Wander away from this one.
Mobile games are very different beasts to console games. That’s why when successful properties like Granblue Fantasy and Azur Lane get standalone adaptations to home computers and consoles, they tend to unfold very differently to their pocket-sized counterparts. Console players demand more depth and don’t like microtransactions very much, so we end up with brand new experiences like Granblue Fantasy Versus’ blend of RPG and fighting game mechanics, and Azur Lane: Crosswave expanding its source material’s short-form shoot ‘em up encounters into large-scale 3D battles.
Unfortunately, Korean developer NetMarble doesn’t seem to have been taking notes from these previous success stories, as Seven Knights: Time Wanderer, a Nintendo Switch spin-off of the company’s popular Seven Knights game for iOS and Android devices, feels very much like a mobile game. On a platform like the Switch, which is already full to bursting with a wide variety of absolutely cracking RPG experiences, that really doesn’t cut the mustard. And, as such, it’s hard to understand who this game is really for.
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