![]() There’s a New Game+ element on the way in December 2022. I’m also really happy with how Conradical Games is approaching development. I’d even say it is rather accessible, since the Easy difficulty is really just there so you can see the story and you can start the adventure with every Figment. Especially since the four difficulty options include a Spectral (Extreme) one and an option to restrict how many Figments you can acquire. When you start the game, you can randomize the order in which you get Figments and Aspect recipes and meet Apparitions. Tons of approachability options are there. There are some things that The Outbound Ghost does that are neat. ![]() They’ll involve fetch quest elements and backtracking, but you won’t exactly know where or how. Which is an issue, because some quests aren’t always clear about what to do next. Fast traveling is there, but when you aren’t sure where to go. There’s no map, which can make finding your way easier. But instead of all bosses being equally sound and strategic, sometimes you’ll happen upon a completely unbalanced one without any warning that you’re about to encounter an unreasonably strong foe. They aren’t terribly engaging unless it is a boss fight. The battles lack bite, even on the Normal or Hard difficulties. Many of my issues come from that execution. You also encounter lots of personable characters, some more than others, all with tasks to complete. It even channels a bit of Bravely Default, as you can spend a turn Aethering Up to gather more AP to attack more. Their assaults feature timed elements to inflict more damage. ![]() Rather than fight as yourself, you send out Figments representing elements of your personality to act as party members, each with their distinct attributes and attacks. The turn-based battles feature elements from it and Pokemon. All ghosts appear as though they are hand-drawn on paper, moving through environments. The Outbound Ghost very heavily leans into the Paper Mario vibe. ![]()
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