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reggin_bolas said:
I never claimed to be good, perhaps I'm bad I don't know. I used to be put in many hours on the 360 getting 1000's on games. I don't have time for that anymore so any serious investment in time is not something I appreciate nowadays.

I want to be able to breeze through a game because I have a backlog. That's what the easy setting is for, is it not? Why bother having it otherwise? It's for people who want to enjoy the story. I wanted to enjoy the story but I couldn't because I was forced to grind.

What I am really criticizing are two design choices:

1. Easy should be easy, it shouldn't force you to grind or even die that early in a game. Games that escalate in difficulty are the best designed games. No game should start out by being ball-breaking hard. Game design should focus on easing the playing into the world by raising the difficulty as the game goes along.

2. Resource system. This should NEVER have been tied to main progression. Never. Period. This is inexcusably bad. design. The fact that you need mana to proceed and the fact that you can run out of mana without an easy way to replenish it is just downright wrong.

So, all and all, Ni Nu Kuni is a terribly unbalanced game with some downright broken mechanics.

1. I haven't played the game, but just considering the fact that you died twice on easy makes it hard to trust anything you say. The only time I ever diedon the first level of an rpg was final fantasy tactics, when I was like 11 years old.

2. What if the only way to proceed was to find a key to the door? Would you go back and look for the key, or is that bullshit as well?

What the resource system actually tells me is that they designed the game so that if you play it strategically, you don't have to search for any specific items because it is your SKILL that lets you continue. Once I would learn this, I would conserve my mana in order to progress faster. From what I've heard of the game, magic makes the game a cakewalk, so either you can blow through the battles or blow through the dungeon. I think that that is actually good design.