![]() Once one has acquired several "five star" Yokai (it seems pseudo-random what ones you'll get, but I ended up with about 75% of the collection just playing normally, only replaying a mission or two for another shot at one more I wanted), most lesser Yokai are somewhat obsolete. The strange pacing problem I mentioned comes from basically getting the best Yokai at the end of one's Beginner playthough. I generally used my main set on one character, (a fire-projectile umbrella and a self-driven Kappa ally that could attack and defend independently) and a trial set with the other. Because you have two active player characters with two pre-selected Yokai each (plus a third spot each for temporary on-the-battlefield single-use pickups), you have pretty good room for experimentation. The main novelty in gameplay, for me, came from collecting the various Yokai (of which there are many) and experimenting with different powers. Normal attacks do do damage, especially when facing the correct vulnerable "elemental" weakness, but strategically one is moving toward simply coaxing along one's Yoaki minion cooldown with each hit. I'd say that this is the true protein of the game, rather than the "standard" attack/dodge/counter gameplay that Platinum is known for- the yokai partners are MUCH stronger than the player character's slashes, and are generally the key to winning battles. One is encouraged to experiment with various Yokai combinations as one's "assist" attacks (to borrow fighting game terminology), which also allows for certain pre-defined team-up attacks. The only strange pacing problem comes near the end of one's hard-mode playthough (which would have been even worse had I been levelling up through the medium difficulty playthrough). The lulls due to grinding were few and far-between, as I was able to play different areas at my own pace (though technically that pace was a break-neck dash to completing the hardest difficulty with minimal repetition). I definitely had fun with it over the course of my play time, with a slow burn in the first quarter as the game is a bit too simple at first, and a bit of slowdown in the pacing as the game demanded I do some minimal grinding to rank up at the three-quarters point. even if there's some gameplay-narrative dissonance in what characters are available to play as at certain parts, but it's hard to decry a game for giving more options. Sound effects are clear (for the most part) and the story is well-written for what it is. The music is fitting, memorable, and well-composed. The game's presentation is top-notch comparisons to Okami are apt, and the sheer number of enemy (henceforth referred to as "Yokai") designs are delightful, even if their attacks are limited. I played on a relatively recent iPad, and used an Xbox Series controller, as the touch controls leave something to be desired in terms of precision. ![]() I think it's important to keep in mind that this is essentially a $5 USD game, and also one made for a touchscreen. ![]() more on that later), and after an aborted launch two years ago as a microtransaction-to-win "gatcha" game, it's now back as an iOS "Apple Arcade" game (think Gamepass or PS Now). World of Demons is Platinum's latest stylish action game (sort of. This review covers World of Demons after about 25 hours of play, and completing the game on "beginner" (default, unselectable) and "advanced" (hardest). ![]()
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