I think I’d be less chaffed by the lack of any world building if the game didn’t start off by making me feel like there would be more in that aspect. Why have a talking sword that just delivers the same 3 or 4 lines randomly? Mix this with the frustration of the dungeon design and mini-map issues and I soon wondered what reasons the game was giving me to want to get through this struggle. There wasn’t really anything.
Between the fresh story and a cast of characters that felt well-fleshed out with their sometimes whimsical sometimes serious dialogue, I was able to get lost in The Alliance Alive in a way I haven’t in ages. A good mix of past and present is found here, redrawing pieces of stories we’ve seen before and twisting them enough to make something that felt brand new.
I hope to see this game tightened up a bit because it was truly disappointing how the core gameplay mechanics and pacing kept prodding me awake when all I wanted to do was dream. I wanted see more and know more, but it would require more patience than it earned from me to see it fully uncovered.