Indivisible is a beautiful game with a cute, unique story unlike anything I've ever played before. It's a Metroidvania Beat-Em-Up Character Ensemble RPG Platformer. Sound weird? It is! And it's
glorious.
One of the first things you'll notice is the game's art. It all gorgeous hand-drawn cel-shaded old-school animation. And it works very well in high-def. It really brings the the traversable areas to life and makes running back and forth through them relaxing. The story is also very neat and touching, with each character bringing a unique background and perspective to bear.
The game's core dynamic is that Ajna - the main character - absorbs other characters with high
Idhi (inner power) and "stores" them in her mental inner realm. Many absorbed characters give Ajna special abilities (a bow, a spear-vaulting technique, etc) used in the platforming sections and some out-of-battle boss sequences. She brings her friends everywhere, and can then call on them in battle. She can use her own Idhi to swap out comrades (including replacing fallen friends), or perform super moves like an attack or mega group heal.
Each character in the game has their own moveset. This actually complicates the battle mechanic, which my instincts made me play frenetically in the beginning. I mashed buttons, randomly comboing

,

,

,

with

,

,

,

. This is not the correct way to play, as I discovered embarrassingly late into the game.
The game's core battle mechanic is actually around
blocking. Many enemies can set a standing guard against attacks that reduces their damage taken to 1. Compare this to your characters, who must "clean guard" at the moment of impact to absorb damage (healing instead of hurting!). Just holding the block button (whatever button is assigned the character being attacked) will only slightly mitigate damage. This difference between the player characters and enemies is lopsided and very annoying, but so are tons of game mechanics out there.
*** Spoiler - click to reveal ***
Kala - the Big Bad at the end of the game - cannot be fought directly. You can only block her attacks while she uses up her energy, and most - if not all - blocks must be clean to survive the fight. This is jarring given how combat works literally the entire rest of the game, and results in lots of quick do-overs until you get her attack pattern down. Each do-over means you have to sit/skip through dialog and replayed cutscenes over and over. This repetitive "learn the boss to perfection over 10+ minutes of dying and replaying cutscenes" gets boring in a hurry. This really ruined the end of the game for me, and is a large part of why I can't give the game a full 5 stars.
However, enemies' guards can be broken with "up-down" attack combos (no spoiler here since there's an in-game tutorial that does a bad job of explaining this). That is, any character can perform an "up" attack and any character (including the original) can then perform a "down" attack which will break the guard and allow follow-up attacks from the player group to land and do damage. This works on every enemy that can block (including ALL bosses!). Not every character has both an up
and a down attack. However, any Idhi super-attack (which most characters have) will naturally break guards and allow clean follow-up damage, but just requires Idhi.
*** Spoiler - click to reveal ***
I found Zebei to be the best and most reliable at breaking not just individual but entire enemy groups' guard.
+
(or whatever button is assigned him, but I usually put him on the bottom) followed by
+
(or, again, whatever) are both multi-target attacks, and will break the guard of whole clusters of enemies. I could not get reliable guard breaks out of any other character or combo of characters, but with Zebei it was 100% once I figured him out.
Once you get that the game is about
defense instead of offense, it becomes a crapton easier. However, the first few hours can be very difficult as you try to figure out combos and which group of characters work best together. You'll die a lot until you figure out the best group and how to reliably break guards and build up Idhi.
*** Spoiler - click to reveal ***
My usual lineup:
- Razmi for general damage-dealing and the occasional backup group heal from her single-pip Idhi technique if you can't use Ajna's fully-powered group heal
- Zebei for quick Idhi build-up, as well as his reliable guard break
- Baozhai for super high damage, especially to clustered enemies
Occasionally, I would swap out Baozhai for Ginseng or Nuna. Ginseng can heal pretty well, and Nuna can place traps that will prevent non-flying enemies from getting to your party. Ren can place traps as well, and has a decent attack and Idhi techniques. But Nuna is easily the fastest character in the game and for some reason I found it much easier to place traps with her than with Ren.
Fortunately, when the group falls you simply respawn at the last checkpoint which is usually right before the battle you just lost.
Despite being clearly influenced by anime and JRPGs, this game fortunately doesn't suffer the boring idiotic dialog you find in that genre. Frequently in JRPGs, every character in the roster chime in at nearly every major dialog point to either repeat that dialog point or say something useless that doesn't actually promote the story. In Indivisible, characters outside the core discussion will only pipe up to pick on the ones that are central, or to make subtle observations. Extraneous dialog exists, but it's greatly minimized compared to games like Alvastia Chronicles or Tales of Vesperia (where most of the dialog is extraneous boring pointless banter). It's refreshing.
All of this is your ship-of-the-line stuff that sets this game apart from others in its genre(s). However, there are a few serious drawbacks.
First, the in-game tutorials are crap and pop up awkwardly. I suspect that if you're not paying attention and just button-mashing, you might even miss the tutorial and not actually figure out what you did or were supposed to do. I certainly missed info around blocking, which as I stated earlier is a key part of the game's battle system.
Secondly, the platformer bits can get annoying. I found that Ajna just doesn't respond well to input, and will frequently fall from high hard-to-reach places because of the sheer difficulty of moving fluidly from one hand position to another. For me, summiting Sumeru at the end of the game was a white-knuckle test of wills between me and the game that almost went into controller-chucking mode. The weird puzzles got repetitive quick, especially as I too-frequently dropped off-screen and re-spawned several platforms back. Grr.
Third, quests are ruined by both their simplicity and the fact that there's no good fast travel. No quest - even characters' resolution quests - is particularly challenging. However, many quests involve running back and forth through overly repetitive platformer areas (which is already annoying because of the previous point). There are no permanent shortcuts that you can unlock to quickly skip through areas, and chakra gates (the fast-travel sites you unlock about 1/3 of the way through the game) are universally inconveniently placed toward the end of levels that require significant platforming to reach and/or get out of. You'll spend a massive chunk of time in this game just running back and forth and back and forth and back and forth through vast empty levels.
Which brings up the fourth issue: enemies don't respawn with any kind of sense. Some enemies always pop back up (such as the ones in the high outside region of the Iron Kingdom zone). But most disappear once you've dealt with them the first time. Some enemies will respawn in-between game "chapters", and ALL enemies seem to scale with your current level.
Which brings up the fifth issue: experience. The battle rewards make no sense. Some enemies that you can defeat in <5 seconds with a single character's full attack points will grant you 5K experience. Some enemy groups with special boss-like health bars (like the #$%#$%# Iron Kingdom tanks and rifleman guards) that take 3-5 minutes to wear down with constant low-damage attacks will give you ~300 experience. The difficulty-to-experience ratio makes absolutely no sense whatsoever, especially considering how enemies (seem to) scale with your level.
Which ties with issue #4 to make issue #6: grinding levels pretty much impossible and not worthwhile. Ajna was only 55 when I beat the game, whereas most other characters were 65~75 after completing their resolution quests and getting a nice ~20 level bump for the effort. Given how enemy health and damage output seems to scale with Ajna, forcibly leveling her up just doesn't make a lot of sense.
Overall, this game is beautiful and mostly fun to play. However, there's a slight lack of attention to detail and some missing quality-of-life perks that would have made it perfect.
4.0