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YMMV / Glory Of Heracles III

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  • Complete Monster: Lord Baor. To lure one of the adult Dark Ones, he harpooned their child, repeatedly stabbing it when it attempted to escape, and petrified the lured adult to form the isthmus south of Tantria—an act that disrupted the ocean currents and threatened Gaia to the point of provoking the gods to plot the eradication of all humankind. He then petrified the Atlasians who knew of his atrocity, earning him a divine smiting, only to agree to wipe out humankind with an army of monsters on Hades's behalf.
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  • Disappointing Last Level: After the game's massive Wham Episode and The Reveal, all that remains is The Very Definitely Final Dungeon—a short and uninteresting dungeon filled with absurd Demonic Spiders and ending with a Final Boss that, while far from a Giant Space Flea from Nowhere, still lacks plot significance and serves primarily as a token Final Boss.
  • Game-Breaker: The Reasoning Sword, which consumes MP to inflict double damage. This would be somewhat balanced if it used more than one point of MP per attack, giving it better damage than the Infinity +1 Sword.
  • Older Than They Think: This game shares the same twist as another RPG that is so iconic for the twist that merely naming the other RPG is liable to give the twist away. It's Knights of the Old Republic.
  • Scrappy Mechanic:
    • Partway through the game, the sun becomes unnaturally intense. This is reflected in-game with a wavering effect during the day that very quickly becomes nauseating, especially as it isn't resolved for some time and numerous things can only be done during the day. Adding to the frustration is that almost every NPC will have a canned addition to their dialogue whining about the heat.
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    • The Trust mechanics. Early on, it means your allies are likely to waste turns and spread out attacks rather than focus on the target you want them to. You'll inevitably see one of your party members waste a healing item (including Reion, who can cast healing magic) only to suffer more damage from the enemy they could have instead finished off. Your party also falls under complete AI control whenever the Protagonist is disabled or fails to escape a battle—it's insult to injury when failing to escape results in your party acting like morons in the following turn.
  • Tear Jerker: The flood. Almost the entire world is wiped out, and the survivors know that humankind's time is limited. And it is all your fault. The music that plays while riding Pegasus following the flood drives home the sadness of it.
  • That One Boss:
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    • Naga initially doesn't hit hard, and the Hermes Cap nearby can be used to help outspeed Naga. Then once its HP drops low enough, it begins spamming party-wide status effects. Trell is liable to cause your party to do more damage to themselves than Naga can. It's also early enough that you won't have stronger healing items and spells to undo your confused members' damage.
    • Hades, a Flunky Boss that the Protagonist has to fight solo. His two adds can revive and empower each other, and Hades himself can revive them—in a game where revived enemies get to act in the same round, that can lead to both flunkies being revived and the Protagonist being pummelled all at once. And Hades himself will drain the Hero's MP and cast massively-powerful fire magic that the Protagonist may not have any means of resisting.
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