Diofield is one of few attempts by Square to go for western audience appeal games same as FF16, Valkyrie Elysium & further back with FrontDiofield is one of few attempts by Square to go for western audience appeal games same as FF16, Valkyrie Elysium & further back with Front Mission Evolved. It is though no XCOM or Divinity or others with open worlds, it is map based like many Japanese Tactics games.
Diofield's real time combat stuck out to me (probably others exist just not experienced them yet) and I enjoyed the demo of Chapter 1 & it's other systems do too but it's a game I think that while I can agree with the repetition (same for any tactics RPGs really they aren't focused on structures, 100 of characters (like a musou/strategy games normally would) or other depth these are RPGs still) I think it's potential is still to come with a sequel or ok bade but lacking in areas.
Graphics are good even for PS4 it does have to render the HUB but it's fine enough. Small hub, fast travel is nice. It didn't bother me even if I do see it render every time.
The themes/story of some mercenaries & government figures, jade, how you are seen by people (cutscenes not gameplay), the chapter 1 situation for the group to take action among others like the two stay behind or one gets a bit aggressive (saying without spoiling & only played up to Chapter 4) is appealing especially with the British dub.
Music is good not my thing but it fits.
The party members are fun enough not amazing past tropes but fair little bits. Would I say they change past their beginning not really. But it didn't bother me much/haven't played enough. You get the oh this happened and people have conflicts but that's as much as I can tell it's more dialogue then impacting anything, no one says I won't go to battle or hinder your experience in gameplay I wish games did that but they don't really or rarely in games. Just oh been hurt or something else.
Just hear dialogue/people problems.
The combat is a mix of real time & pausing for commands. Kind of I guess like Valkyria Chronicles is then based but third person. I think it's a cool combination what Diofield has. The commands you pause the game & select a special attack, these are determined by your weapons skills. So if you have a staff with Frostborn, and Heal sure but they are tied to the weapon not the character, mods than improvement to an attack damage, technique stat or so. I really like this.
You have main missions, side missions (talking, some battles some not, reward) & challenges. Many of them are 'do in time limit', 'open the chest somewhere' & 'no allies fall once' besides defeat enemies/defend. I wish it had more challenge types/mission variety but. Sometimes no chest doesn't change much. Reviving characters during battle is possible.
It does restrict Rias/Quin & Isca & Fred (2 whoever but those 2 block on alt) in Chapter 4 to only Rias & Tremina so it gets interesting later. Doesn't change level design but still a welcomed as by Chatper 4 it is getting samey/repetitive so a few changes of units to play as was necessary.
But say Valkyria Chronicles always goes so much further in obstacles, parachute bombs, terrain, night, snow storm, units out when attacked, unit types, vehicles, whatever. It's like a new thing almost every map. I haven't play many tactics games so I don't know if others do. Level design matters to me than story & combat, any genre. Doesn't mean I don't play.
Combat and story is something but if not structures/strategy game depth and mostly RPG focus I do wonder. I don't play RPGs because they make the level design/quests boring/hate the exploration so I play tactics to cut elements but focus on others. Blue (summons)/Purple (command cost)/Green (health) bar refills, enemies, a chest and hills/bridges/walls only does so much.
The map board like RUSE/Toy Soldiers was a nice touch.
Didn't think much of armour/items. It's like FF games which is fine, less character model assets/simple design of item use then deep gear/stats. But at the same time I didn't engage with it much. Started helmet (defence) & boots (health) & a bit of a necklace for technique. I went for boots onwards/grinding characters level. The game I don't think is hard though was a breeze through Chapter 1&2 (main/side missions) but 3's end had me grind my level 26/others in the 19-23 or so range to higher of later 20s to 31. 20-23 enemy ldvel. 30 boss 3 stages. So ramp ups happen.
Jade, Gold or Coins are needed between menus. The skill tree is has you use points for reducing Command attacks cost & more. Don't mind this. I usually hate skill trees. Weapon development I wasn't sure how it effected the weapon store, fair command mix (many cycling a handful) per weapons. The Magilumic is for the summons perks/cost reduction.
Summons I used those that cost 1 more. Only health/EP fill at 2 a few times.
Mage/archer standing/moving is awkward.. 1-3 only used sometimes then select 4 tool.… Expand