Analysis of Yo-Kai Watch Blasters

There is a slight inconsistency within the concept of RPGs that turns to catch fantastic creatures to fight with them later. For example, if we consider Pokmon – a franchise that is undoubtedly aimed at children and young people – and we reduce the initial premise to the most basic, we find that we have in our hands a game over ten-year-olds who force their pets hurt the pets of other children in street fighting. We're not trying to stop it, of course: we've come here to have fun, enjoy a story of adventure and dignified friendship, which is nothing more than a video game.

Yo-Kai Watch Blasters This is & # 39; n spin-off of the saga Yo-Kai Watch which abandons turn-based combat and mission structure in the same way as a classic role-playing game to become an action rpg – such as & # 39; n Diablo very, very nice and gentle – in which the battle is the most important element of the game, which means that we will spend almost all the time against other yokais. But as if it has not forgotten the small moral conflict of the series of games that are inevitably influential, the justifications for us to find these constant battles always have a small nuance that can be entered: in one of the first missions, for example, we must fix a group of evil creatures that revolutionize the city of Floridablanca, so that its inhabitants have nothing else to do to get out of the shower. It seems silly, but it's a big part of what these games have a special charisma: the ability to be gentle and sympathetic, to find the extraordinary in everyday life.

For this way to put special emphasis on everyday, perhaps the map of the first Yo-Kai Watch for Nintendo 3DS – which will later be restored and expanded into Yo-Kai Watch 2 – It was ridiculously detailed: it showed us a city with lots of life, lots of corners to discover and lots of things to do. Yo-Kai Watch Blasters takes place on the same card already known, but instead of people, this time it is the yokais who are the main players moving at ease. It doesn't sound like a bad concept: we already use a place and we use it to make another kind of game about the scenarios we've already assimilated. What happens is that it doesn't work well in practice. It is noted that the scenarios are not originally designed to fight in them, and this will cause most of the missions to fight with the camera or the distances and construction of the city itself to do well. attend what goes on combat. The number of dead spots, narrow corridors and strange angles and a little, especially the first hour's game, where we will often fight against various enemies without being able to see very well where each of them is and the sensation of surfing blindly appearing at specific moments throughout the story, creating a slightly strange sensation, as the game was created too quickly, bringing together many elements that may not fit at all.

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In addition, the system does not work very badly: the story is structured in ten chapters, each with four or five main missions, and some secondary ones that can be overcome without difficulty – though difficult to concretely – slightly upset – they serve perfection to introduce us to the details of the battle. Our team consists of four yokais of all who "caught" us during the games and divided into four classes: tank, healer, attacker and commander (a kind of special warrior who uses techniques and magic to confuse). The interesting thing about the roles that are so well defined is that we can continually rotate between them and take on different roles in the battle. In the beginning, the most comfortable and safe to play is an attacking character, which limits us only to hitting the enemy; But as we get used to the system, using its charm, the characters acting as healer or tank begin to move with a slightly more strategic rhythm and let the game itself control the offensive yokais. An AI that is said all works well in the vast majority of opportunities.

Between mission and mission we will rest in a specific area of ​​the game, a building that is supposed to be the headquarters of our yokais squadron and from which we can organize our team, build our creatures , buy new items and weapons, and anything related to the most classic aspect of this RPG. The navigation between the different options in the headquarters is very fast, very comfortable and intuitive, and possibly the only aspect in which we can confirm that this spider is faster and smarter than its predecessors. We don't have to go from one place to another. & Nbsp; & nbsp; & nbsp; & nbsp; & nbsp; & nbsp; & nbsp; & nbsp; & nbsp; & nbsp; & nbsp; & nbsp; & nbsp; another on the map to reorganize our team or develop our yokais, but we have all the options in one place well organized to make it as natural as possible.

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As we predict in the main story, we will unlock new game modes: in addition to the normal missions, we have a mode that allows us to fight against base only. The heads of the game, without being extremely complex, require a higher level of strategy than normal enemies and the battle has a certain crumb when, for example, we have an error with very specific abilities. experience what forces us to think well about making use of the space we have on stage. But where perhaps the game really shines, it's in the "patrol mode": secondary missions without a time limit that allows us to investigate the different areas of the map, combat and capture yokais, and small "minimizations". overcome to gain more experience. This mode is not only a very imaginative solution to the eternal dilemma of the RPG how to overcome the inevitable need to solve our characters, but also very enjoyable travel, especially when we have completed history's commands and subsequent content, as usual, is more complicated to overcome than at first.

So, Yo-Kai Watch Blasters may not be the most brilliant installment in the series, and it's not a very logical leap to say that some aspects of the game, such as the card, didn't pay too much attention is not. but we must also admit that it retains the soul, which makes it fun and enjoyable to play these games as intact as ever, and that the small details such as the way of speaking that is characteristic of every yokai, the fact that we can with us Playing favorite creatures or the undisputed mime that has taken place in Castilian makes the experience, if not especially memorable, very, very enjoyable. And if we're looking for something more complex, maybe we should wait Yo-Kai Watch 3 is published in the West.

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