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  • Anti-Climax Boss: A few of these pop up late-game. The Post-Final Boss is the story's emotional climax, but like many other examples of the trope, losing the fight is incredibly hard to do. The actual Final Boss, of all things, gets it the worst: Kala has no attacks in her turn-based encounter. You instead chase her around the room with the freshly-unlocked Divine Wheel to force her into a turn-based encounter while avoiding her fists, after which she becomes a punching bag until she recovers. Rinse and repeat.
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    • While most of the redesigns were well received, fan response to the new Vasco was overwhelmingly negative. While it was generally agreed that the new look wasn't bad, it looked far too different from the old Vasco and completely removed the edgy mercenary cowboy vibe that made the first design popular. The developers responded by changing the redesign into a new character named Latigo and making the original Vasco an NPC.
    • When Leilani was revealed, Hawaiian fans complained that her costume was much more tourist-Hawaiian than authentic Hawaiian. In her redesign, her grass skirt (which despite being associated with Hawaii in popular consciousness is actually Micronesian) was replaced with a more accurate netting skirt in response.
    • In the prototype, the mechanic where the whole party dies if Ajna dies was seen as too much of a hassle. Come the retail release, this mechanic was removed. Ajna can still be knocked out, but the rest of the party remains standing if she goes down.
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    • In general, the fact that Lab Zero, in true, well, Lab Zero Games fashion, already began addressing the issues the game had on release and were working to fix them days after the initial release is inspiring.
  • Complete Monster: Ravannavar, "Malevolent Demon King", is a ruthless warlord who conditions his followers to believe he is a holy, righteous man. Deciding humans are flawed, Ravannavar leads his armies to conquer Loka, killing all in their way and wiping out the home of heroine Ajna, resulting in her father Indr's death. Ravannavar reveals he has no care for his own adopted son Dhar and tries to eliminate him as well, plotting to awaken Kala to completely wipe out all mankind.
  • Demonic Spiders: The guards on the second visit to Tai Krung. Their three-hit combo attacks deal absurd amounts of damage, capable of knocking out a character in two out of the three hits, even if blocked. If you haven't upgraded your defenses to where Perfect Blocks restore health, you're toast.
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    • Razmi, who's popular for her snarky goth girl personality. She also has received a lot more fanart than every other character yet seen, with perhaps the exception of Ajna. Naturally the updated Backer Preview has her acting as Ajna's snarky Lancer and she's one of the characters with the most dialogue.
    • Ren also gets a lot of love from fans for his Pretty Boy design.
    • Naga Rider, being a big tokusatsu (more specifically Kamen Rider) homage riding what is essentially an Iddhi powered bike.
    • Phoebe, who manages to be an Amazonian Beauty AND a Big Beautiful Woman at the same time, and according to updates, is a Boisterous Bruiser archer who uses a freaking spear as an arrow and wrestling moves. Oh, and she's a mom.
    • Antoine's updated look gave him a LOT of fans. Not bad considering several people thought his original design was bland, and that was axed from the game, with Latigo seemingly taking his initial rapier concept.
    • Baozhai, among the LGBT Fanbase at least, for being a Butch Lesbian who actually has plot importance and isn't just relegated to being a side character, as well as just being a Boisterous Bruiser in general.
    • With the full release, Dhar has accrued some popularity in his own right, for having a surprisingly thoughtful character arc about growing beyond the person he was at the beginning of the game, culminating in his Heroic Sacrifice.
  • Hilarious in Hindsight: The Skullgirls Artbook showed a scrapped character named George, who had a dragon motif. Fastforward to Indivisible, made by the same people, and one of the characters is a dragon-slaying knight with the same name... who still isn't playable and never will be.
  • It's Easy, So It Sucks!: The third act gets this criticism, as by this point players can have maxed out action commands and mastered perfect blocking (which actually heals players rather than doing reduced damage with defense upgrades), as well as assembling team combinations that can deal absurd damage very quickly (such as Leilani plus Zahra). At this point, combat with random enemies generally becomes a chore rather than enjoyable, not helped by the fact that this is the point where the Underground Monkey swaps of enemy designs becomes all the more noticeable. According to lead designer Mike Z, the "difficulty falloff" is not intentional and was going to be fixed in future updates, along with numerous other issues. The New Game+/Couch Co Op update fixes some of the issues, but any further adjustment stopped with the closure of Lab Zero.
  • It's Hard, So It Sucks!: One of the most common criticisms in professional reviews for the game was that the battles were too hard. IGN's review described every battle as "a war of attrition" because of how high enemy health is. The game does relax with this after the Early Game Hell, but it can get pretty rough.
  • It's Short, So It Sucks!: A common criticism of the game. A major issue that many had with the game was that due to the relatively short (by RPG standards) length of the game, the story isn't given enough time to breathe, and most of the characters simply don't have time to develop beyond into anything beyond gimmicky and one-note.
  • Spiritual Successor: At least in gameplay, to Valkyrie Profile.
  • So Okay, It's Average: The general consensus of the game. The game has gorgeous art and animation, but the gameplay itself is inconsistent, gimmicky, and repetitive. Not helping matters is that the game tried to make its large cast of playable characters a selling point, but so many of them are either incredibly undeveloped or obnoxious.
  • Suspiciously Similar Song: A minor example, but the opening notes of In a Lonely Place sound pretty similar to Witchmakers from Trials of Mana. Fittingly, both songs were composed by Hiroki Kikuta.
  • That One Boss: The Pindayar. It's the first major boss battle, and you've only got Ajna, Dhar, and Razmi. Both Razmi's healing and Ajna's resurrection spell require a full iddhi meter to use (Razmi's healing only uses one iddhi segment, but at this point one segment's all you've got), which is going to be hard to endure until you've got the attack patterns down. Even then, Perfect Blocks will only do so much good, as the out-of-battle attack patterns of the boss are some of the hardest to avoid in the entire game, especially since you don't have any movement abilities yet. Expect at least a few retries before getting through it.
  • That One Level: The later areas of Sumeru (past where Ravannavar was fought) is a long gauntlet of platforming puzzles that requires successive combinations of movement abilities to traverse. Whether it's the Some Dexterity Required, inexperience or the game's own finickiness, it can be frustrating for some players to get through, particularly if you're trying to acquire all the Ringsels .
  • That One Sidequest: The character-specific sidequests have had a contentious reception to say the least. Almost all of them boil down to mindless fetch quests or unchallenging mini-bosses with loads of backtracking in between locations. The fast travel options you have when the quests start becoming available are almost always unhelpful in this regardnote , resulting in yet more return trips, and some quests require you to repeatedly travel between different areas to complete them. Besides personal attachment to characters and unlocking a fourth costume option, the main benefit they offer is an increased heart level, which is generally unnecessary given the third act's difficulty falloff. It's unknown if all the Incarnations receive actual upgrades for completion, as only precious few get tangible benefits, with Razmi's flames changing color and Latigo's upgrade (which lets him use all six bullets in his gun) being the most noticeable.
  • They Wasted a Perfectly Good Character: With such a large party roster and a relatively short length by RPG standards, this was inevitable. Some criticism has been levied towards how a lot of the party members have fairly one-note personalities with no significant elaboration on their backstories.
  • They Wasted a Perfectly Good Plot: In general, the story has been criticized for being too fast-paced, not allowing for much in the way of development. Among other things, Anja's village is burned down too quickly for players to get attached to any of the other doomed inhabitants and understand Anja's drive for revenge, and Lord Ravannavar's motivations are never properly explored, leaving him a Flat Character.
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