>>725058289
Fuck no. GV3 is my favourite Inti game after the MMZ series, I have 150 hours from doing no-hit S++ runs, so I feel qualified to say this
- Majogami's setsuna (the teleport attack mechanic) is auto lock. It will fuck up a lot, and the developers were not smart enough to place enemies in a way that respects the limitations of autolock
- No scoring or ranking, and there's very little opportunity to optimise your play anyway. It's not like you can target multiple enemies like GV3, the best you get is sometimes you can go through a section quicker with the right route but it's very limited
- It just feels sort of like shit. I don't know how to describe this, it isn't very tightly-tuned
- Bosses are the best part but they aren't great and take too long to beat. There's some stupid cinematic bullshit but you can mostly skip it I guess
- There's a system where you can transform after killing a certain amount of enemies. The first one might as well just give you a double jump. The second one gives you a different moveset from your base one (except setsuna). I just think this is stupid, for the redundant first transform and the fact they didn't just let the player switch forms and have versatility and then design a game around this instead of... this weird gimp version of GV3
- Aesthetically the game feels incoherent, though I do like a lot of the character art