SaturnineTenshi wrote:Sounds like you need to be driven along instead of driving yourself along—which is a judgement-free supposition. Often, I found myself hurried (I don't like to be hurried) for no other reason than I couldn't craft/explore everything I wanted given the freedom granted to the player. When the time came for a directive to fall into my lap, I had to avoid the things I wanted to do and
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I can say now, after spending a number of hours in Totori, and also backtracking to a slightly earlier save after losing what I was doing, I'm enjoying the game a lot more. It's still kind of disorienting not having a clear goal, and I'm still opening up way too many areas faster than I can explore, which is pretty annoying, but I'm liking that the difficulty level ramps up pretty consistently and forces you to constantly check your general condition.
Going from Iron to Silver was quite a shock; not only are the monsters harder, but they come in giant groups >_< that was pretty jarring, but I also wasn't totally up to date on my bombs (which was quickly remedied). Without the constant deadlines and linear progression of areas to explore, it's getting more fun to plan out how I need to explore and when and where I need to work on my alchemy, too. I think I've been converted

It's kind of poetic how the subtitle for each game is a pretty good representation of the way the game progresses: in Rorona, I definitely felt more like an alchemist, just someone who makes stuff and occasionally needs to go gather materials; in Totori, the atmosphere is definitely of an adventure - nothing epic like Final Fantasy worlds, but your goal is to craft, battle,
and explore