type of enemies that spawn due to the weapons they come equipped with and mobility.

One thing which am sure people are having trouble with is making themselves useful equipment as even with decked out stuff enemies can take a while to kill. With how the system is random too means a player needs to play a lot to collect the various weapons with stats they may want to attempt to stick on their main weapon.
 

Hasemo

(;・∀・)ハッ?
That reddit post seems pretty harsh. Hasemo's response is pretty good at giving us an idea of how much/little the problems with the game would affect the overall experience. It's always nice to look at multiple opinions. Bit of a bummer that the game doesn't seem to end solidly though (that's what I get from the post and comments anyway). Oh well, at least the devs are gonna be adding more stuff through dlc for free. Hopefully by the time it releases in the west, we'd get the extra stuff included too.

Don't suppose anyone has cleared their entire sentence as yet? I wonder what happens when you reach 0.

Also, came across one of those "Hitler gets mad" videos for FreedomWars of all things, and on NicoNico of all places. It may or may not be funny. I've got no idea. Can't read the kana.
Some Japanese player went to zero. Took him/her 80 hours and the reward is a swimsuit and dialogue with Propa-kun.
 
Some Japanese player went to zero. Took him/her 80 hours and the reward is a swimsuit and dialogue with Propa-kun.

The fastest method that I can see would be to farm 7-3, use the 30 minutes provided to farm all the weapons and donate them at the end of the mission for approximately 3k-3.5k years each time. Though I'm probably sure that there's another method available.
 

Parakeetman

No one wants a throne you've been sitting on!
I really did not want to waste my time / health writing about something as stupid as the shit in this guys so called "review" but being sick has put me in a bad mood and am going to set shit straight. Also if those are wondering why is the following below so harsh its because I have little to no tolerance for stupid bullshit.

Story
The story in FW was hyped by developers to be amazing. Frankly though, it is attrocious. It starts in the middle of nowhere, and ends in the middle of nowhere. Kind of like picking up a novel, starting about 1/4 of the way in, and ending about 3/4 of the way through and then reading the epilogue. The first half an hour or so of the "game," is it literally lecturing you on background story. The ending also is incredibly rushed, and doesn't really conclude anything. There may be some update to continue the story here in the future, but for now most people are left wondering WTF happened. Not to mention half of the "story" are filler fetch quests.

Love how writer complains about starting in the "middle of nowhere" yet then complains about the "first half hour or so" of the game is about lecturing the player on the background of the story itself.
Though the point about the running back and forth parts of the game are a bit stupid and does effect the story flow which basically is bad design when it comes to story telling in a title like this. Its different when its an actual JRPG for example where you are actually traversing from one area to another or doing something else which distracts you from the fact that its "filler" to keep the player busy. Where as this game its more of an irritation that was unecessary and gets in the way of the story progression itself. Thankfully the devs added in a quick travel system that helps alleviate the potential stress of having to go through all the different zones manually and waiting for the loading in between. Though it does need to be unlocked (bought) in story progression before you can make use of it.

Random sneaking missions that are really badly designed. First of all, FW was supposed to be an action RPG'ish game. Not MGS. Secondly, you can literally just run through all the sneaking missions without "sneaking" by anything, so not only are they out of place, they're badly designed sneaking missions.

No shit you can run right through the sneaking missions. You can do the same in metal gear games or any stealth game for that matter as long as the AI isnt facing you / out of the AIs "circle". It just depends on how far said dev pushes the AI to react to the player and in this game obviously its not very.

Once again this is another issue with poor design as it effects the story flow and totally unnecessary. Same goes for the sections where the so called security has been increased so you need to fight through those areas. As you go in there alone some can be a bit of a chore due to the enemy placement, but thankfully you can just make a bee line to the end point and not have to kill anything. As you are rated on time taken to get to the exit and nothing else. Still game could have done better without those sections.

Absolutely no sense of the (amazing) setting. Its supposed to be a dystopian world where different panopticon-cities are fighting and stealing from each other due to a severe lack of resources left. Instead we have (practically) infinite ammunition, infinite ally/enemy respawns. You really just don't feel any sense of a lack of resources at all in the game. SS, and especially Delta did this aspect far better. All the characters don't act or behave like they're incarcerated what so ever either further diluting the setting.

More herp derp here considering that hes forgetting the fact that we are using parts taken from the abductors to produce all of the materials we need. Granted it never really goes into depth story wise on why we can use all of these factories, still it shows where the resources come from with actual game play.

With how much this guy whines about shit Im sure he would be crying even more if the allies ate into the actual respawn rates or if a special item was needed. The SP portion of the game was obviously balanced around this fact and design wise can imagine they though it would add to the sense of a grand scale with how the combat played out.

Love how he tries to compare it to Soul Sacrifice when that game is totally different in design and with how damage works among other things. Sure you have limited amount of spells but the game was designed so that generally the player can make do with what they have either coming in or from points where they can resupply on the map. In short DONT COMPARE DICKS unless you actually know what you are talking about.

His last line is another stupid comment, considering these people have been living like this for quite some time now with the setting of the game so of course to them everything is going to be taken as part of their daily lives and act accordingly so.

The game was supposed to be about working off a 1 million year prison sentence. However, by the time most people see the Staff credits, they've still got about 900,000 years leftover.

And the issue with that is? Talking about complaining just to complain. There is after story content too in terms of missions and whatnots that also work towards grinding away that sentence. Apparently there has already been gamers who have gotten theirs to 0. Its called having an actual GOAL. Which is something other games dont exactly do besides getting better gear or clearing the story.

Its been said that the game will likely get updates to finish/polish the story, etc. However, with no developer source to quote, this is kinda unlikely. And even if it is true, it means that they have released only a half-finished game.

Someone has not played many titles in the genre obviously. Soul Sacrifice was in a pretty abysmal state content wise when the JP version first came out. It was thanks to all the free content updates that made it a lot better and less bugs too, then Delta greatly improved various things. Would be one recent example.

Weapons/Gearing
FW is supposed to be a hackslash/action RPG game but it is much easier to just craft gear. The gear you get from Abductors(bosses) are generally trash. Its much easier to "farm" trash mobs for gear. But even then, after you kill them you need to wait for the mob to despawn (about a minute or so) for you to pick up the weapons they drop.
Where the hell does he get the idea that its a hackslash / action RPG from? This comment alone shows that you folks should not even be taking the time to read this garbage.
The next problem is that he says gear from abductors is generally trash but farming trash mobs for gear is better, this isnt correct considering the stats are still random plus they dont always drop weapons. Just as abductors dont always drop weapons. Its all luck based. If you really want stuff with good starting quality then just use your factories. The largest factor that makes this comment beyond stupid is the fact that the stats on the drops are all RANDOM. Personally you are just better off going after abductors than trying to constantly kill humanoid type of enemies and hope weapons drop. Though there are certain stages where weapon drops are more frequent from humanoid enemies than others. For skill collecting its not actually a bad idea to keep running those types of maps. But for specific weapons as a base you are better off using a factory. The downside is time put into doing those missions with mainly human enemies you hardly get any resources back or time shaved off of your sentence. So there is that part of the sacrifice to go only after weapons from a mission.

Crafting/modding gear is limited by in game resources and real time timer. However, at best, you can only control up to 50% of the modifications on your gear. The other 50% if completely random. This makes creating good weapons all about save scumming or savestate upload/download marathons.

While it is a bit random, its not that hard to get decent stats on your silver or gold rating weapons if you just have the various other skills ready. Or prep a pre-modded weapon. More whining just to whine make shit look like more of a problem than it is. What a drama queen.

To fully upgrade your gear you need to get items that only spawn in randomly occurring events, or some items cannot even be crafted/upgraded in the current state of the game due to nothing available dropping materials required.

Wat? Most hunting games dont allow you to fully upgrade things till past a certain point due to obvious game balance. When you reach that wall it obviously means the weapon is strong enough for said section of the game. He must mean the "Tenbatsu" type of missions as those have special enemies within them and its no different than for example the special missions that have appeared in the monster hunter series which is your general chance to get a certain part needed to upgrade your weapons.
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One of the main timesinks of the game is supposed to be the weapon crafting/modding. However, the system in the game is simply too RNG based. Other action games may also have RNG, but not to the level that is in FW. You can spend a whole day trying to perfect a weapon and have absolutely nothing to show for it because of one bad roll.

As stated total drama queen. Ive created a lot of weapons that are highly servicable with little to no effort. Its more a matter of just getting the type of skills you want to try and stick on your weapon. Even without those exact skills/ you can make do perfectly fine as long as you have said weapon upgraded to whatever you can currently max it out to.

Some of the plants aren't unlocked even after fully completing the game and getting 0 years on your sentence. Just another point toward the game being incomplete. They may be added in a further update, or as paid DLC.

bitch, bitch, bitch, bitch, bitch, bitch, bitch etc. seriously you do not need that many plants and most of the time by the time you are done with a mission whatever you were making is complete. Id hate to see this guy try and play an RTS if he cant figure out how to make the most use of the 7 slots available for factories. If you kept running all the factories full steam I highly doubt you would even have any resources left to do anything with.

Actions/Controls
This may be because of the Vita hardware but it feels like there aren't enough buttons. You can't do things like Run while controlling your camera and shooting at the same time because of button positioning etc.
Available control schemes are very limited and while some allow you to do some simple things easier (aim and shoot at the same time,) they lose a lot of practicality in other settings.

This is more of a personal pref thing and it will vary from person to person so not going to rail the guy for this. But from my own standpoint had ZERO issues with the default controls. Adapt and overcome.

There are only very few different Abductors (bosses,) in the game. 5. 7 if you want to be generous.

This is true, its more variations of the standard "skeleton" looking one. There are the 2 leg type and the 4 legged type, which from there the upper body is whats different and the parts attached to the arms / torso. One of the torso types has spinning blades that shoot out from the back, but asides from that nothing else Ive seen attaches to that particular hardpoint. The actual different type of bosses would include the spider, tiger, dragon.

While graphically not as impressive, each of the abductors does have its own sort of attack pattern depending on how they are loaded out. BUT once you remove all of those extra weapons, they go in to the same type of attack pattern for the leg type of said abductor.

There are only 7 different stages/arenas to fight in.

Nothing new to see here, since its not like many other games in the genre with their first title have a lot of areas. But what he forgets to mention is the weather settings do give the same stages its own unique feel to it.

Default dodging does nothing. It doesn't send you far enough away to dodge an actual attack, and there are no evade frames. Dodging only becomes viable with a dodge-booster, but the cost efficiency of normal defense boosters are far better.

Basically yes dodging is useless for the most part and you dont want to waste a boost slot with the dodge distance upgraded. You are far better off trying to latch onto something or sprint your ass away than rolling. One of the few sane things this writer says. Defense is far more important in this game due to our low HP pool that we work with.

The game desperately needs basic jumping, although it would be very difficult to fit into the current control scheme. It is kind of annoying to have to use your thorn to cross over even very small obstacles.

There is also a good point here. While you can vault over things like barricades other smaller objects that have actual collision properities can stop the player from advancing forcing the use of the thorn. Not much can be done here as obviously the game uses up all the buttons, which means you will just have to keep this in mind while you navigate the map. The devs obviously chose to put priority on the ibara system than also allowing for more vaulting over objects and such.

General Balance. General balance in the game is pretty whack. You can get randomly 1-chained by infinite respawning convicts(trash mobs).

Next time try not standing in the middle of the enemies alone eh? There is more of an issue with ranged enemies being way too accurate, than getting constantly hit by melee ones. Its more the abductors that will constantly hit you after you get up. Due to the timing of their attacks + timing of the player getting up animation / lack of any sort of invulnerability frames.

Missions
Because of the lack of different abductors, the game tries to vary itself by spawning multiple abductors together. This makes the difficulty curve spike up at higher levels. It also makes it (almost) impossible to solo higher-level missions, but far too easy with NPC allies.

Well no shit you shouldnt be soloing things if the game was obviously designed for play with NPCs or other players. The damage output design with this game was not made for you + accessory vs (insertbadguys) in the later stages. Its called difference in design, dont always expect one game to be like another. Sides most of the time only high level players are the ones who go and solo multiple enemies at once. The God Eater series is similar in the fact you will get roflstomped in later missions where its multiple boss enemies at once esp with how their attack patterns work. No different in this game, besides the design was made with the AI players in mind.
Wouldnt say it makes it far too easy, considering some fights can take up a huge amount of time. It makes the mission clearable more like it. Since some will have you fighting over a period of time 6 abductors. And thats just a number thought up quickly off the top of my head from one mission I remember.
Basically ANY game in the genre is meant to be difficult with multiple enemies at once due to the obvious fact that its just the sheer amount of enemy HP vs player HP so it becomes an endurance match.
There are slightly varied mission objectives, such as escorting an allied abductor, but you only do this one time. Zone-control missions are only very few and far between.

Yep the different mission types keep things fresh over the KILL THIS KILL THAT btw did I mention KILL THAT OVER THERE TOO? Thank god the zone control missions are far and few. Since those are the largest headache, just due to how AI management works. Also some of the level design gives the enemy an advantage over the player. So a lot of the time you wind up clearing them just barely.

The game has severe FPS drops when enemy reinforcements arrive really messing with the pacing of the game.

I generally hate FPS whores and this guys comment is no different. But this game it is highly noticable and its not really an FPS drop as you literally dont move for a second or so. Which shows that the game is loading in data. Its not that it turns into a slideshow. Not sure if they would be able to fix this, but my guess is that with their schedule this was the best they could do for the time being. It doesnt really effect "pacing" as if the game is loading in another enemy / enemies then it means everything else is dead and there is no threat to you if it pauses for a second.

Enemy-convicts (trash mobs) have perfect aim and extremely high firepower and can kill you randomly while you're fighting an Abductor. Think of fighting infinite respawning aimbots in an FPS.

While not perfect aim, their accuracy is quite high, esp with the precision weapons. Situational awareness is the key here. As the other enemies joining in the fight is part of the game design, you will just have to suck it up and deal with it. As long as you stay with the rest of your party it never gets too bad unless you do something stuid and take on a tenbatsu mission (1 time limited mission) before you should. Having your AI partners leveled up by purchasing the level increase unlocks is also important to the overall survival rate of them, yourself and damage output by said AI partners.

Allied NPCs are extremely stupid. They don't dodge. They don't evade. Just stand and tank damage in a game where you're supposed to try to stay away from big hits from abductors.

For someone that tried to praise Soul Sacrifice I laugh at how he thinks these AI are stupid. Sure they might not dodge, but at the same time they still perform a lot of other actions. Its not perfect or close to the best which we have seen which was the first God Eater game, but by far not totally stupid like with what we got stuck with in Soul Sacrifice. The AI can actually take down an abductor on their own if you have enough of them together on a target. Ive had that happen multiple times, which goes to show that they were attacking and healing each other enough to survive a full combat roll against an abductor without my intervention. This was on the higher rank missions too.

The post-story missions become available randomly, not through requirements etc. This means some players play for 50+ hours and not be able to progress the game.

Once again bitching just to bitch.

Etc.
You can't change your control scheme until you finish the tutorial. Minor gripe.
That is a general bad design choice as there are some people who want to have comfortable controls from the get go. If possible they do need to address this in a patch.
Loadscreens are quite long. Most being about 30s.

Compared to other games in the genre its standard fare. Not exactly a mark against it, besides how the game is designed for the story bits that has you loading into various areas of the Panopticon. But in pure sense of just loading time, its standard fare once again.

Generally un-intuitive out-of-mission UI. You kinda have to deal with 3 different menus to get everything done. (Start button for "main menu," talking with your accessory, and then there's the bulletin board as well.)

Wat? If you have trouble understanding this its time to give up gaming. Not that hard. Trust me you wouldnt want a massive menu if they went and tried to fit everything in a single entity.
Breakdown is this
1. Start button menu, can be accessed anywhere.
  • Volunteer List
  • Equipment
  • Obtained Items
  • Factory (equipment production)
  • Fellow Prisoner list *your / others player card(s)
  • Others Accessory *able to check other accessories of people you have met.

2. Accessory menu, can only be accessed while in your cell.
  • Permission to leave cell (go to city area)
  • Co-op mode
  • Accessory modification (AI commands / voice)
  • Requirements for next rank
  • Tutorials
  • Past cutscenes
  • Accquire special rewards (items given when special requirements are completed on a mission, such as not dying, defeating all abductors etc.)
  • Save Data

3. Video Monitor menu, can only be accessed while in cell.
  • Purchase Rights (its whats used to purchase all things necessary for game advancement, upgrading your AI characters level, equipment production level, ibara level etc. basically one of the most important menus in the game)
  • Give items to your Panopticon (allows you to get rid of unwanted items and exchange them for years off of your sentence along with gaining in game currency. If connected online the points awarded will go towards the overall value of the Panopticon you have joined.)
  • Special Volunteer Mission (these pop up at random and are the high risk type of missions but the reward of 10,000 years of off ones sentence and type of parts you can bring back makes it worth it if you can complete the mission. BUT its a one shot deal you fail the mission and thats it. Unable to re-do said mission until another one pops up.)
  • Panopticon ranking (Where you can check the ranking of your Panopticon and the others in your region)
  • Cell Street Journal (its like general information in regards to the game, events, content etc that is updated every now and then from the devs)
  • Change Outfit (for the player and accessory, accessory modification is unlocked later in the game)
  • Change Physical Appearance (for the player and accessory, accessory modification is unlocked later in the game)

tl;dr FW has great core gameplay. Everything else is severely lacking. It feels like they released an unfinished game.

Talk about stupid, if he thinks this unfinished Id hate to see what he thinks a finished game is. The usual comment made by the "modern" entitled gamer.

EDIT: To put things in perspective here are the links to the JP Amazon ratings for Freedom Wars and how they compare with similar games on the PSVita.
Soul Sacrifice Delta - 4.5
Toukiden - 4.3
God Eater 2 - 3.8
Freedom Wars - 2.6

Not exactly the best comparisons considering the game is well done and for the most part perfectly fine, but its more people who dont want to adjust are review bombing it. Considering how amazons review system is broken as shit too Id say this is not a good way of showing the products quality.
 
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