Alright, I finished the game. In fact, I finished it a few days ago and had started writing up this enormous wall of text... But eh, you know, forget it. In the end, I don't really want to bash Abyss--because I didn't hate it, but I just didn't love it.
There's only one thing I'll still say in paragraph form, which is that when I consider Tear's story arc, her circumstances, and her personality, I can only say that she's written almost as if they were actively trying to combine Celes and Colette into a single person. Except of course that, in the process, they missed literally every character aspect I appreciated about either girl, but instead incorporated nearly every character aspect that I
didn't appreciate. Sucks for me.
Anyway... Let me put that aside. Here are my
list wars opinions about Abyss.
Major Positives:
1) Allowing all characters to learn all of their possible skills
2) Enormous battlefield
3) Modifying Artes with the FSC system
4) Phenomenal battle system
5) The few long dungeons were great dungeons
Positives:
1) Most of the non-battle music
2) No oversexed characters in terms of their outfits
or their personalities (and before you say Anise, my interpretation is that she just wanted the money)
Minor Positives:
1) A select few very exaggerated and/or contradictory characters: early-game-only Split Personality Anise, Dist and his eccentricities, Phobia Mode Guy, early-game-only Mieu Abuser Luke, Princess "mature enough for international diplomacy, but naive enough to believe Van's power comes from his beard" Natalia
2) High-quality presentation
3) Playable casino games, which should be standard in every RPG
Minor Negatives:
1) Mieu
2) Serious thematic tone
3) Very straightforward characters--they're realistic, but I want fantasy (everyone other than those listed above)
Negatives:
1) Boring movesets, other than Guy's
2) Fighting the God-Generals three times each because apparently the characters are too stupid to realize they can't resolve their issues by talking, and so they keep letting them live D:
3) Teleporting back and forth between three or four select towns (Baticul, Daath, Grand Chokmah) about twenty times
4) Very slow start
Major Negatives:
1) Excess number of dungeons so linear they're not much different from enemy gauntlets
2) Loading times
3) Severely questionable pacing with chunks of text followed by chunks of dungeons followed by chunks of text...
don't even have a word to describe how negative this is:
1) Enough obtuse terminology and world history to fill ten games: hyperresonance fonic hymns Yulia's hymns Grand Fonic Hymn Daathic seals fon slot seals Qliphoth Sephiroth Kimlasca-Lanvaldear miasma toxicosis His Imperial Majesty Emperor Peony the Ninth fomicry isofons aggregate sentience of Lorelei Dawn Age fonstones Planet Storm passage rings Grand Maestro Mohs Fon Master Ion Yulia Jue Yulia's Score PLEASE MAKE IT STOP
2) Revisiting SEVEN DUNGEONS.
SEVEN. Do you see that? Let me repeat it.
SEVEN. DUNGEONS. Zao Ruins, Tataroo Valley, Oracle Headquarters, Meggiora Highlands, Ortion Cavern, Mt. Roneal, and the Absorption Gate, for all of you keeping track. What the butternut, man. D: Just... really.
Missed from Symphonia:
1) Cel-shading
2) Discovering skills through experimentation rather than getting them all free with leveling
3) Friendship system allowing for (at least minimal) player influence on the storyline
4) Item synthesis
5) Three levels of artes to link together
6) Two possible movesets per character (the concept, that is; in execution there was usually one clearly superior choice)
Really missed from Symphonia:
1) Branching paths of where to go next (also known as replayability)
2) The need for proper timing to use characters' best moves: Mystic Artes and FOF attacks boil down to holding/pressing X and watching the cinematics fly, but with unison attacks it was more like a Valkyrie Profile system of coordinating each hit to set up for the next