Rune Factory 5 is a very flawed game. It’s easy to spiral into sounding overly negative with how many things it gets wrong compared to the immediate predecessor, big and small. But I don’t believe the game is as bad others may lead you to believe. I’ll walk through some main points, then devolve into incomprehensible rambling. The biggest sticking point is that it’s fully 3D. Many people tend to say that Rune Factory Had a Rough Transition Into 3D™, which isn’t entirely true. While Rune Factory 5 is the first numbered 3D entry, it’s not the first 3D entry period. Anyone remember Rune Factory Frontier or Rune Factory: Tides of Destiny ? Which, to be fair, could make the case for this game worse. It’s not even the first 3D entry, how could they get it wrong?! On the visual side, I think the game looks good. I wouldn’t call it ☑ Beautiful, but it’s nice enough. The biggest knock against the visuals are generally rough looking textures. The water looks wonky in some places, and admittedly the world can feel a bit barren, but on the whole, the visuals are pleasing, with bright colors, and nice character and monster models. A small issue I have is that the developers have missed an opportunity to utilize 3D to its full potential. There’s a whole new axis, but not much in terms of verticality. Rune Factory: Tides of Destiny actually had a jumping mechanic, which could’ve elevated exploration and combat. The combat had to be reworked for 3D, with a standard lock-on system and the like. I’ll be honest, it doesn’t feel as good as in top-down games. The lock-on feels unreliable, usually not targeting an enemy/object I wanted or not working at all, as if it got caught in solid matter and wouldn’t budge, or targeting enemies that are further away when flicking between them, resulting in a clunky system. The combat in general is not as satisfying as in Rune Factory 4 . The game’s pace is another major sticking point for many. The game is noticeably slower than previous fast-paced entries, especially the clock, which sure takes its time to tick down. On one hand, that does mean you get more time each day to do anything, like grinding, or farm maintenance, but it’s still a bit much, and many events are time-dependent. Which means if you don’t have much to do before then, the wait can be agonizing. The actions you take are also not as fast and snappy, which is very evident when cleaning your farms, like chopping wood taking longer. On the flipside, the game does feel more relaxed and less frantic. I would be hard pressed to call Rune Factory 4 a “relaxing” game due to its high dopamine gameplay, and while I like it, I do appreciate the change of pace in this entry, whether intentional or not. It’s still more fast paced than the first two games. The amount of dialogue is, unfortunately, not as rich as in the previous game, which is a big shame. The advantage of having minimal recorded dialogue is that you can have a lot of written dialogue at little expense, which Rune Factory 4 takes advantage of (and the fact that it’s a 3DS game compared to predecessors). Rune Factory 5 isn’t so fortunate, you can find repeating dialogue much sooner. Even something as minor as generic NPCs having very little dialogue is rather disappointing. In Rune Factory 4 , these NPCs were very helpful with dispensing useful tips and revealing secrets that you may not have known about, or generally having funny lines. It was a joy to check them out every day. That’s not the case in Rune Factory 5 , where they will complain about boogers or patrolling. The story is a fair bit weaker than Rune Factory 4 . It’s still fine for what it is, and does have a few pretty good moments. The bit where you have to enter Everlasting Darkness because everyone got KOd from getting their runes sucked out felt pretty urgent, which I thought was nice. It also helps that the dungeon is a challenge, due to constantly sucking your RP . There’s still a good amount of funny lines, in fact I think the game is funnier than I thought before. I think the romance stories are better in this game. The characters are pretty nice. Dare I say, I prefer them over those of Rune Factory 4 . This comes down to personal preference, but I didn’t feel particularly inspired by any of the romance options in that game, but in Rune Factory 5 , I could actually make a top of bachelors and bachelorettes in my head. This PC port is solid. The original Nintendo Switch version has performance issues. If you have a decent PC, then you can play this game at a consistent 60FPS and faster load times, which feels nice. I did notice the game stuttering somewhat consistently, I don’t know if it’s my PC or what. From my experience, there’s no additional glitches that stem from this port specifically. In that regard, it is a step up from the port job of Rune Factory 4 Special . Plus, there are fan mods if you’re into that. The music is quite good. Maybe even the best in the series, it’s definitely up there with Rune Factory 3 for me, there are some fun and memorable themes, the best emotional themes (seriously, “Calming the Storm” is so good and elevates romance events for me), and tasteful remixes. I did notice some dating events having no music, which I found to be odd. Same-sex marriage. It wasn’t in the original Japanese release, but was retrofitted since the international release on Nintendo Switch. Not gonna lie, my jaw dropped at the announcement of this. I was pretty happy with the news. You can be gay or lesbian at your own leisure. However, the implementation isn’t the best, with after-marriage pajama event not acknowledging your same-gender spouse and having to wait a few weeks to talk to Captain Livia, after your character says to talk to her, leading to confusion (this is a period before conceiving a baby for traditional couples). Rune Factory: Guardians of Azuma has been confirmed to have SSM, and I hope it was built from the ground-up with this feature in mind, so stuff like this doesn’t happen. There are some QOL improvements, so to say Rune Factory 5 is a complete downgrade would be disingenuous. There’s a toggle to enable automatic item pick-up when running over them. It doesn’t work on all items, mainly of plant variety, but it is a good feature. You can dump lumber and material stone, as well as grass and fodder into respective containers with a single choice option. This is a very good change, throwing each individual stack was tiresome, and makes 100% completion more tolerable. Sealing is a good addition, you can use a seal ability to make temporary allies or get crystal shards or other item drops from enemies or environment. It can also serve as a combat utility, since it locks an enemy in place for a bit. And you can change between a weapon and a farming tool with a D-pad. Quick and easy. And they restored Rune Factory 3 ’s L-pocket controls, where you press X to equip item and A (Xbox buttons) to take it into hands, instead of whatever Rune Factory 4 did. I could’ve written some negativity about the game, believe me, there are many things the game gets wrong. But there are also some things it does right. Quite frankly, I don’t think I need to write much negativity when the game keeps getting bashed on by others pretty successfully. I still really like the game despite its shortcomings. Not as peak as Rune Factory 4 , but still a good time. The formula is still there and just as engaging. The characters are lovely. The music is good. The visuals are pleasing. It’s unfortunate that the game got hit by troubled development, COVID period and fan expectations. It’s a bit unpolished compared to prior entries, but if you’re like me and keep your expectations in check, and expect a fun game, you might enjoy it.
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