I remember the first time I tried to log into Jiliace - I was staring at the screen thinking this would be just another complicated gaming platform setup. But honestly, it turned out to be surprisingly straightforward once I got the hang of it. The login process is actually one of the more user-friendly systems I've encountered recently, which is refreshing considering how many gaming platforms make you jump through hoops just to access basic features. After spending about 15 minutes navigating through the initial setup, I was ready to dive into what Jiliace had to offer.
Once you're through that smooth login gateway, you'll find yourself in this beautifully crafted world that feels like stepping into a living storybook. The exploration segments are genuinely magical - wandering through those atmospheric environments with Hazel, the protagonist, just soaking in the visual poetry of it all. But then combat hits, and wow, does the tone shift dramatically. It's like going from a gentle canoe ride to whitewater rafting without warning. Those clearly marked combat areas suddenly transform from peaceful exploration zones into intense battle arenas, and the transition can be pretty jarring if you're not prepared for it.
The combat system itself presents quite the learning curve. Those Haint enemies spawn in initially as manageable groups of about 3-4, but then additional waves join the fray just when you think you're making progress. I've counted at least 5-7 enemies on screen during the more intense battles, and they hit like trucks. Their attack speed is ridiculously fast - we're talking maybe half a second windup before they strike - which creates this constant pressure that keeps you on edge. What's particularly challenging is that Hazel's standard attacks feel underwhelming compared to the damage output of her opponents. I'd estimate her basic melee does about 15-20 damage per hit while the Haints can easily take out 30-40 health points with a single strike.
Now, about those abilities Hazel has - they sound great on paper but in practice, many feel situational at best during combat. The telekinetic shove and tether pull abilities specifically require significant investment before they become truly useful. I'd say you need to collect at least 25-30 of those ability pick-ups scattered throughout the world before these moves start feeling impactful in battle. Until then, you're mostly relying on that basic melee combo, which honestly doesn't cut it against the diverse enemy types you'll encounter. The lack of reliable defensive options beyond dodging becomes painfully apparent when you're facing multiple attackers. I've had numerous situations where a poorly timed dodge led to getting stun-locked by enemy combos, resulting in what felt like unfair game-over screens.
The lock-on mechanic is another aspect that could use some refinement, especially when you're dealing with larger groups. I can't count how many times I've tried to target a specific enemy only to have the camera snap to someone completely different, leaving me open to attacks from multiple directions. There's this one particular battle I remember where I was facing six different Haints, and the lock-on kept switching between enemies randomly, making it nearly impossible to focus my attacks effectively. What makes this especially challenging is that most Haints don't give clear indicators for their standard attacks - though they do helpfully glow bright yellow when they're about to unleash those devastating special moves or become temporarily invincible.
I've found that playing on the easier difficulties helps smooth out some of these rough edges, but even then, the difficulty spike when transitioning from exploration to combat feels significant. It's like the game flips a switch from "relaxing adventure" to "intense survival horror" in moments. After spending about 40 hours with the game across multiple playthroughs, I've developed strategies to work around these combat limitations, but I still wish the transition was more gradual and the combat mechanics felt more consistently rewarding. The exploration remains absolutely breathtaking throughout, and the world-building is some of the best I've seen in recent memory - it's just that combat sometimes feels like it belongs to a different game entirely.
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