If you read our review of Indivisible you’d know it has the makings of a good game, it just isn’t all there yet. Interestingly enough, these thoughts were shared by a number of people and something that Mike Zaimont, developer for Indivisible, noted on their official Discord and offered some ideas of what to expect in the future.
The difficulty falloff is not ‘intentional’. It is the biggest thing on our list of design fixes. It’s just that there were many many MANY other things that needed to get fixed or be made at least somewhat fun before the game came out, like certain boss fights. Since you could beat the game, difficulty was “a big deal” but not “the biggest deal”. Taking a look at the unpatched console versions vs the patched PS4 version (sorry XBox owners, still waiting on approval!) – Ajna has combos in battle, she has different supers later on in the game, Incarnations are fixed, at least one boss fight is significantly different, the ending has been fixed up, etc. Difficulty was also messed with, but not …. enough.There is a BIG difference between what someone who is good at twitch-type games thinks is “hard” vs what someone who isn’t as good at twitch stuff thinks is hard. We didn’t want to balance things at the last second around what I think is fine and have nobody able to beat it, so we opted for the safe choice and to give ourselves more time to make sure it’s harder in the correct way.So yeah – end part of the game, not great. It will be, but it isn’t right now.
Naga’s bike, Yan’s supers, Phoebe’s supers, Leilani’s [redacted], and Qadira’s [redacted], are also on my list of things to finish. :^P
– Tutorial on the first Kabandha you fight, wherever that is
– that’s a good suggestion! – Move list….uh…..maybe? We have some ideas on that. But for Baozhai’s supers her hint screen SAYS “Try pressing {GATK} again during Baozhai’s Iddhi attacks for additional damage!”
– Back char falling off forever, that’s on my list already. It used to work, even in the Backer Previews, I’m not sure what broke! :^( – “Run away” is not coming back, we reused the button combo for Ajna’s heal. Unless there are other ideas!
– Fast travel in-area is not a bad idea! But I don’t know that we could make it work without breaking all kinds of scripting that wants you to walk places. I will mention it to the team, though. Personally I don’t think the levels are THAT big, but I guess I’m used to walking everywhere in Super Metroid.
Mike Z on Discord
This list includes a good number of critiques we had. Among the most important being move list, balance and how certain characters behave. How well the final product works has yet to be seen but it’s great to know Lab Zero is not only listening to fans, they’re trying to address concerns to make Indivisible everything it could be. Mike Z also had some interesting comments about people with pre-release copies.
…..the game was so much worse for review copies, too, it’s really depressing to us. Because we did all that work at the end. :^S
We’re actually worried that people will just write it off and never touch it again.
Mike Z on Discord
It shows a lot of insight and is honestly refreshing to see a someone/a developer accepting these things in stride and hopefully the new version will better capture their vision when it releases sometime in the future.