>>850626
>extremely clunky, getting stopped every 2 steps for fairy to explain a switch or show where it is
Valid, although they were making improvements to this before they canned the mode. Also, this same shit also happens all the time in story sections today with forced cutscenes and easily interruptible dialogue during combat and exploration.
>completely and utterly betrays a core tennet of gacha games: let me see and control the characters I pulled for during gameplay
Valid I suppose? Personally, I'm not autistic enough to NEED to see my Agents on-screen every waking second.
>oh wow cool ellen has a special sprint? sounds fun! ... oh wait... you only do combat in a tiny room and then get sent back to the tv screens
Ah yes, unlike shit like Lost Void where it's also just a bunch of tiny single-cell rooms one after the other. At least Withering Garden had challenge stages where you had to run in a big stage to break targets/dodge shit.
>completely sidelines the combat in an action game
There can be more than a single gameplay mode in a game. No one complains when the turn-based combat is broken up by dungeon exploration in something like Shin Megami Tensei. I found the mix of dungeon crawler & cuhrayzee action game to be super unique and fun (again, as did many others.)
>attempts to be a "dungeon crawler" but only the prophecy was actually a kitted out dungeon crawler with rpg mechanics
Now this is just a straight up lie. Withering Garden
alone gave plenty dungeon crawling action, and then there were other commissions like Bangboo Golden Town and Infinite Abyss that gave their own spins on it.
>boring baby puzzles
Do I even need to address this? Have you
seen the "puzzles" we've gotten post-TV gameplay? Come on now.
>filled to the brim with just as many "corridors" as the gameplay we have now, just in tv screen form
True, however I am not someone that is vehemently opposed to linear "corridor" gameplay. TV wasn't perfect by any means, but it had many examples of doing this right.