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I did find some enjoyment in finding various items and collectible chests as they encouraged me to explore the map a bit more, but the fun in this may wear off fast for some. There are tiny sub-plots in side quests but none are very interesting. None of these quests really amount to anything though outside of collecting various items or beating down a couple of enemies which is a shame. Quests are littered throughout the world of One Piece: World Seeker. There’s never too many to the point where things feel overwhelming but there’s a decent number to take on. This almost seems like a given as we’ve seen other games do this before and things typically turn out for the better because of it. I think a lot of the game’s arbitrary difficulty could’ve been alleviated if you were able to dodge during combos, especially since you’ll be consistently going up against more than one enemy. You can take your hand off the attack button which will cause Luffy to stop attacking, but there’s a period in between that moment and your ability to do anything again where you’re basically a sitting duck. Once you’re committed to Luffy’s combo string, there’s no getting out. This is even more difficult because the combat’s two main mechanics, attacking and dodging, don’t flow together well at all.
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When paired with the game’s loading screens every time you die, things also get frustrating. So much so that I found myself having to completely opt towards cheap mechanics to overcome some difficult fights. This difficulty never really carries over to grunt enemies, but when pitted against some of the bosses things can feel really, really cheap. I’d say the most infuriating thing about combat is One Piece: World Seeker’s incredibly harsh difficulty spike about six or seven hours in. “…the combat’s two main mechanics, attacking and dodging, don’t flow together well at all.”