Magical Starsign (DS)
Well that was kinda half-expected. Technically, Magical Starsign has just jumped the shark. At about 12 hours in I thought “hang on – there can’t be much to go now because the story is almost done. But I’ve only just got a full team.” All of a sudden, I have a big long contrived “pad the game out” quest to collect five elemental gummies (yup – magical haribo) which involves visiting each of the worlds again. It’s a deliberate “oh shit – the game’s too short – we need to pad it” mechanic but… well, it doesn’t matter. There were unexplored bits of the other worlds, and the story and characters themselves are involving enough to survive a bit of shark jumping. It’s still ACE, but I can’t help thinking that a bit of forward planning would have allowed them to weave the fetch quests into the plot a bit better.
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