Wanderlust: Rebirth should come with a disclaimer stating your experience with this game will largely be influenced by the number of people you play with. Although the game is entirely playable in an offline single player environment, I found playing in such a way severely hindered my enjoyment of the game.
Whether or not we care for them, the Action RPG genre has evolved a few staple conventions. When a game largely ignores these, it's noticeable.
Story and Scope: The story is extremely short (around an hour or two to complete the normal difficulty mode), it's unimaginative, and failed to captivate me in any meaningful way. Scenarios felt unimportant as resolution to any situation often devolves into fighting this, that, or the other thing. The world of Wanderlust is barebones, at times lonely, and devoid of life.
Character Development: Characters are one dimensional and expendable, protaganists are mechanical vessels who only strive for the next piece of bait dangled in front of them. Although they're with you from the very beginning, you never grow any attachment to your unnamed NPC comrades and NPC's in towns will rarely, if ever, acknowledge your presence, save for the odd, "Hello". You walk "through" towns not "into" them.
Interesting Gameplay Mechanics: Enter an area, fight, move on, rinse and repeat. Your out-of-battle experience is monotonous and boring. Collecting items and equipment becomes cumbersome as your in-game pouch for holding these things is much too small to quest for extended periods of time without micromanaging your belongings to make room for the next thing.
Exploration/Adventure: There is no sense of discovery because there's nothing to discover (except the odd coin in a breakable barrel or randomly appearing treasure chest). My first instinct when playing a game like this is to scour the areas for chests and barrels, secrets and treasures. There's no point in trying any of that here though, you'll quickly find you're just wasting your time. To top it all off, invisible walls are everywhere, preventing you from walking past even carpets in open hallways (with treasure chests placed on the other side to further remind you of what you can't do in Wanderlust).
Diverse Locales: Ransack location after location, each location serves only as a battleground. In fact, you begin to feel inconvenienced by the discovery of a new area because it just stands between you and the only enjoyable part of the game - the fights.
Intense Battles: You enter an area and fight anything that moves, rinse and repeat. melee enemies employ the same swarm-bumrush strategy upon encountering them (limiting your ability to move), ranged attacks are unobstructed by obstacles leading some battles to feel cheap.
Multiplayer: The best thing about the game. Multiplayer "Crawls" are enjoyable. Story mode levels progress in the same way as in single player, but at least you can develop actual strategies with your teammates. The connection between players is crucial to the formula that makes this mode a success. Without cooperation between actual players, the experience is too rigid.
Replayability: There's enough to keep you coming back for more if you want to improve your character's skills and/or equipment or want to go for achievements.
It's hard to recommend this game. The only redeeming quality besides it's graphical style, is it's multiplayer, but you can get that in many better developed packages. I'll continue playing it to collect equipment and achievements, but I'd encourage people to skip this one unless you've got a group of friends who don't already own something better (like Dungeon Defenders).