While these witches are very useful in combat, they also require additional attention that your other normal party members don’t. There’s the obvious fire, earth, water, and wind and each element is personified in one of your female companions. Witches are essentially the world’s goddesses that have immense power over the elements that rule the lands. Other uses of free time can include taking on jobs to earn money, exploring the world for items, or tuning witches. Not only that but the relationships you forge will change the eventual narrative outcome of the game so it feels like for the most part your effort in engaging with certain characters is worthwhile. You’ll get a funny piece of dialogue here and there but for the most part it’s largely used to facilitate the growth of your characters when enemies come marching toward you as he or she will learn new abilities and skills. During the free time Alto has the ability to interact with his companions and develop their relationships. The chapters are then further divided into two primary categories: free time and mission time. The game is broken up into multiple chapters with a major narrative arc that occurs in every chapter. Liberal use of curse words definitely helps to immerse the realism but it’s the script in tandem with the game’s great voice acting that gives the story more impact that it really should have. The lines read from many of the characters feel realistic and sound like banter that would be found among friends. The parts of the story that do stand out are the game’s script overall and localization. As a result the payoff for clearing character arcs in the game, and the narrative as a whole, feel pointless and the whole effort rings hollow. They have moments of redemption and character change but they quickly revert back as if nothing happened. Alto’s companions, and even worse Alto, are flat characters throughout the game. Unfortunately, most of this has to do with the game’s terrible cast of characters. You’ll have moments of serious story developments such as deaths and betrayals but they never feel all that impactful as it's snatched away by the script’s prevalence in falling into fanservice territories. While the game doesn’t follow the tropey archetypes laid out by popular games from companies such as NISA, Compile Heart, and others, Stella Glow somehow seems to take inspirations from it. Witches will sing for you to grant buffs!
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