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7/1/2025, 7:32:20 PM
>>529537148
SamRem is fine for what it is, but it's got so much missed potential
Confused on what it wants to be, gameplay-wise.
A musou game? Most of the cast is inaccessible, Servants tend to control uncomfortably sluggish due to their attack animations being designed as boss fights instead of playable characters. Enemy design does not incentivize playing it like a Musou since a huge chunk of the enemies have Iori's attacks bounce off of them, not even "they have armor" but they cancel the attack animation if you aren't playing in the otherwise extremely limited Wind stance.
So do we disregard the musou and think of it as a dedicated action game? Aforementioned issues with armor are there. Enemy "break" system sucks, making boss fights just dodge and then hit them twice as a punish, even when you break them you can't really do much but mash the attack button. Iori simply is not balanced for an action game, his mobility is limited, he can't place enemies in hitstun, and the resource-limited magic attacks circumvent action mechanics by skipping them.
The story has big pacing issues, where you can have long, slow stretches but then also have times where it places you into a constant string of forced story progression, longer than you might have expected for a sitting.
Also SamRem should NOT have been given a split route and locked content to NG+. I get that it's part of visual novel culture but the route splits add basically nothing to the narrative and the most absurd part of NG+ is that you have to slog through stuff you've already played to get to NG+ exclusive content. The secondary missions that actually flesh out the other Masters and Servants should have been there from the start. It's not a 10 hour action game where beating it multiple times is simple, a single run of the game can be 30-40 hours so playing it a whole second time just for small snippets of content (even if it's the intended story) is ridiculous.
SamRem is fine for what it is, but it's got so much missed potential
Confused on what it wants to be, gameplay-wise.
A musou game? Most of the cast is inaccessible, Servants tend to control uncomfortably sluggish due to their attack animations being designed as boss fights instead of playable characters. Enemy design does not incentivize playing it like a Musou since a huge chunk of the enemies have Iori's attacks bounce off of them, not even "they have armor" but they cancel the attack animation if you aren't playing in the otherwise extremely limited Wind stance.
So do we disregard the musou and think of it as a dedicated action game? Aforementioned issues with armor are there. Enemy "break" system sucks, making boss fights just dodge and then hit them twice as a punish, even when you break them you can't really do much but mash the attack button. Iori simply is not balanced for an action game, his mobility is limited, he can't place enemies in hitstun, and the resource-limited magic attacks circumvent action mechanics by skipping them.
The story has big pacing issues, where you can have long, slow stretches but then also have times where it places you into a constant string of forced story progression, longer than you might have expected for a sitting.
Also SamRem should NOT have been given a split route and locked content to NG+. I get that it's part of visual novel culture but the route splits add basically nothing to the narrative and the most absurd part of NG+ is that you have to slog through stuff you've already played to get to NG+ exclusive content. The secondary missions that actually flesh out the other Masters and Servants should have been there from the start. It's not a 10 hour action game where beating it multiple times is simple, a single run of the game can be 30-40 hours so playing it a whole second time just for small snippets of content (even if it's the intended story) is ridiculous.
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