Protorelic quests are a big part of 's side content, but they're definitely not all equal in quality. These side objectives task Cloud and company with tracking down pieces of armor associated with Gilgamesh, a recurring character who started out as an villain. Completing every quest can be rewarding, but the road there is often rocky.
Every region in has its own unique Phenomenon Intel locations, and chasing these down leads to the unique encounters that earn pieces of the protorelic. Unlike other standard map features, from Expedition Intel that leads to lifesprings or Excavation Intel that provides buried treasures, Phenomenon Intel is associated with different gameplay features in each region. Some of these employ memorable mechanics and narrative elements, while others might prove more tiring than exciting.
Hunting down Protorelics in the Corel desert seems like it could be an exciting follow-up to the minigames at the gold saucer, as the Phenomenon Intel of the region involves everything from a giant that rises from beneath the sands to the perfect creatures known as Cactuars. In practice, unfortunately, Corel's Protorelic quest turns out to be an exercise in patience. Any sense of mystery that might be found in the desert is quickly wasted on repetitive tasks, and the goofy little fellow named Kid G doesn't exactly enhance any sense of atmosphere.
Getting each Protorelic in Corel requires the party to head to one location, then another, then back to the first again without much reason for the ping-ponging, making for far more pointless trips than the other Phenomenon Intel quests require. Fighting the Cactuars also isn't all that engaging, but it's not so boring as to be unforgivable. Adding insult to injury, however, the quest stops halfway through and requires a return trip to Corel to complete, which just feels unsatisfying for anyone who spent time on it the first go-around.
Nibel's Protorelic quest has the same disappointing sense of feeling somewhat
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