I had some thoughts I wanted to share with RFG on narrative/world and how they hook the player - not suggestions - just impressions for consideration. Also I don't want to mislead into thinking I don't like the narrative or characters, just that I hope to see these things reinforced as development proceeds.
- I don't yet feel as connected to the world and characters as I did in Cross Code
CrossCode did a wonderful job of throwing me into a very thought out setting and world with a lot of mystery to explore. AD has elements of an intriguing world yet I feel like I'm not getting enough to be fully pulled in yet. I think, in part, this is because our "guy in the chair" is Cabbage, and Cabbage doesn't know anything. Sergey was our touch point in CC for learning about the world, since he can briefly explain things to Lea (who like us, doesn't know). As a player, I don't know what Juno knows and peripheral conversations, NPCs, and quests don't push me into AD's fiction as much as they did in CC. I'd love to see this doubled down on -- CC's world building and narrative are what make it stand out above other ARPGs.
- I felt more disconnected from the character narrative in AD than in CC
I think this is because I really don't know enough about Juno in the first 10 hours of play to build a conception of her as a character. The game is trying to breadcrumb that backstory to the player over the course of the whole game and right now I have only part of that, but I felt like I needed more upfront. I found her lack of confidence in mid-story a bit of a surprise, for example. I likewise also didn't realize Juno and Filia were supposed to have known each other until some of the flashback scenes where I actively thought "Oh, wait... I guess they did know each other before?"