The issue, that I didn't really consider an issue when I first played the game, was that this could feel less like a Dragon Quest game and more like a typical Warriors game featuring an enclosed area with
a few branching paths.
Exploration in the early stages is pretty straightforward, with very
few branching paths, but things get more interesting and intricate as the journey continues.
The game is rather short, with about 15 levels in a playthrough, with
a few branching paths.
There are
a few branching paths, but by the time most of the shortcuts have opened up I found I didn't need them much.
Right now it has
a few branching paths, and you can only really go forward.
Not exact matches
We took a
few moments for him to feel the tickle of a Weeping Willow
branch near the main
path.
The kind of game that results in an absolute, amazing sense of chaos when it can get all 4 players in and, despite a
few flaws, it's the kind of game that reminds you that games don't have to be high art, philosophical ideals,
branching paths and morality systems.
The kind of game that results in an absolute, amazing sense of chaos when it can get all 4 players in and, despite a
few flaws, it's the kind of game that reminds you that games don't have to be high art, philosophical ideals,
branching paths and morality systems.
For your first
few hours you'll probably meander through Drangleic via the interconnected
paths that
branch off from the safe haven of hub town Majula, unaware of where to go next or what to do yet you'll press on, slowly uncovering new routes and methods of dispatching the numerous enemies that stand in your way until you're standing face to face with a fallen giant who then proceeds to tear off his arm and bludgeon you with it.
Bland story, unlikable and forgettable characters, spammy moves, terrible combat, repetitive gameplay, far too
few good sections, extremely linear levels with
few or no
branching paths, incredibly easy to fling off a ledge and miss a platform.