Quote Originally Posted by Pumpkin View Post
Quote Originally Posted by metagloria View Post
Quote Originally Posted by Pumpkin View Post
...I picked it up and for the first few days I could not put it down. My 2DS was constantly on the charger because I was draining the battery like a crazy person. I was so interested, so excited. But I noticed that the further in I got, the more my interest waned.
This description applies to every handheld game Square-Enix has ever released. ​They're so good at making them addictive, and so bad at fleshing them out and keeping them interesting.
Interesting. Do you have some other examples? I'm curious now
Well more or less, like I said, you can throw pretty much any Square-Enix handheld game in there...


  • Dissidia: hey neat an FF fighting game! (40 hours later) meh. Am I done yet?
  • Theatrhythm: hey neat an FF rhythm game! (40 hours later) meh. Am I done yet?
  • Revenant Wings: hey neat an FF strategy game! (40 hours later) meh. Am I done yet?
  • Dragon Quest IX: hey neat a handheld Dragon Quest flagship title! (160 hours later) ...okay this is getting ridiculous, I should stop running grottos while sitting in front of the RNG calculator
  • FF 4 Heroes of Light: hey neat a throwback game with an old-school job system! (40 hours later) meh. Am I done yet?
  • Bravely Default: as you described
  • even Crisis Core, as great as it was, the later missions became a slog because there was no variety.


That's the keyword...variety. At some point, every handheld title just begins to pad itself with repetition, whether in broad swaths (Bravely Default's chapters) or small ones (Theatrhythm's small song collection, RW's battles).