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#because hp is just a giant phase that i go through when im depressed as shit - so when im not in that spiral
gettinby · 10 months
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peyton going thru another rework ? ur goddamn right
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jackkel-dragon · 7 years
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Blue Reflection “Steam” Review
I wrote up a long review for a game I’ve been playing lately, and was going to post it as a Steam review until I noticed that my review went over the character limit. Since I couldn’t find a way to cut it down that I liked, I decided to post the full version of the review here. Behind a read more for length and spoilers. (Spoilers are also behind a warning to make the main review low-spoiler.)
Blue Reflection is a magical girl JRPG, a type of game I've been hoping to see for a while. It plays similarly to a Persona game, where it is split into daily life segments for getting to know the characters and otherworld segments for exploring and fighting.
The story is very character-focused, which works to its favor. Most of the story involves the main character gaining power through empathizing with others, allowing herself and those she meets to grow. This power is used to fight supernatural monsters from outer space and the negative emotions they impose on an otherworld sustained by humanity's collective unconscious. While there is an overarching plot, it doesn't get much play until near the end of the game. More information than that goes into spoiler territory, so that will be addressed later.
The "daily life" gameplay is very similar to the Persona series, albeit simpler and more streamlined. Outside of story chapters, free time can be spent exploring the school, completing side quests, or spending time with friends. There are several interesting things you can find in the school, particularly an odd collectible-like system where finding glowing spots in the school will open up new topics for the main character's IM app. Side quests involve either jumping into the otherworld to fight monsters/collect items, or simply bringing items to the person in question. While simple in design, each side quest has an interesting hook to give context to the mission, and so it's interesting to see what each student has problems with. Spending time with friends works similarly to Social Links/Confidants in the Persona series, where you get special events at certain levels of affection. During some of these events, the player may get a choice on how to respond, which changes the skill the player earns from completing that event. There is also a system where, at the end of each day, the player can decide what to do at night, which can cause certain events to play the next morning (sometimes giving stat boosts). There's no real time limit to free time, so it's possible to complete everything except for alternate scenes in a single playthrough.
The other gameplay for the game takes place in "The Common", an otherworld that is shaped by the collective unconscious. Because of its nature, it is split into certain "zones" such as Joy and Fear. Here the player fights monsters and prepares to fight the "Sephirot", giant monsters from outer space. The basic exploration will be familiar to those who have played the Atelier games, since it involves the same kind of on-screen monster icons and the ability to find items in certain areas. Battles are turn-based, though there are some interesting systems unlocked later in the game that make the wait time between turns an active part of the battle (such as allowing the use of a special meter to heal or accelerate turns). Instead of having XP, the game uses "growth points" to level up, which are gained exclusively from story progress and spending time with friends in daily life. This reduces some of the grind found in other JRPGs. On the other hand, it's easy enough to grind growth points from spending time with friends that combat will be easy for most of the game, even on the hardest difficulty. Each character also learns far more skills than you will ever need to use, and some skills end up being redundant because of this. While there is a system for learning specific skills in the growth point system, whatever combination of level ups you decide on will end up leaving you more than powerful enough to win. This is made even easier since HP/MP is restored after each fight. Battles can still be fun once you've become overpowered, but don't go into the game expecting something as difficult as a Megami Tensei game.
The last major gameplay element involves fighting the giant bosses. These are 2-3 phase fights that involve a single large enemy with multiple parts. You can finish each phase just by killing the main part, but each sub-part you kill will be inactive for a while and cause a debuff to the main body. These fights also allow the non-magical friends of the main character to support the team, usually with small buffs or attacks that increase the special gauge (which allows for certain abilities between turns later in the game, as mentioned earlier). These fights are usually about as easy as the rest of the game, but may take a bit longer due to high HP and the need for the player to heal.
Overall, it's a fun magical girl RPG, though not something for anyone looking for a challenge. This is very much a game focused on the stories of its major characters, with the main story and battles as part of the experience (but not the focus).
A note on the PC port: The game no longer has a game-breaking crash thanks to a patch, but it still is pretty resource-hungry and can crash under certain conditions. If you don't have a pretty recent computer, it may be better to look into the PS4 version.
Now, onto some spoiler talk... If you want to go in blind, the review essentially ends here.
====SPOILERS====
Note: I'm going to assume some basic knowledge of character names and such, in order to avoid making this part of the review longer than it already is.
To start with, I really like the characters and most of the story of the game. That might come into question with my later ramblings if I don't point it out right away. It's mostly how the main plot was handled near the end that gets to me.
With that said, let's start with some good things about the story. I really like most of the characters, and they all have really nice stories when you complete their friendship events. Even some characters that I wouldn't give a chance in real life ended up growing on me. The daily life main plot regarding the school festival was also a really nice way to explain why Hinako was getting so close to her classmates.
Now, something I have a problem with is the Sephirot. Aside from sounding cool, I have a hard time finding out what connections they have to Kabbalah and its philosophy. Aside from surface connections (Yesod, the foundation, being the first one fought; Da'at/Daath, the place where all Sephirot are one, being the last fought), I can't see a whole lot of how these space monsters are connected to Jewish mysticism. Now, the series everyone thinks inspired the game--the Megami Tensei franchise--also makes heavy use of mythology in every game. But those games also show their work in how everything connects to what they are named after. The tarot arcana in the Persona series are always thematically related to the people they are assigned to. The initial and ultimate personae of the leads are connected to the theme of the game. (For example, Orpheus/Thanatos are connected to Death.) Aside from Daath's sudden idea to combine all of humanity into one being, I don't see much connection between Blue Reflection's Sephirot and the real world's idea of Sephirot. Maybe this is a lack of research on my part, but it still bugs me.
The main plot also contradicts itself and becomes a mess near the end. Yuzu and Lime being ghosts is actually foreshadowed fairly early, but then gets swept under the rug until the reveal. More importantly, Daath directly contradicts things that Yuzu, Lime, and Yuri claim, and no one explains why this thing that shows up in the last twenty minutes of the game is suddenly changing all the information we were told. For instance, Yuzu and Lime claim that there are 22 singularities, each with a Reflector. This is further shown in a scene without Hinako that proves they aren't lying to her about this. But then, after they are outed as ghosts, they say there is only one Reflector at a time. Hinako never addresses this, and Daath later points out that only Hinako is a Reflector. There's a lot more I could complain about Daath, really. Yuzu and Lime also recognize it (him?) when he decides to show up in the final scene, yet never thought to mention him to Hinako before he started killing and absorbing people.
Even worse than Daath is the ending. I was mostly okay with it at first, despite not liking how many Japanese stories seem to end with timeloops or resets. (I have to wonder if Puella Magi Madoka Magica inspired Blue Reflection to use this particular trope, despite this game not needing such a plot point.) But the more I think about it, the suckier it is without making some serious assumptions. Basically, Yuzu and Lime return to being dead. Daath is gone, but apparently might come back later (he's not clear on whether he's dying or not). But everything else in the story snaps back to the opening cutscene, aside from Hinako remembering some of what happened. This memory alone seems to warrant a bittersweet, rather than downer, ending. But keep this in mind: this means that all twelve of Hinako's friends and all of the sidequest characters are back to where they were at the start of the game. Rin is back to being indecisive about her crush. Sarasa is back to being bitter and upset that Hinako stopped ballet. Shihori is back to being hated for something she isn't doing. Mao is back to being a loner jerk that keeps others at arms length. All of those problems that Hinako fixed are now undone, and now she doesn't have magic or Yuzu/Lime to help her re-fix everything. You have to assume that Hinako can befriend everyone again and help them in more mundane ways to solve their problems, otherwise the ending is really depressing. Yet Hinako is just happy that she didn't forget about Yuzu and Lime, and we're supposed to be okay with just that. I thought this game was about empathy and friendship overcoming adversity, not how everything one does in life is ultimately pointless.
There are other things that bother me, but those are the more major ones. Accidentally undercutting the premise of the story in the last half hour of the game is not really a good way to leave a lasting impression. I still like the game, but unless a sequel/spinoff fixes some of the issues, I have to mentally rewrite or re-contextualize the ending in order to be okay with it.
At any rate, I still recommend the game. It's a fun game, and the character-focused parts of the story are really good. As a story of how Hinako comes to terms with not being able to dance again thanks to her new friends, it works well. Just try not to take the self-contradicting myth arc too seriously if you don't want to get annoyed.
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