Warning: dissertation incoming.
Well I finally finished the game last night. I have pretty mixed overall feelings. My play time was a bit shy of 50 hours, which includes listening to every single skit/event I found as well as completing every Code Red hunt I could find and sidequest I had access to (which is slim pickings, I'll say that). Overall I found the characters and world interesting, as well as the combat, but really the high points weren't that high whereas I have a lot of issues with the game systems and design. I feel like for 50 hours of play I didn't get as much out of it as I should have. I completed everything I could because I really wanted to give this game a fair chance, but I just wasn't impressed so the odds of me doing another playthrough or any post-game content are very very slim (not that there seems to be a very robust post-game anyway).
The most praise I can give the game is that it has a pretty solid, varied cast, despite there only being 6 actual party members. The team dynamic is overall pretty interesting, and while the story has some eye-roll moments, it remains fairly intriguing throughout. Aside from a little too much developer obsession with food (seriously the skits do not shut up about how to cook a million different things, even going into the finer points of fishing at times), most of the character development you get feels well-written and interesting. That said I really wish we got more than basic background for many of them. When I think back to how Sheena was developed in ToS for example, nothing comes even close to that in Berseria.
I also feel that I should talk about the combat again now that I've finished the game. My initial impressions of it were pretty good, and that held up pretty well throughout the entire game. The actual flow of battle and its mechanics is really quite good, with you still feeling threatened despite being able to unleash crazy combos and there also being a fair amount of possible depth especially with party tagging and different types of chaining. I do have complaints about how human enemies especially can spam AOE attacks that are almost impossible to avoid and do tons of damage even if you block, and also when they repeatedly use Mystic Artes (seriously it gets old and cheap), but that's nothing new to the series. I really like the steady progression of artes and the very very varied combat styles of the different characters. I mostly played as Velvet because for a lot of reasons she gives a significant advantage in combat, but I think in terms of fun Eleanor is by far the coolest character. Her moves are the bomb.
Unfortunately now I get to rant about everything off-putting about the game. Since I just praised the combat, I'll start by talking about how the game does everything possible to hinder your combat progression. Now that the game is over I can say the equipment system is irredeemably bad. I went through the WHOLE game with the same number of min and max souls in battle because for some reason the geniuses decided to lock that type of improvement behind the absurd requirement of wearing gear that has been upgraded a combined total of 25 and 30 times. First of all the game artificially locks you out of upgrading your equipment to more than +3 (and later +6) until way too late in the game. But it's also really really unrealistic to expect you to have the materials to constantly upgrade that much. A few times isn't so difficult, but the materials required (in terms of both rarity and quantity) go up really fast after the first few times (as well as with how good your base gear is), and grinding random pickup spots or gear to dismantle is so unpleasant and boring that it's just a terrible design. And since you get so much gear constantly, with newer and better stuff in each new area, AND they expect you to use and master as much gear as possible to get the permanent boosts from it, it is a highly contradictory and conflicted system.
This is compounded by various other related crap such as the fact that unlocking fundamental combat mechanics like Altered Artes is all hidden behind special items you can obtain. Usually you get them from bosses, rare monsters, or hunt targets. BUT some are locked behind leveling up your shop!! This is insane because there is no reason to spend money at the shop when you can find everything it offers as drops or in chests. Sure you may dabble a bit in upgrading, but I never did that almost at all due to how badly it's designed. As a result I didn't unlock Altered Artes until 75% through the game. My shop was at level 2 for the vast majority of it. I think this also made battles take longer as they expect you to unlock these things and upgrade your gear, so I was always feeling underleveled. But it doesn't stop there. There is a cap to how much gear you can hold, and I hit that cap quite unexpectedly partway through the game. I really did NOT want to spend hours sorting through hundreds of drops to find the optimal stuff, and I was missing out on new, better gear due to the cap (including some exclusive boss drops!) so I just went and dismantled 90% of what I had to make room, keeping on average 2 or 3 of each different piece of gear. Well, late in the game it turns out there's a gimmick monster that you can only kill by reflecting damage back at it, and damage reflection is a RANDOM gear drop ability. And given that I had thrown out hundreds of pieces of gear… well, let's just say I didn't beat that monster the intended way (dropping the difficulty down to the easiest setting lets you cheese it). That is just really aggravating. Also a more minor gripe but having level 3 Mystic Artes unlock in the final dungeon (and only after finding and beating optional bosses) is really not that exciting.
And it brings me to the next point, which is that there is so much useless crap they expect you to micro-manage. Not just gear but also things like cooking. I'll be honest, I didn't cook a single recipe in the entire damn game. I just do not have the time or interest. I accumulated various recipes through the game's mindless "expedition" mechanic where you send off your ship for 30 minutes and it finds loot for you, but hell if I ever used it. In a game like this where you regen HP easily in combat and there's no TP, cooking was just another thing I didn't want to deal with. Then there are all the equipment masteries, and titles which also level up. At a certain point when the results screen of battle shows you 20 different things, you stop paying attention. Every battle it's a list of level ups, list of artes learned, list of equipment dropped, list of gear mastered, list of titled acquired or leveled... it's just like shit man, have a little restraint in your game design.
And again I loved Xenoblade Chronicles X which has similarly elaborate mechanics for just about everything, but this game just felt like it did it all wrong. For example, in Xenoblade you craft gear augments. These augments give your gear specific boosts, but they can be added and removed from gear as you please (so long as the gear has augment slots). That would have made a lot of sense in Berseria, which clearly expects you to swap out gear constantly but also upgrade it. That way your upgrades would mean something, and you wouldn't have to abandon your +6 armor because you found some much better base armor and have to start over. Just one example of an easy fix to something they clearly didn't think through. And equipment mastery would be MUCH better served working like Vesperia, where it was exclusive to weapons (less overwhelming than it being for every gear type) and instead of magically adding stats to your character it would provide a unique skill that you could activate with skill points.
Other than that, perhaps my biggest issue is they still aren't handling travel and backtracking very well. Areas are unnecessarily large and quite boring after the first time through (if not even during the first time). Some of them are quite pretty, but giant screen after screen gets old fast, especially when you can't fast-travel past most of them. Like sure you can warp to towns when the game decides to let you (though it requires a consumable item that you don't get a "bottomless" version of until literally the final dungeon), but you still often have to traverse multiple field areas to get back to a random dungeon for a fetchquest or whatnot. Having an overworld made this less of a problem because the world map is compressed and you can largely go straight to whatever area you want, maybe occasionally having to traverse a field area until you have flight. But when everything is just interconnected fields, it's pretty lame. And the Geoboard that makes you "run" faster isn't as useful as it sounds. Putting aside the fact that it's annoyingly difficult to control, you still need to find special spots in every area in order to activate it. And these spots are almost always found once you're done or nearly done in an area, even ones you're backtracking to. It's used as a way to access spots you couldn't before, so there is somewhat of a reason for that in many cases, but come on guys don't make your mobility option also a progress lock. Once again I think that's bad design.
My final issue that I'd like to bring up -- I feel like despite the characters having widely unique combat styles (something I praised earlier), I feel like the individual characters struggle to define their roles in combat. There are characters that lean more toward melee and ones that lean more toward magic, with a couple in between, but when deciding who to use over whom, I have a really hard time separating the niches they fill. There is no obvious healer; healing artes are spread across party members. For example Eleanor is a highly-offensive melee player with a few offensive magic spells, but in exchange she is fairly frail. So why is she one of the two players who can revive dead party members? And despite there being customizable strategies for party members, the A.I. can be annoyingly one-minded. Eizen almost always tries to cast Resurrection as soon as any character has a status ailment, even if they're not dead. And if they are dead, he will exclusively attempt to resurrect them no matter what.
Man, after everything I've written you'd think I hate the game or something. Even I feel like I should. But for whatever reason, maybe because of how far my standards have dropped given recent entries, I still enjoyed it in the end.
@Omega_Destroyer:
As to the story and ending.
! The story did a great job of showing how self-destructive revenge can be. By the end of the game, the heroine is so far beyond redemption it's hard to see how she could have a happy ending.
! And she doesn't. It's a fitting end for her but it is quite depressing watching a montage roll of what her life might have looked like in an alternate reality where she had not experienced tragedy. It's depressing and quite powerful.
I can finally comment about the ending. I actually mostly disagree, and I thought the ending was pretty meh. Spoilers just in case:
! I actually don't think Velvet is anywhere beyond redemption… the game never truly made her a villain. They tried to make her seem all cold and selfish, and to an extent she was, but they really were careful to never actually make her a bad person. All the people she "used" for her own gains she ended up treating well, or even helped/rescued because "oh they just happen to have something I need; I'm just doing this for leverage guys I swear!" The people she killed were either evil or left her no choice (the bit with Oscar and Teresa was so badly written... I think it was the weakest story point). It would have been different if her quest for revenge was unjustified, but the Abbey was clearly incredibly twisted and far more screwed up in terms of what they were doing, both to specific people and to humanity as a whole. The ONLY thing that poses even a small moral dilemma is the matter of removing Therions and causing populations to become demons. But it's not like there was a better solution, given the alternative, and technically it's not even Velvet's fault. Plus they weren't her decisions alone... the entire party was there with her, they are just as responsible. Oh and in the end Phi turned all the demons back anyway lol.
! So no, I don't think she was beyond redemption in any way. And the way she turned so sweet and cheery in the Aball illusion is complete proof that she is still human, still capable of happiness and love. Not that it's not sad. It's still a tragic story overall, but I still thought the ending was very very silly. I could not take it seriously with Phi turning into an uber-dragon and Velvet and Laphi locked in an eternal cycle of feeding. I honestly think it's pretty dumb. But whatever!