Probably something discussed to death and though may be too early to tell how this shakes out in the long run, I currently do believe pivoting Infinity Nikki to be more combat focused is a mistake. The combat system itself was originally simplistic which allowed for interesting puzzle-like enemies and bosses throughout the first year, but archery and its various types are kind of...just a bandaid on this? It is still not very complex, but they make it necessary by adding HP and the shield system. It also feels we are escalating too quickly in the amount of HP.
I also feel the new bosses that are mainly HP sponges are just...not as memorable or interesting as the more puzzle-like ones that actually utilized other ability outfits too.
And it kind of just makes Infinity Nikki as a whole a lot less unique as a 3D open world gacha game. Good for you if you find this combat fun, but where it was largely quick and painless in the past, now it's just kind of tedious and feels like a bait and switch, or even a rug pull where the game is trying to become something I wouldn't have bothered picking up in the first place gameplay-wise
This does also tie into how I feel Itzaland diminishes the Stylist elements a lot too. Where in 1.0 when Giovanni walked on air it was easy to just go "oh that's an ability outfit" but in 2.x if someone did this I would be second guessing if it were an ability outfit or some other magic about to be introduced...












