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I played the last stress test. It does feel almost exactly like pokemon, but they need to fix some major balancing issues, such as why waste turns using buffs/debuff moves when you could just kill anything in 2 hits.
I enjoyed the co-op mode. my friend and i were running around, and if one of us got into a battle, it would take us both into it. we each controlled one creature. if we swapped out a creature, you have the option of choosing your friend's animal and then they'll control both for the battle. Also if they went into a building, it will teleport both of you into it.
The grassy areas (where wild animals battle you) were very weak. You could run through it without doing any battle, and on the same note, if you were trying to run back and forth on them to grind levels, it still takes a long time to find a wild animal to battle. I was able to nearly reach a 3rd town (maybe, if there was one?), in the stress test, trying to avoid grassy-area battles as much as i can. And with only the npc battles along the way, my animals were still leveled up appropriately to easily fight enemies near that 3rd town. That's another reason balancing is shit.
No gyms. No complex barriers that require you to run back to the beginning. An example like in pokemon: when you cant enter certain areas without Cut, or like how you have to beat team rocket to get the flute to move snorlax out of the path. Yeah, none of that. It's a totally linear path, the game could probably be beat in a handful of hours, considering how far i made it with all the disconnects every few seconds.
I dont know why people were excited about the devs saying they'll be releasing a new animal every week. That should just be normal. What I want to know is if there will be an overall labyrinth made, to force you to run back to earlier areas, and prevent a straight-shot to the end.