Tower of Time.
Not what I expected (a dungeon-crawler, instead of a CRPG), but I like the numbers, such as "Completion 100%" and "+57% to Skill damage". The story is fairly straightforward (post-apocalypses, the party tries to save what remained by exploring an ancient magical tower) and the combat is satisfying (occasionally too easy). I genuinely detest that the plot has been linear so far and the avatar was predetermined, but it's typical for the genre.
Reached the 4th floor.
Edit. Reached the 5th floor, the plot has become more interesting and the soundtrack is excellent.
Oh yeah, Tower of Time's story turned into a really wild ride towards the end. Much more good than bad in that sense.
I remember thinking the combat got repetitive really fast towards the latter half of the game, though. I don't recall the game introducing any new combat conditions after the second floor, just stronger enemies. I recall thinking the game was a strange twist of lots of tower defense combat towards the end.
The overall game might have dragged on a bit too long too, probably because of my thoughts towards the combat. I feel some of the floors could have benefited from being condensed and merged as well. It also didn't help that I don't think the later characters are worth using over the first four that you find. (Although the final party member you get can be built into someone that floods the field in summons, she shares gear with the archer, who is straight up broken.)
Don't get me wrong, it's still worth playing just to see how insane the story gets, but I wouldn't recommend it for the combat.
I am bouncing between three games at the moment (not counting FFXIV). Final Fantasy III, Shadows: Awakening, and Dragon Age: Inquisition.
FFIII so far is a rather charming game, but I hit a wall with the final dungeon. The game doesn't let you save unless you're on the world map, and the final dungeon sequence appears to expect you to go through a boss gauntlet that may be balanced around gaining roughly 10 levels between the first boss you encounter and the last boss of the game without any opportunity to save in between. It's a sort of reminder of how games were designed decades ago.
Shadows: Awakening is rather interesting in that you clearly have a main character that's this edgy demon in terms of appearance, but you can have all the other characters he possesses pick 'good guy' choices. The game keeps track of what choices you make based on a 'greed/benevolent/etc.' metric, and while I'm not too sure yet, it might actually affect how the main character demon speaks and addresses other demons later on. I did notice him getting some runic angel wings as the game progressed. (I also feel that the game is designed for playthroughs with the main archer or mage characters, because the game throws a few warriors at you that you are required to keep in your party for certain sections of the game, but I haven't run into a single plot mandatory archer or mage yet, aside from your choice of secondary lead character.)
Dragon Age: Inquisition is actually a lot smoother in design when you're not playing it on a toaster of a computer. I'm not sure how I ever got past that first playthrough with such bad framerate. Or maybe it's just a lot more tolerable if you're playing as an archer because melee feels terrible in that game.
Edited by Saito Hikari, 19 January 2019 - 12:10 PM.