The 5th element
Fortunately, there is something new and it's not nothing, since Inazuma Eleven GO signs the passage of the series in all 3D. Because if the previous episodes were available on 3DS, they were only ports of the DS versions released in Japan. To be honest with you, the two titles are also frankly successful visually. If before the focus was only on close-ups and special techniques, the two Inazuma Eleven GO finally take it to the next level. Everything is now modeled in 3D: the exploration phases, the dialogues, the matches, and of course the special techniques, which have once again benefited from special care. The cel-shaded graphics are still very fine, the 3D relief is not cumbersome and everything remains very fluid. On the other hand, in terms of pyrotechnics, these two new versions raise the bar even a little higher with the arrival of Warrior Spirits, sorts of power emanations specific to each player which boost their abilities and therefore allow a debauchery of new effects. Even the menus have undergone a very pleasant facelift. At least aesthetically, this new generation is a great success.
Everything is now modeled in 3D: the exploration phases, the dialogues, the matches, and of course the special techniques, which have once again benefited from special care.
On the gameplay side, it's still much less folichon. We have to face the facts, the recipe remains the same and the novelties are nuanced. The chapters are now divided into sub-parts, which indicate the progress in the adventure a little better and each new objective is indicated at the bottom of the screen. Only, we always remain in a very repetitive pattern, where we have very little room for maneuver, as before. Long discussion, going to such a place, talking to another guy to advance the scenario, cinematics, match day and rebelotte. Exploration is only used to discover training points (well marked on the map) and recruitment specialists. There too, a little novelty, in addition to the players who will want to join you after a match, you can "buy" a new member for your team by spending motivation points (which are also used to recover, buy equipment or even s train) and fulfilling certain specific criteria. Finally, be aware that friendly matches will have their own progression tree, with items to unlock and that duels are now indicated on the map and only trigger if you wish, just to raise your level if necessary. .
Gogo dancer
On the meadow, the situation is almost the same as outside. The graphic overhaul makes a strong impression, but the background hasn't changed much. Do not necessarily try to play nice, organize your actions and your tactics: overall, all this is not very useful. As long as your attackers manage to nab the balls and have effective special techniques, you will win without too many problems. Ditto in duels or friendly, during which your players should be well above the lot. And this question of the real difficulty of the software also arises before the competition matches, where you are told at the outset the level of team required in order not to get screwed! The problem is that we win even without supposedly being at the level... So yes, the Warrior Spirits come to give an even more spectacular side (and a little WTF, some will say) to the course of the encounters, but they exacerbate still the gap between team play and special abilities. As for the objectives during the match, which will require you to go to such a place on the field with a specific player to advance the storyline, they ultimately weigh down the progress of the matches instead of energizing them.