I'm not saying it's bad, because by all means it isn't, there are just some things I personally would improve about it.
Technical:
Improve the graphics so that they're more hi-res, instead of what we see in unmodified versions of the game. Get rid of the invisible walls and have natural-feeling barriers telling the player where they can and cannot go. Make the environments more varied, and have the physical areas of the map be significantly larger, so that it isn't jarring to go from a barren desert to a lush temperate forest to coastal ruins in only a few thousand feet.
Have the enemies level up with the player, so that people who grind to Level 99 aren't replaying the game and getting bored as hell killing everything in one hit. In fact, get rid of leveling altogether, and have how much damage the player does be based on their gear and skillset, as well as the type of enemies they're fighting. Also, improve the difficulty settings so that Hard isn't so hard and Normal isn't so easy. Maybe have Hard be that enemies do 200% more damage and have 200% more health, instead of doing 400% more damage and nothing else.
Find a balance between having Autosave and not; Maybe give the player the chance to save at the beginning of every sub-chapter, with an "Are you sure you don't want to save?" message if they choose no, and if they choose yes, have them dropped in where they left off instead of an Access Point when they load up the game again.
Storytelling:
My biggest gripe with Yoko Taro is that he put so much interesting content into mediums that most players will never see, like side novellas and stage plays, and even an optional in-game text adventure that could have been a phenomenal DLC. Put this stuff in the center view instead of on the side so that the story is more complete and players aren't left with so many questions.
Get rid of the joke endings. They're pointless, and they don't even have any cutscenes, not even Ending Y.
Make it as stupidly obvious as possible that Ending A isn't the end of the game. Don't just have a text blurb after the credits telling players that there's more stuff to see; give them a "Start Route B and continue the story?" option as well, so that they have no excuse to think it's the end.
So, yeah. Those are my two cents, and I hope this thread encourages others to share theirs' as well.
Technical:
Improve the graphics so that they're more hi-res, instead of what we see in unmodified versions of the game. Get rid of the invisible walls and have natural-feeling barriers telling the player where they can and cannot go. Make the environments more varied, and have the physical areas of the map be significantly larger, so that it isn't jarring to go from a barren desert to a lush temperate forest to coastal ruins in only a few thousand feet.
Have the enemies level up with the player, so that people who grind to Level 99 aren't replaying the game and getting bored as hell killing everything in one hit. In fact, get rid of leveling altogether, and have how much damage the player does be based on their gear and skillset, as well as the type of enemies they're fighting. Also, improve the difficulty settings so that Hard isn't so hard and Normal isn't so easy. Maybe have Hard be that enemies do 200% more damage and have 200% more health, instead of doing 400% more damage and nothing else.
Find a balance between having Autosave and not; Maybe give the player the chance to save at the beginning of every sub-chapter, with an "Are you sure you don't want to save?" message if they choose no, and if they choose yes, have them dropped in where they left off instead of an Access Point when they load up the game again.
Storytelling:
My biggest gripe with Yoko Taro is that he put so much interesting content into mediums that most players will never see, like side novellas and stage plays, and even an optional in-game text adventure that could have been a phenomenal DLC. Put this stuff in the center view instead of on the side so that the story is more complete and players aren't left with so many questions.
Get rid of the joke endings. They're pointless, and they don't even have any cutscenes, not even Ending Y.
Make it as stupidly obvious as possible that Ending A isn't the end of the game. Don't just have a text blurb after the credits telling players that there's more stuff to see; give them a "Start Route B and continue the story?" option as well, so that they have no excuse to think it's the end.
So, yeah. Those are my two cents, and I hope this thread encourages others to share theirs' as well.