Combat felt more like a wide, shallow pond than a deep lake, especially because on normal difficulty, regular enemies rarely posed a threat or required much strategy to defeat. We never used quite a lot of figments and even more buff and debuff types – there was simply too much to really keep track of when other strategies worked just fine. Yes, there’s quite a lot of freedom to the combat that we appreciated, though it comes at the cost with some wonky balancing and an oversaturation of skills. Once the battle’s done, it’s off exploring again, picking up dozens of different items scattered about each zone to craft and equip stat buffs and new skills. To mix combat up a little, each figment can ‘Aether Up’ to save its action and attack twice or more in a later turn, and enemies have a stun gauge to fill. Some heal, some focus on attacking multiple times per turn, some spread debuffs like it's their ghostly day job, but unlike the allies in Paper Mario, these figments have no personality to them. There are quite a lot of figments that unlock as you progress, giving you a wide range to choose from when you make up your party of four. All Speech Subtitled (Or No Speech In Game).Attacks are reflex-based, with an improperly timed button press resulting in a miss and a perfectly timed one increasing damage. In battle you control four of a selection of figments of your own psyche – Solitude, Spite, Comradery, and so on – that manifest themselves as party members. While exploring the areas around Outbound, touching a malevolent enemy in the overworld will trigger a turn-based battle. If you’ve played Paper Mario before, the gameplay loop is quite similar. The game has finally arrived (though not without drama between Conradical and publisher Digerati) and can be played on a Nintendo platform, as all papery RPGs should. It sounds grim, sure, but it’s all wrapped up in a cutesy package that never devolves too much into the macabre. You initially assume the role of an amnesiac ghost as he explores the town, meeting its spectral residents and uncovering a bit by bit what exactly happened. Many of them have lingering burdens that keep them from moving onto the afterlife. Described by developer Condradical as " Paper Mario + Undertale" on the game's Kickstarter page, The Outbound Ghost garnered some attention with its aesthetic and gameplay along with its premise: the residents of the town of Outbound all quite suddenly died.
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