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The way that enemies possess different colored cores, and switching to the same color of (infinite, but cool-down-style rechargeable) rifle ammo deals the most damage to them, is a neat idea on paper that's bungled, somewhat, in practice. You really need a third thumb to get the most out of it when up against multiple foes. Your left is on the left stick for movement, the right on the right to switch between targets locked onto with LT, while the D-pad controls the colors: That is, obviously, a problem. And standing still to switch colors in the most volatile combat situations is a one-way ticket to another loading screen, especially when Joule is locked into a dome force field that only drops when all enemies are defeated—getting pinned against the barrier will see your health bar smashed to smithereens, Joule easily stunned and unable to dash away from a barrage of attacks.As previously implied, the platforming isn't as precise as it might be, Joule a touch too twitchy when in the air—tip the camera to more of a top-down direction, to best see the marker indicating her landing point, or you'll consistently see her fall to a (mercifully instant) respawn. And while some will love the backtracking to previously visited areas to employ new skills and Corebots in order to reach fresh vantage points, the lack of environmental variety is a drag. It also means it's very easy to lose track of exactly where you're heading to, and the in-game map isn't always clear with its markers (fast-travel, via speaking to a cute little robot called Violet, does at least cut out some of the desert walking).While some of the grinding can quite literally be beneficial to your health, that it's basically built into the story progression proper is a bummer.
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