We’ve never met a game with auto-battle options that we didn’t like... Okay, broad generalization there, but it IS great to rely on things like auto-battle when there’s so much grinding required. Another nice feature is the fact that
Unchained Blades remembers which options you chose for each character, saving you the time of navigating menus even when you don’t have auto-battle enabled. This comes in handy when you want to target specific enemies or leverage skills and spells. The range of special abilities is part of what makes battles fun, and
Unchained Blades keeps things simple by prompting you with new menus choices when your characters meet the requirements to pull off these boost or chained attacks. It’s not that controlling these are difficult, but it can be hard to remember how your party needs to be configured to take maximum advantage of these abilities. One of the hardest things to do in
Unchained Blades is navigate the wealth of menus that control equipment, items, party members, and followers. With two or three times the number of followers, compared to party members, things get pretty busy.
Unchained Blades does a decent job organizing things, but you can still get lost in the weeds. Core RPG fans who have been looking for exactly this experience will love the game; for casual or newbie players, there may be more commitment required here than you were expecting. Think of the spoken dialogue and great art as the candy coating around the hard pill you’re going to have to swallow, if you really want to see Fang’s quest through to the end. All the small touches are what make this a blast to play, especially if you cut your RPG teeth on classics from the the 8- and 16-bit age.