![]() Encounters don’t scale, which can result in you steamrolling the game if you engage with any of the game’s other systems prior to beating the game. All of this is fine or even good in the abstract as it makes raising stuff easier, but the game isn’t well balanced around it. Now, your whole team gets EXP just from being around, and you also get EXP from catching Pokemon, making curry, and all sorts of other small activities. ![]() In older games, you’d only get EXP from actively battling and beating a Pokemon in a fight, or having participated in a fight. The game’s leveling curve is all out of whack, in part because their introduction of a forced “always on” EXP share. On the other hand: the core game progression is so piss easy and straight forward. You go through this cycle four times, across the four different weight-classes, until you’ve got what you need in terms of a team of class-appropriate mechs. You’re basically rolling dice again and again hoping a robot worthy of stealing shows up so you can kill its friends, and try to kill its pilot as gently as possible. But beefy-ness isn’t the whole story, as some of the robots you can get just plain suck, regardless of their tonnage. Given you need good mechs to progress, you don’t have much other choice other than just running tonnnsss of missions and hoping you eventually get enough mech fragments to reconstruct some of your own. It’s kind of amusing your entire gameplan after a point becomes “how the fuck do I shake this robot around a bunch such that its pilot dies?” It makes sense in practice, but if you think about it for even a second it comes across rather silly. How do you get these beefy mechs? Well, you don’t buy them instead, you’re aiming to kill opposing pilots and leave their robots as much intact as possible so that you can salvage or steal them.
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