Quote Originally Posted by Skyblade View Post
This is a game I really wanted to like, but I just couldn't. While the premise, storyline, and characters were interesting, I hated the primary game mechanics. Sure, they're original, but being original is not the same thing as being good. I loathed the amount of stylus control required. We know the combat system can support buttons, because we control the top screen with buttons. Why couldn't we just control both characters with buttons? Top screen D-Pad, bottoms screen ABXY.

But, far worse than that, was the garment and pin system. While it had some really neat concepts, the terrible world design and episodic nature of the game made the entire thing worthless. With each square of the world having different shops, carrying different items, and having its own rating of your characters, things quickly spiraled into a massively overcomplicated web that you NEED an FAQ or two to get through. Then they make it even worse by giving you so little control or understanding of the pin upgrade system that essentially your pins would just change as random. Again, unless you were using a guide.

"Oh, did we forget to tell you? If you leave your game off too long, this pin you love using is going to change into THIS nearly worthless new one, instead of a different new type. What's that? You want to go back and buy another one? Oh, sorry, completing that last mini-objective sealed off the square of the map you needed to get to. You should have bought everything you wanted at that shop while you could. Oh, you need to build up your reputation with this new line of shops in order to get something good? Pity you didn't buy everything out of that first store they had back in the first level of the game, it would make that so much easier."

The character progression and ability mechanics just SUCK. They needed to actually explain the way the systems work (including letting you know what pin evolutions were possible ahead of time), and they needed to give you the freedom to explore the world openly. Being segmented to five or six map screens at a time (out of what looks like a hundred) completely destroys any ability to understand or build on the shop system, which is kind of a huge part of the game.
You do raise a valid point. The way you put it, it does look like poor game design, and I can understand why you're miffed by it. I was never that much of a completionist and finished the game just fine without maxing anything. And I was too sucked into the story to actually care about those Still, hoping you'll someday find a way to enjoy this game!

Quote Originally Posted by Scotty_ffgamer View Post
I absolutely adore this game. Have you played the iOS version, Fynn? I've always been interested in how that one works out since it is confined to one screen. I know you just see and control Neku and you don't have your partner except for in special moves or something. It's interesting, but I just can't imagine not having the two screen mechanic. It could be nice for people that just didn't like/couldn't grasp the two screens though.

There was nothing I didn't like about this game, and it's the only time I actually didn't mind playing something with touch controls. I need to play it again soon. It's definitely my current favorite DS game (though there are plenty of games I haven't played yet.)
I've actually only played the iOS version and I loved it! Your partners get reduced to pins that last a bit longer than normal ones and charge up so that you can perform those nifty special attacks. It's simplified, but it works. I never felt like my experience was being hampered in any way. The enhanced visuals and more music certainly made up for it, I think.

So here's a couple of hints about my top 10!

Two spots are occupied by two games from one series each, making my top ten actually a top twelve (shut up - my list, my rules )
Two spots contain Western RPGs.
9 games (not places) are parts of series that already appeared on the list.
Only one game is not an RPG.