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- Apr 30, 2017
You do still see it; there's a grey cloud when your heart rate is too low, a sun for when it's high enough (also different Digimon have different personalities and prefer different exercise styles) as well as different "levels" of exercise. The main issue with this is more the quality of the device; with the old device, if you had a low resting heart rate (as I do, weirdly) it would almost never read it so your Digimon was always unhappy unless doing extreme exercise. The current model defaults to an average rate if your heart rate can't be read, so while that's good for somebody like me (and just overall for people with accessibility needs), it can also make things a bit TOO easy for maintenance. Obviously since this is just a cheap (ish, lol) toy at the end of the day, it's to be expected, but a more accurate heart reader would be a perfect revision.I understand it ultimately gets to a matter of personal preferences and perspective, but my point was that the gameplay is not quite that of a virtual pet and, as you said, is reduced to a single mechanic: exercise. You don't even see your Digimon feeding from it, do you? It's just stated in the manual.
Yet, weirdly enough, that same aspect doesn't play (as I would have expected) in helping your Digimon battle, leaving it to chance. A terrible hit rate doesn't get me tense, just frustrated.
The repetition I mentioned was from meeting the same small pool of Digimon you raise. If I'm raising an aquatic Digimon, I'd like to encounter something else from aquatic Digimon, as if I was going on an adventure in the whole Digital World.
As for the battles, it technically does; the higher your mood (and I think exercise level) the better chance you have of hitting your opponent. Type advantage also factors in.
And a lot of the V-Pets are "themed" (mostly thinking of the Pendulums, which this seems to be more of a successor to) so the specificity of biomes seems like a bit of a weird complaint; obviously any specific DiM is limited to that theme, but as long as they keep making DiMs, you have access to a wide variety of rosters to keep things fresh and don't have to start a whole new device; that continuity was another huge draw for me.
I mean, yeah, more options are always NICE, but every device has its limitations. You can always just raise one at a time; raising more than one just adds something else to keep track of. It's a different kind of complication from what V-pets have, but it's also not a huge inconvenience either. And hey, if you accidentally Jogress (and forget to cancel, which happens to me sometimes) then you've "messed up" and have to try again to get what you want, which seems like a core tenant of the V-pet experience.That's not fun, just a terrible choice of gameplay implementation: I shouldn't be preoccupied with what I have in backup when raising another Digimon. Why they didn't just add an option for jogressing voluntarily between active and backed-up Digimon is beyond me.you just need to make sure the thing in backup isn't the same stage as what's in front.
Haha, I know people love it, it's just not my favorite aspect. Ultimately it doesn't sound like the device for you (which is fine!) but I think some of the things you're getting hung up on are more as a result of adjustment to new things rather than a flaw in the device itself. It's definitely not as hardcore as a V-Pet, but it's a more introductory version of that, which is perfect for people like me who have some time to experiment and play around, but can't be monitoring things all the time.