when I first played the game, I got mixed feelings. I got the sense that this game was designed to be more practical. a sanctuary instead of the start menu. I like it. but they removed too much of its functionality, and no tutorials to explain how anything worked. It took me a few days to realize that wall murals were menu options and connections, and even longer to realize that the dye indicator was actually a slider to control how to dye your outfits because it's not explained when you first use them.
using restricted controls for fighting meant that pressing the wrong button burned people (literally) instad of asking where the shops are. I don't like the floating menus and that expressions are forced and can't be appropriately chosen from a controller menu like before, they shouldn't be locked in guild sealed packages that cost precious seals. I do like how the "hold-to-activate" buttons work, but there are an annoying number of them.
Why would I only leave my son one sword and hammer that weren't very good, and all other weapons were nearly identical. And they weren't much beter and expensive, no matter how many enemies you've slain. there are many pricy shops to buy from, but there is only one shop to sell stuff (and again it took a while to realize that to sell multiple kinds of items required the pressing of a different button). In an economic depression all shops should as a practice selling and buying.
the only reason I was still playing, was that my outfits were better, and I could talk. This time there was no religious overtone it was all economical. ENDING HINT-The Second rule of revolution is ALWAYS SECURE YOUR FINANCES before beginning your campaign, good thing I did for the surprise that came next. as I made my decisions (and they were difficult), I realized that my character was actually acting like me. I myself would say and do everything that he did. but instad of the year promised to get affairs in order became only three short days in re