Despite the appeal of the fact that it simply does its own funky thing, some messy combat elements and inconsistency make it aggravating
With a variety of JRPGs on the Switch from both indies and bigger developers, the challenge to stand out and make an impression is absolutely real. To its credit, Virgo does manage to differentiate itself pretty easily where its story and characters are involved, mixing together some astrological elements, people politics, and a pretty healthy dose of just being a bit weird. While I appreciate it’s attempt to make the typical turn-based combat more interesting by including quicktime-styled button presses and the like, I found the lack of clarity for the timing and the speed it required at the “recommended level” (there’s a tougher one, as well as what appears to be a neutered one) to be a pretty miserable mess. Sure, every game with this sort of system takes some getting used to with the “feel” of it, but in this case pretty well right out of the gate the general lack of direction, as well as a tendency for there to be multiple bits of dialogue between attacks and then suddenly a rush to hit the button in time made it pretty ridiculous. I actually ended up just randomly pressing the button every few seconds just in the hope of somehow getting in a prompt in the ridiculously short window I was given. I’m sorry, if you tell me this is the intended experience and it’s this out of whack, I’m not going to leave this point alone. It feels weirdly unbalanced and unfriendly to say the least, and imagining something even tougher (saying it’s for masochists must be accurate if it’s even more ridiculous) boggles the mind a bit. There’s more to the game, for sure, but such a fundamental mistake is just something I couldn’t shake, and it colored my perception of the game as a whole since it is such an in your face issue.
Justin Nation, Score: