
Unsung Story is a spiritual successor to Final Fantasy Tactics that takes place in a world where spells are cast as songs and a 77-year war has damaged the foundations of magic. Build a team to work backwards in time from the final battle to find a way to save Lasfaria.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I waited a long time to play this game. I got about 3.7 hours of playtime in before a glitch crashed my game. I had very high expectations since I was an early backer. I hate to say it, but I was let down. From the lack of support, slow storyline, and only hints of being Tactics-esque--it almost feels like my patience and excitement were all for nothing. I have a game in my library that is buggy and unplayable. I'm still waiting to hear back from the support team, and that alone does not look very promising. Perhaps other users may have a better experience. I personally expected a lot more from this game after all the spread-out updates, changes in command, and hype about graphics and scenery. This is very much an RPG with tactical elements, but it is [i]not[/i] a good one.
definition of a kickstarter scam, wish I could go back in time and boycott it from ever happening
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Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I backed this game on Kickstarter. This is a kickstarter failure. Others have said it better than me - despite a half-arsed attempt to resurrect the game a couple of years ago, silence for about 18 months now - we've moved on - the world has moved on. You didn't take much of my money but that's how Kickstarters be, so I forgive you and forget this.
Abandoned game. I kickstarted this ages ago and what we got is garbage. Save your money, avoid these Devs
Game is going nowhere. I am very aware of the history of the Kickstarter but over the last 2 years since the game was launched there have only been design docs of classes released, zero updates to the game. It will never get made, sadly, but don't waste your money.
Having just played the full chapter available, I feel like this game has a lot of potential and want to see what will come of it, but there are some issues I have with it mechanically. I read through the February notes and believe a lot of good decisions are on the way, but want to make sure other matters are addressed. The first is the ability to see enemy movement and attack range. Perhaps some of this is due to my familiarity with the genre with a controller versus a keyboard and mouse, as there was a lot of adjustment on my part to learn how to rotate and pan over the battlefield. However, it felt like I was not provided enough information on enemy movement and range, and therefore wasn't able to make the most educated decisions regarding where I wanted to move in order to draw enemies forward while keeping my own units safe. And speaking of keeping units safe, the friendly A.I. not only seemed incapable of keeping together in a group, but also seemed to make decisions that would put them in harm's way. This was especially true of Sirena, a spellcaster that seemed more than happy to march on the front line. It would be nice if the A.I. wasn't so insistent on pushing themselves into a corner as they charged ahead to face an enemy alone. There could also be better UI elements to indicate when a character is suffering a status ailment, such as poison or burn. Change in stature, change in color outline, symbols above their heads, etc. Clarity of symbols would be useful as well. I figured out how to generally get the "songs" to work in combat, but I rarely knew what bonuses I was earning (as I certainly couldn't execute any of the provided "scores" without making less-tactical decisions). In regards to jobs and the Opus, introducing those elements earlier is nice, but I think my biggest issue as the chapter wore on was how over-powered my basic three units were compared to the other two, which meant I had three strong units for the final mission and two weaklings that were as much a hindrance as they were a support. I think most players are going to want to stick to their stronger units as the missions continue on, especially with the assumption that enemies will get stronger. So while it's easier said than done, I'd say rework the earlier missions to allow for more characters on the field immediately, or create a system in the Opus that allows your teammates to go on excursions to level up outside of combat so that you don't have to grind completed missions again. Something that allows characters left off the battlefield a way to catch up so that you're more willing to experiment with classes and swap characters around. Lastly, I'd reconsider unlocking the second job slot after mastering an ability, especially as it looks to take a really long time to do just that. If you really want players mixing, matching, and customizing jobs, then that secondary job slot should be open a lot sooner. Curiously enough, looking at the February notice, I didn't have an issue with a lot of the complaints of other players. Talking heads? Fine. The dialogue and cut-scenes and character motivations? Seemed fine, seeing as this is the early stage of an RPG and therefore all the development is bound to occur after the opening chapter. The only thing I'd modify is some of Rime's speech. It's awkward to have the other characters, particularly Sirena, speaking in a formal and very fantasy-style tone, and suddenly Rime blurts out phrasing like "Hold up..." True, Rime is not educated or noble like Sirena, but "Hold up" isn't common vernacular, it is modern vernacular. There are better ways of emphasizing his lack of education or sophistication compared to Sirena or other characters. Despite all of this, I am largely providing feedback for Little Orbit rather than a proper review. I also think it is too early to recommend or not recommend. I enjoyed what I played, but it was only about 3 hours of play time. That's not nearly enough to judge a game on. I think it has potential, and I can't say I didn't enjoy it, but I think it needs to touch on some UI elements to better inform the player of what's happening on the battlefield while also adjusting some of its job system beyond making it available to customize earlier. These issues addressed, I think it could be a very worthwhile game. I also think it's impressive to see what Little Orbit has done, considering the rocky history of this project. While I doubt anyone's socks will be blown off, or that it'll be the next Final Fantasy Tactics in terms of legacy and epic impact, it's definitely looking to shape up to be a decent-to-pretty-darn-fine game.
Sooooooo... has this game been abandoned?
Dead KS project.
I've kickstarted this game in 2014, so, just EIGHT YEARS later, we receive this...
Why make a product when you can get paid for doing little to nothing? Probably one of the worst Kick Starter failures of all time. Even after the reboot the game development has been effectively dead for years now. A frail crumbling shadow of a game of what it could have been.
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