Analysis of Yo-Kai Watch 3

A third installment is always complicated, especially when the first game of a story is so full of good ideas as in this case; and I think that's why, Yo-Kai Watch 3 is particularly complicated to assess. In a second successor is no longer the same concept or improves the systems that are already working to create a game that is the same, but better: here you have to put all the meat on the grid or show What we had between hands was a stroke of luck with a single success or something with enough substance to become a franchise that overtook time. It doesn't really help that the title came almost three years after the original release in Japan in the West and today it looks a bit anachronistic at a 3DS console that apparently has its last days of enjoy life.

Even so, if there is one thing we can say about Yo-Kai Watch 3, it is that you fully understand what your strengths are. All the key elements of previous games are still present, some of them being recalculated to be more accessible and, above all, fun. It does not stop being a deep and complex RPG, but some of its speed points have been filed to eliminate what may have been the most powerful access limits. The main dynamic is maintained: Capture creatures, Pokmon style, to create a team that can overcome the battles and promote the story. But what were the most opaque aspects of it – the system of evolution and growth of the yo-kai, or anything related to catching it – is now better explained, much easier to understand and manage without Searching a guide, the resource that the fans eventually came to use, always made use of the information that the game did not provide.

The battle system is probably the area where we find significant differences, which alters the dynamics completely. In the previous installments, the team was composed of six yo-kai (three main, three reserves) under which we can switch a & # 39; spinner that appears in the bottom screen. During the confrontations, our team performed the attacks automatically and made our role more directors and executors. We changed the order of the bugs, adjusted our changing states, used objects, or determined the priorities of the battle. If you can throw something in the face of this system – in addition to too much dependence on happiness and arbitrariness, the tactile and button control has in one way varied, which didn't control it at all for the need to change constantly and change the way of console. The battle in Yo-Kai Watch 3 can be completely controlled by using only the touch screen, and it's already a great success, as it makes it a more dynamic and less cumbersome experience. In addition, a more strategic factor has been added related to the positioning of our team on stage: our yo-box and enemy yo-box will now be placed in a 3×3 grid. As in so many other RPGs, it means that the first-line creatures will receive more damage, and the back positions will be reserved for those in charge of healing or causing changes in the state. In addition, special attacks have specific levels of efficiency, so we need to constantly change the position of the yo-chaise to get the best results.

To be quite honest, this new system ends a bit of complexity from the battle with the final bosses, which is now considerably simpler than before, but it doesn't matter: the clashes are good. got some interaction with this new solution. , and time runs fast even in the longest fighting. And above all, it seems positive that the game is not afraid to renew itself, to eliminate what is broken without thinking too much; Not all sages that are similar to this dare to remove and put mechanics with so much courage.

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Another of the great innovations in the game is the approach to narration and the open world. At this event, we not only have the usual main character, but we will switch between two: Nate, the lead character of all time, and Inaho, a new character, at least as far as video games. Each one has its parallel history, which sooner or later interferes with each other; In many cases, the progress we make in the plot of one character will have an impact on the other, and vice versa, so we will have to constantly change between the two to finalize each chapter. This technique has its advantages and disadvantages, of course: History, inspired halfway through the X-Files, is much more interesting if it is told by different views and different scenarios. Inaho, in addition, is painfully cuqui. She is a cute, innocent girl, very enthusiastic and obsessed with magical girls, and after a few dozen hours I feel like I want to protect her from my life with my bad. On the other hand, the constant change of places and characters – every protagonist will have some yo-chaises and different missions, of course – prevents the excess of the first half of the game, in which we sometimes & # 39 some can be lost in some cards that are not yet We know or doubt our ability to do a certain thing (with which of the two characters did this item buy?).

We have previously mentioned the scenarios, but it's worth spending a specific section, because this time they are more extensive and varied than ever. Those we already know are held, but also a great deal of the plot takes place in San Peanutsburgo (wow!) A fictionalization of the United States; The appeal of this area is similar to the fact that it's full of places we've never seen before, and in the kind of rara newspaper it's a reinterpretation of North America in a video game coming from Japan. There are a couple of extraordinarily funny moments that come from these cultural differences. In addition, there are also new dungeons, a Yo-Kai Watch Blaster with its own dedicated cards, and generally many new content.

Even with everything and I never thought I'd say it! – The undisputed snare of Yo-Kai Watch 3 is the excess content. I said a few paragraphs ago that the saga has a lot of talent if it renews itself and changes what does not work and I keep it; But if something is wrong, to understand where the limit should be set, what time should you say enough and no longer add new features or rescue parents who may be better forgotten. Between the main and secondary missions divided between both characters, the ordinary and special dungeons, the dungeon-crawling missions, the mini-games – I admit it is that the possibility of adjusting our yo-kai cat is probably one Of the best things are about title – and a dozen more additional content and alternative ways are not only very difficult to be overwhelmed, but the first dozens of hours are essential, in an awkward way.

The action is constantly interrupted by tutorials, long explanations for each system, by the excessive momentum when they try to test everyone. This makes it difficult for the game to start. And even when it starts, it is very difficult to establish our own priorities within everything that is offered, to relax for a moment and not to feel tired, just by seeing the hope of exclamation marks appearing in man and on the map. And before that, I understand without any problem that searching for a unique and special identity for a franchise after a few installments is a complicated task, and that will maybe not going well for the first time. Yo-Kai Watch 3 demonstrates, without any problem, that the saga knows how to be complete and complicated when it wants to; I hope the following also tells us that he knows how to relax and tread a little on the brake pedal.

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