Every battle is a four-a-side match (boss battles are basically full eleven-a-side matches) where you attempt to point your players in the right directions and pass, with every tackle or shot a kind of “rock-paper-scissors” thing complicated by player ability, their element, special skills that you can use… I couldn’t stand the “kiddy” battle system when I tried the Yo-kai Watch (just a lot of screen scribbling, basically) and in Inazuma Eleven it’s simply tedious. I also think Level-5 are some of the totally top guys when it comes to game development at creating little worlds-their games are all gorgeous, vibrant and charming.Īnd yeah, Inazuma Eleven is definitely that, it’s a beautiful looking little RPG with a lovely wee world-if you’ve even played a demo of the Yo-kai Watch games, it’s the same sort of thing, every area is full of perfect touches-but actually much like the Yo-kai Watch games it lives and dies on its battle system. Which is sad, because I was really excited about this game when I went to all the effort of getting the European Nintendo DS version! It’s a football RPG by Level-5! And, as you Every Game superfans know, I quite like a bit of footy, with review of Passing Time, Pocket League Story, New Star Soccer and even Pro Evolution Soccer 2014 up on the site. Sure, I put a little more time into it this week, but ultimately only enough to know that me and Inazuma Eleven are never going to gel. Maybe it won’t take too long to finish off if I have a taste for it now.” It’s been sitting next to my bed forever (forever!) and I put the cart back in, thinking “you know, I felt like I played this for ages before putting it down.
Whelp, I guess it’s “failure month” here at Every Game I’ve Finished, with Inazuma Eleven now being thrown on the “I’m not finishing this” pile after Exit DS. Developed/Published by: Level-5 / NintendoĬompletion: I didn’t.