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#it’s not at quite at rpg level it’s still pretty linear
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The fact that you can only go in like two shops and three buildings in pokemon scarlet/violet LOL
#you can TELL they were rushed bc you used to be able to go into the most pointless buildings#and listen to some grandpa ramble about how his knees hurt when it rains and castform are his fav bc they can stop it#this thing is SO POORLY OPTIMIZED#the uniforms too…and the fact that we have a dorm we can’t decorate#i would’ve preferred to wait another year for this and have actually good graphics and building/shops you can enter and better custom stuff#than to get it now the way it is#gamefreak pls stop hurting ur game devs let them live#you can even see it in the new Pokémon designs#at least i can make a banana pickle onion ham mayo mustard and jam sandwich am i right#literally never going to make a not cursed sandwich in this game#also like#open world but at what cost#is this what you want gamer bros?#not everything needs to be open world#imo partial open world like arceus with regular transitions between routes and cities would be fine#also with pokemon…open world feels a little directionless idk#it’s not at quite at rpg level it’s still pretty linear#even with the 3 goals you’re given like you can tell based on leveling that there’s still a linear aspect#you don’t need to and shouldn’t be able to go everywhere whenever#also question why can i not wear a hat with curly hair but i can with space buns HMMMM theres like no customization in this game#and you wanna take away one of the limited options just bc i chose wavy or curly hair???#mad at gamefreak execs bot the devs devs i love you and i know it’s harder to optimize probably#you should’ve been given more time
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eccentric-nucleus · 5 months
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actually if i'm gonna make a games rec post.
here are some games i have enjoyed recent-ish.
kenshi. an open-world squad-based rpg with base-building elements. get stronger by getting beaten up. lose a fight and get knocked out, have your weapons and food taken by the bandits that mugged you and left you bleeding to death. get rescued by some slavers that capture you and sell you into slavery. free yourself from slavery and limp away until you roll in hours later with a whole squad of overpowered fighters. then head a little bit too far south and get murdered by skin bandits. they take your skin. this is a completely self-directed game; there's no "main plot", although arguably "figure out the history of the world" is kind of the main 'story' mystery. there's also a bunch of unique recruitable characters with custom-written interactions. i usually recruit exclusively from freeing slaves but you can do w/e.
wildmender. a survival gardening game. this one came out recently and the devs are still releasing bugfixes; it's unclear if they'll make large content patches in the future. apparently multiplayer can still be pretty glitchy, and there's a water flow bug that i've been finding very frustrating. the way biomes work is kind of unsatisfying. kind of slim content-wise, but still, i really enjoyed what's there. out of all of the climate change terraforming anxiety games i've seen, this has been the one i've most enjoyed.
hellpoint. a scifi soulslike made by a team of like 12 people. previously i had thought things like "it would be neat if dark souls was less linear". hellpoint is a great example of why that might be a nightmare. the areas are connected in such a complex way, with one-way routes and branching unlock keys and secret paths and hidden doors behind hidden doors that it gets profoundly disorienting. a hint: almost every single hidden door in the game (there are a lot) is the middle panel of the same exact three-paneled-wall geometry. once you notice what it is you will see it everywhere. also, the enemy designs are hot.
crystal project. remember playing fan translations of final fantasy v? remember wandering around in old mmos? crystal project is kind of a... turn-based rpg mmo-influenced platformer. with a job system. you can sequence break the game from the tutorial level and also at basically every other point in the game too, although until you know what to look for it might seem like there's a linear critical path. but there's a lot out there. hint: play on easy mode. the combat gets tough later on and the game absolutely expects you to be finding and exploiting some class combinations.
astlibra: revision. a sidescrolling rpg. it must have been released episodically originally or some of the chapter pacing makes no sense. also it was originally released with a mess of art sourced from all sorts of places; 'revision' is a re-release with a more unified art style. it gets extremely anime all the time. there's a whole obligatory section where you have to ask all the women in a town about what kind of panties they're wearing. it's rough. i enjoyed how chaotic the systems are and how much Stuff there is to pick up and upgrade and unlock. the plot goes some unexpected places though it doesn't quite stick the landing, i still enjoyed what it did. also karon should be the love interest instead.
silicon zeroes. a cpu-building puzzle game. this straddles the line between the tech/code games that are literally just "learn a new language and code in it" and ones that are more structure-themed like, idk, spacechem. connect modules to assemble solutions to problems. it takes too long to get to chapter 3, which is where they start asking you to make entire cpus.
ashen. another souls-like. i just really like the environments in this one. the initial area looks gorgeous and the way it changes through the game is really neat to see happen. the seat of the matriarch is wonderfully awful to traverse and i wish there had been two or three more dungeons like it in the game. you can't level up; you gain stats mostly by progressing sidequests and the name quest. i eventually ran out of things to spend money on AND inventory space to store items. the late-game tuning is a little rough but until then it's great. a hint: there are three weapon types and within that type nearly all the weapons are identical. you get thrown so many weapons that don't matter; don't worry about collecting all of them. see above re: running out of space and things to use money for.
i guess it would be cheating to recommend minecraft regrowth or morrowind but i have also been playing those.
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rpgchoices · 1 year
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2022 WRAP UP: Games played this year - useless recs list (with small review, and in vague order of my personal enjoyment):
01. Enderal: It climbed up to become one of my favourite games ever. I played it twice in a row (still finishing the second playthrough), really enjoyed the story, fell in love with the characters and definitely cried. I am reading the novel now.
02. Pathfinder Wrath of the Righteous: I love this series of games, Kingmaker is still my favourite, but I loved the story of Wrath so much more. The mystery, the paths, the customizations! The only thing I missed was romance, I still have to find a romance I like and reply is hard because of how long the game is.
03. The Forgotten City: Beautiful adventure game recommended by lairofsentinel, great (basically) detective story. Interesting characters and definitely had a lot of fun trying to find out what the hell was going on.
04. Mass Effect Andromeda: For all the bad rep this game gets, I expected worse? I actually really really enjoy it. The story was nothing too exciting, and many quests were just fetch quests, but I still liked the characters a lot. The feeling of found family? Yes please. Jaal romance? Bring it on.
05. Gamedec: Among the new games that came out in recent years, this has to be one of my favs. The overall story was quite interesting, and the investigation really makes you feel like a detective. My only criticism is that there is little to no customization as by the end of the game you end up levelling up all skills, basically. Still enjoyable and good characters too.
06. Spellforce 3: Soul Harvest: I am at the very last mission. This game is adorable, even if the rpg element is a bit linear. I think, from what I understand, the dialogue choices do not have much impact. Basically, only the romance choice change the plot. Still, the art is very beautiful, the companions lovely and they are also all voiced. The plot was nothing special tho, kinda boring, but I had fun playing minimal Age of Empire tactics alongside the fighting.
07. Hatoful Boyfriend: WHAT TO SAY - this game is a big joke - not in a bad way, just in a "oh my god what am I playing" way. I would definitely recommend it. Do not take the romances seriously, the characters are just parody of usual visual novel romances - but the murder mystery is so eery and absurd!
08. Ash of Gods: I think this game is the better version of Banner Saga. The characters feels more like characters, and the story is a bit less linear and even if sometimes confusing, still enjoyable. For personal enjoyment, I would choose this over other games most times - and I did, I played it three times in a row. I am liking some of the characters so much that I am actually thinking of writing fanfics.
09. Tower of Time: If the ending had been different, this game would be in the top 3. I really enjoyed the plot, the mystery, the way you can explore this fantastical tower - the orcs!! I loved the orcs subplot! But it all comes to a big nothing that left a bit of a bitter taste in my mouth. So - well, fun but disappointing.
10. Boyfriend Dungeon: HEAR ME OUT - this game is a visual novel with hack and slash fighting. The visual novel part is a bit... meh, and the plot is kind of absurd, but I enjoyed the idea of increasing your romance with character by using them to fight. In general I actually enjoyed it even if I won't ever play it again.
11. The Banner Saga: Interesting story, that gets a bit better the more you play. Some characters are pretty good - but generally they are not the main driver of this game. Still, I liked the gameplay enough that I will probably play 2nd and 3rd, even if the plot really did not leave a big impression on me... I barely remember it.
12. The Talos Principle: This game is amazing. The story is so well crafted... my problem is that I am bad at puzzles and easily frustrated. If you like puzzle games, I recommend this one because discovering the plot/lore of the world is amazing.
13. Hades: Okay, this game is great, just not for me. I am not a fan of hack and slash, and I get frustrated pretty easily, so playing the full game multiple times to reach the ending - it gets boring a bit too easily for me.
14. Black Geyser: A classic isometric rpg. I really did want to like it, but somehow... the plot is okay, but the characters are so flat. I felt no real connection to any of them, even the companions who join you end up joining you in such random ways and the ending seemed abrupt. Still if you want an isometric game to play, go for it.
15. Gods will be watching: I am still playing this one and I am eternally confused. The plot is quite interesting and the way the playthrough is incorporated is too, but it also looks quite random - as in there is no exact rule on how to pass every level, but a big level of randomization.
16. A golden wake: I love Wadjet Eye Games and A Golden Wake was one of their older ones that I wanted to play. It was a nice good combination of puzzle and characters, but I did not enjoy the setting too much. I won't probably replay it.
17. Seven: I just started it so I have no opinion yet - a part for the fact that I am somehow very bad at it!
19. Starfighter Eclipse: This is a very very short visual novel/dating sim - the plot is minimal and the romances non existent. It is basically a very short predictable event that allow you to get sex scenes in cut scenes and that is it.
Other games played from Itch.io and in random order:
Brassica: A Marry Tale: Cute AMAZING visual novel, with wlw and mlm content. Unfortunately it is unfinished... but it will be finished! I will wait for the next chapters.
One Night Stand: HORRIBLE. I HATE this game with a passion, because everything in this game seemed to led to crime (you wake up from a one night stand and can't remember anything, and the consent was so iffy, but somehow the game is supposed to be about humans connecting??)
Speed Dating for Ghosts: Beautiful small indie game about meeting different ghosts and going on "dates", mainly dealing with their deaths. I cried at least three times.
A Short Hike: Currently one of my favourite non rpg games. This game was beautiful and so calming. I loved everything about it, and cried a couple of times too. There is so much humor too. I definitely recommend it.
Overland: Fun game where you have to escape zombies. Sad that the characters are not really characters
Arcade Spirits: I am still playing this, sadly I am not big on visual novels. The characters are all interesting so I might try to finish this one.
The corner of SHAME: Games I never finished and never will (maybe).
Greedfall - this game is one of the most boring well packaged game I have ever played Hard West - I did not even... understand the plot Stardew Valley - not for me Wasteland 2 - I expected something completely different and was disappointed Fallout New Vegas - I will definitely play it because of the great recs, but I usually do not like action games of this type Danganronpa Happy Trigger Havoc - not for me
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dumbfinntales · 2 years
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A few days ago I got an interesting looking game called “Evil West”. I saw it some months ago featured on IGN’s channel and there was just something about it that drew me in. Evil West isn’t a very long game, but it is thoroughly enjoyable. A review below.
Evil West is a linear action game set in America in the 1800′s with a twist. There are vampires. A lot of them. You’re a vampire hunting cowboy named Jesse Rentier and you’re on a journey to put down a brand new vampiric threat.
The game feels like a fresh breath of air amidst all these big modern games with their open worlds and RPG systems. Evil West is linear, precise and straight to the point. You rarely see games designed like this these days. It reminds me of simpler times. Some people are obviously not gonna like it and call it dated, but some, like me, enjoy the change of pace. Although if you’re short on cash I do recommend getting the game on sale. It’s fun, but not 60 euros worth of fun y’know?
Evil West does still have some modern influence like a skill tree and “leveling up”. I honestly don’t know why there are levels since the game is pretty linear. You get to explore a little for money and lore notes, but mostly you go from enemy encounter to enemy encounter and kick tons of ass. There are also these weird similarities to modern God of War. Like these interaction points you have to approach and then press a button to jump over a gap. It does make the game feel a bit like “on rails” but at least they’re a lot more snappy than the slow climbing sections in GOW. Levels aren’t generally that long either so nothing feels like it takes too much time.
The combats a bit of a hit or miss, but for me it was a hit. I loved the different equipment you could get like the flamethrower or gatling gun. I fell in love with the dynamite you could chuck at your enemies, and when fully upgraded they create storms of electricity. The electric gauntlet felt amazing too. Zipping around the battlefield, or pulling enemies to you and beating the shit out of them was great. There’s a real oomph to the combat, and you know I loved those quick Doom-like finisher animations. They had a nice crunch to them.
I loved the setting. Early America infested by vampires where cowboys wield electric gauntlets? It sounds awesome on paper and is awesome in action. I enjoyed the characters quite a bit too, but they’re not super memorable. I’ll remember Chester, a sneaky yet cowardly vampire that ends up betraying his kind. He seems really “human” for a bloodsucker y’know? I’ll also remember William Harrow because he was a comical piece of shit. The main character Jesse was a bit eh, your typical gruff tough guy action game protagonist. He had some nice chemistry with Edgar, but Edgar was pretty much like him. Hell, he could’ve been the protagonist. Then there was Vergil who was your typical unsure, nerdy super genius engineer. His interactions with Jesse were so cliche that I felt sick. A nerd inventor spouts some jargon about electricity and science, then the badass action protagonist goes: “Uhhh, in English? You fucking nerd” *gives him a wedgie and shoves him in the locker*.
Do I have any negatives? Some would say that the short length of the game and linearity is a negative, but not to me. Sometimes a 10 hour action romp is just as fun as a 100 hour open world game. The real negative to me, are the missable collectibles. This game has an infuriating system where if you progress, you can’t go back. Imagine this: there are two roads. One leads to progress in the story and other leads to loot. You unknowingly go the way of progress and now you’re stuck. The game doesn’t allow you to backtrack and check the other road. You just missed out on the loot and collectibles. Why game, why? Oh also you can’t replay chapters. Where is the damn chapter select? Also no manual saving! The game saves automatically at certain points and you’ll just have to rely on those. If this was a longer game I’d be pissed, but Evil West is a relatively short experience. Even if you lose one chapter of progress, it’s not that much wasted time in the end.
So yeah. Evil West is a fun game with a really interesting setting and some impressive graphics, but in the end isn’t too mind blowing. A mild, but very enjoyable experience. I kinda hope this becomes a franchise and we’ll get an expanded universe and gameplay, it has potential. I recommend getting it on a sale if you’re interested! The game gets a SO MANY TICKS out of ten!
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Heretic/Hexen
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I love Doom. I’ve never made an attempt to list my favorite video games in a numerical order, but if I did, Doom would likely be one of the highest, if not #1. I’m also a big fan of the “dark fantasy” aesthetic, so discovering the Heretic/Hexen series was a treat, to say the least.
Released in 1994, Heretic was built using the Doom engine by Raven Software, with John Romero himself having helped the team set up their computers and teaching them the basics of how he would make maps for the game. With this in mind, you’d be forgiven for saying what a lot of reviewers said at the time: this game looks like a Doom reskin with a fantasy theme.
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This sentiment mostly applies to the first game, Heretic. But in a sea of other “Doom clones” released at the time, it is definitely one of the more competent ones. You play as Corvus, one of the few surviving elves in a world overtaken by the evil Serpent Riders, who have decided to exterminate all the elves because their magical powers make them resistant to the mind control spells the Serpent Riders use to conquer and subjugate realm after realm on their quest for world domination. Unsurprisingly, Corvus is out for revenge, and the end goal of the game is to hunt down and kill the first of the three Serpent Riders, D’Sparil.
The gameplay in Heretic is more similar to Doom than in the later games, but it does the Doom formula well. Most weapons have a distinct counterpart in the game it is based on: the Elven Wand is your pistol, the Dragon Claw is your chaingun, the Ethereal Crossbow is your shotgun, and so on. They are satisfying to use (save the wand, arguably), and look deliciously fantasy-eque, with beautiful spritework. The levels are split into a familiar structure, featuring three episodes with nine levels each (and two more episodes released as an expansion pack). The enemies are varied, with pretty animations and distinct sounds, and play into the Doom experience very well in that the combinations and locations of enemies in each area lends itself to very different strategies (although “run really fast and blast everyone with the crossbow” rarely fails on most difficulties). The two expansion episodes are considerably more challenging, and will require more quick thinking and ammo, sorry, mana conservation. Definitely a fun romp.
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The sequel, Hexen, is where the series starts finding it’s own unique twist on the genre, and is the by many regarded as the “classic” that really put the franchise on the map. Again, you’re playing as a vindictive hero on a quest to liberate their realm from the Serpent Riders. This time it’s Korax, the second out of the three. However, now you’ve got to pick a class. This is the first big difference you’ll notice when starting the game. Corvus is MIA from his last adventure, and instead your choice of protagonist is between Baratus the Fighter, Parias the Cleric, and Daedolon the mage. While the game isn’t an RPG, these characters all have different stats when it comes to running speed and base HP. More importantly, they each have access to their own unique set of weapons. Mana is shared between the weapons, which are now split into green, blue and dual mana types, but they all behave very differently. For example, the fighter’s weapons are mostly of the melee variety and consume mana rapidly only for special attack modes, as they can still be swung without mana. The mage on the other hand uses his bare hands to cast a lot of his spells, but they do not burn through mana nearly as quickly. Unsurprisingly, the cleric is a hybrid, and uses both a spiked club and a mix of magical weapons. An “ultimate” weapon is also available to each class, which must be assembled from parts and consumes both blue and green mana, but has really devastating attacks (the cleric’s “Wraithverge” summons ghosts that scream like banshees and tear every nearby enemy to shreds; it’s just as metal as it sounds)!
Beyond the class differences, the level structure is the other major difference between Heretic and Hexen. Instead of a linear series of levels, each episode is now defined by a hub level with many branching areas that can usually be visited in any order. You need to find key items and activate switches in each one to open the way to the next world, and many areas within each sub-level are also locked until you find the right key/switch in a completely different area. As would be expected, this new spin on the level progression comes with both pros and cons. Few players today will be able to complete the game without ever looking at a walkthrough, and based on some comments I’ve read, this is one of those games that many people in the 90s would only dream of beating on their own. That said, there are very few instances where pulling a switch won’t at the very least give you a short message indicating it’s purpose (i.e. “A door has opened in the Wastelands”), and even then those with enough patience will rarely feel completely lost if they’re willing to backtrack systematically through every area over and over, taking note of every single locked door and unreachable area. I doubt it’s something the majority of gamers enjoy doing, but if you’re the type who would rather give up before accepting a hint, I’m happy to report that this game IS beatable even with your play style.
On the other hand, this structure also adds a lot to the feeling of being on a dangerous, epic quest. Metroidvania fans know that there are few things as satisfying as picking up a key and thinking “hey, I recognize this symbol! Now I can finally see what’s behind that door in the swamp!”. Uncovering the world bit by bit in this fashion really lends an air of mystery to the land of Cronos (where Hexen is set), and truly gives you that classic feeling of “pride and accomplishment” when you’re finally able to descend into that forbidding temple that’s been looming on the horizon for so long. And for those of you who are worried you won’t get to blast enough monsters to get your fill, this game still has you covered.
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The enemies in Hexen are just as threatening as those in Heretic, and they look even better this time (seriously, if you enjoyed the visual aspect of Heretic, Hexen steps it up tenfold with truly gorgeous sprites, textures, animations and even some environmental visual effects, like thick mist and dead leaves blowing in the wind). You’ve got a fantastic cast of evil wizards, zombies, dog-like orcs, Minotaurs and more types of dragons and dragon hybrids than you could shake a Mace of Contrition at. A good amount of the baddies are initially very similar to those in Heretic, but their attacks are more distinct, varied and dangerous, and there are a whole lot more of these guys this time around. If you have the enemy counter turned on in your automap it won’t be uncommon to see the numbers exceed 400, and some of the weaker enemies will even respawn after a while. Don’t worry though, it’s not frequent enough to be stressful, but instead it really helps the backtracking from getting too tedious. Key hunting is a lot more intense when you never know if an Ettin is waiting around the corner to cave your skull in! However, if you’ve seen any other reviews of this game, you’ve heard a lot of grief expressed in regards to the Minotaurs (and their big brothers, the Maulotaurs). They aren’t the strongest foe in the game, but their shields, their surprise lighting bolts and their sheer numbers can definitely be a pain in the gluteus maximus. On the plus side, it makes killing them all the more satisfying, and you’ll find yourself experimenting quite a bit with your weapons and items to figure out the safest and quickest way to end their existence.
That’s right, I forgot to mention the items. The third and last major difference between Doom and these games is your inventory. The items are largely the same in all the games in the series, and using them can be a bit of a hassle unless you’re willing to fiddle around with your control settings to find a setup you prefer (I would usually bind the item selection keys to the scroll wheel and use them with the right mouse button). Visually, the inventory is similar to that seen in Duke Nukem 3D, and just like in that game, you’ll likely find yourself using some items a lot more frequently than others. Health and mana refills are a major aid, and beyond that you have things such as invisibility, invincibility, flechettes (despite what the name says, they’re more like grenades or mines, depending on your class), and a magical book that gives your weapons a much more powerful firing mode for a short time (although this item is mysteriously absent in Hexen). A special mention also goes to the Morph Ovum/Porkelator/Seal of the Ovinomancer, which transforms an enemy into a chicken/pig/sheep, respectively. A lot of fun to use, and and immense help against some stronger enemies if you’re low on health and/or mana.
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If you didn’t find yourself using these items all too much in Heretic or Hexen, the following game might just give you a reason to. Hexen II is the third game in the series, and the final chapter in the Serpent Riders saga. This time you’re in the realm of Thyrion, and the last Serpent Rider, Eidolon, is the one who must be slain to free the land from his curse. In terms of gameplay, Hexen II is a lot more similar to Hexen than Hexen was to Heretic. You’ve got the same type of hub level structure, and you’ll again pick a class at the start, although now your choice has expanded, consisting of the Crusader, Paladin, Necromancer and Assassin, as well as the Demoness in the expansion (yes, all these games have expansion packs and they’re all worth playing in that they’re more of the same, but expanded, duh, and more polished).
The major difference this time around is one you can probably tell immediately from the screenshot: yes, Hexen II goes 3D (and in an exception to the common rule at the time, it is NOT titled “Hexen 3D” despite technically being the third installment). Specifically, the game uses a modified Quake engine. As mentioned, the core gameplay remains largely the same as in Hexen, but the level designers definitely did not waste that extra dimension. The levels are less expansive here, but a lot more complex and full of hidden passages, surprising loops and a whole lot of verticality. Scurring across a courtyard with archers raining arrows down on you from balconies is just as tense as it is satisfying later on to reach the same balcony and return the favor to any ghoul unlucky enough to find themselves below. Overall, the layout and progression in each area feels like it’s been given a lot more consideration and has endured more testing. Most of the time, the key hunting in each area feels more self-contained, and when it isn’t you rarely feel like you have no idea where to go. This is because every lock has been designed to feel more like a puzzle. In practice, your goal is still to find an item and bring it somewhere, but the locks and keys themselves are much more distinct, which helps you remember what to do and where to go. Instead of levers and typical keys, you find yourself looking for artefacts such as potion ingredients that will let you turn metal into wood, pieces of a broken mechanism or symbolic relics that must be placed in the hands of a statue to go in line with a prophecy. There are also more direct instructions in the form of book entries and inscribed stone tablets, which are very helpful in those cases where the puzzle might require a bit more than just item hunting, such as pulling switches in a certain order or lining objects up to create a pattern. It’s still unlikely that you’ll breeze through the whole game without getting confused, but you’ll rarely be at a complete loss; you’ll usually know what you’re looking for or what you’re trying to activate, even if you may need a walkthrough to find a specific hidden passage or to figure out exactly what a contraption does.
Overall, Hexen II feels like a refined Hexen, with more care put into making every area feel very distinct. It is absolutely not any less challenging though. The areas might be smaller in terms of actual units of measurement, and there are definitely fewer enemies on the screen at all times, but this is compensated for in spades. The third dimension adds a thick layer of complexity to every level, and the enemies hit HARD. If you got into a rhythm in Hexen of circle strafing, dodging and picking off targets in an order of perceived priority, you’ll have to learn to dance to a different tune here. Some enemies will close in on you incredibly quickly, and many of them have the ability to turn you into minced meat in a matter of seconds. Now more than ever is when you’ll want to shoot with a steady aim, use your items wisely, keep all the possible paths of retreat in your mental map, and scour every nook and cranny for health and mana to stand a chance against some of the stronger mooks. Hexen II as a whole is a lot more fast paced and tense and also has a more dramatic views and set pieces along with some extra bits of storytelling scattered around the world for those interested.
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So, what are my thoughts on the Heretic/Hexen series as a whole? In short, it’s a treat. Combining classic fantasy tropes with the hectic action of Doom (and Quake) was an idea that was bound to happen sooner or later, and in this case, it worked out really well. There are of course other examples of this iconic clash of genres (check out Amid Evil for a totally kick-ass recent example!), but from what I know, the Serpent Riders saga is the one with the most lasting appeal. All the games strike a great balance between frantic, gory FPS action and the slower paced mystery and brooding sense of evil that only dark castles and dungeons can provide, with each game leaning a bit more toward one direction or the other. At a core gameplay level, there is nothing absolutely groundbreaking about Heretic/Hexen, but every element is done well and with care, and the presentation oozes of 20th century gothic fantasy charm, both the visuals and music. If the first paragraph of this review made you go “oh, those are both things I like!” then definitely check these games out. Same goes for anyone who is simply curious about the history of Id software and the impact Doom and Quake had on the gaming landscape. My only warning to you before playing these games is this: keep in mind that these games are from the 90s. There’s a reason many people have memories of booting these games up, getting completely stuck and then never playing them again. That said, as long as you have an internet connection (how else would you be reading this?) and an average amount of patience, there’s a whole lot of fun to be had here. All the games mentioned above are available on Steam (and GoG as well, I believe), and play excellently with modern source ports: gzdoom for Heretic and Hexen, and Hammer of Thyrion for Hexen II are my recommendations.
Finally, there is another game in the franchise. Heretic II returns to the story of Corvus (from the first game) and continues the story beyond the Serpent Riders arc, but due to some licensing issues it is not available on neither Steam nor GoG. Technically you could still buy a physical copy of the game, and I’ve seen mentions of at least one fan endeavor to make the game more accessible on modern computers, but I have yet to check it out. Maybe in the future. For now, I hope you enjoyed this dive into one of the slightly less famous, but still very popular classic 90s “Doom clones”!
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miloscat · 2 years
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[Review] The Lord of the Rings: The Two Towers (GBA)
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Maybe the best one yet!
Each of the Tolkien adaptation games on console in this era (2002-2010) got an accompanying handheld game to go with them, and the Two Towers (and partially Fellowship) film tie-in is no exception. The studio tasked with this one was Griptonite, who are quite known for this sort of licensed handheld game but seem to put out work of above average quality. They were a good choice as I enjoyed this one with fewer reservations than any of the games I’ve been through in this current LOTR bonanza.
The genre being co-opted for this one is the “Diablo clone”, or dungeon crawling click-em-up or what have you. The influence is worn firmly on the sleeve, with the orb-based health and mana UI, the equipment screen, stat points and a skill tree (albeit abbreviated). This being the GBA, there’s no clicking of course but you do have an all-purpose “pick up loot / interact” button on R that you’ll be tapping a lot. Otherwise it’s a lot of mashing B to attack, with occasional A for a special skill and L to cycle through them.
Compared to the hardcore PC action RPG this is imitating, things have been simplified significantly. There’s no hub or branching areas, just a linear series of maps that take you through the films’ events and very few sidequests. Instead of lugging potions around, everyone gets a healing skill. This works for what it’s attempting, especially for a handheld game, and the framework makes for a decent way to adapt the story while making it feel like a sprawling adventure.
There’s five whole separate characters with their own campaigns to play through, plus Gimli who’s unlockable and only playable in multiplayer (which I couldn’t access). This is a great feature, although there’s a fair bit of functional overlap on their skill trees and content overlap in their stories. For example, Gandalf and Aragorn have different maps for the first half of the campaign until their stories converge. I assumed Legolas’s story was very similar to Aragorn’s so to be honest I just skipped it... it doesn’t help that there are five characters but only four save slots!(!!) Rounding out the cast are Frodo who relies a bit more on stealth and has a lot of Mordor-like maps, and the pleasing inclusion of Éowyn. She has a more active story than her role in the film, with a lot of hacking through orcs as she accompanies Éomer to aid Théodred, rescues refugees, and clears out invaders of the Helm’s Deep caverns. As is Diablo tradition, New Game Plus is naturally a factor as well, which on top of the five characters gives good replayability.
Because of the collapsing of mechanics, I ended up playing the different characters pretty similarly. I just used the healing skill most of the time and focused on improving my basic attack and passive abilities. Frodo and Éowyn have passive skills that improve the quality of the gear they find, which I prioritised to get cooler loot. I found with a simple gameplay loop I had a good time just zoning out and cruising through this in a few lazy afternoons.
There’s some things that niggle at me still, like the minuscule pocket space—only room for eight items at a time, and you have to stumble on the forge/shrine/thing for the map you are on, which not all maps are guaranteed to have—and the unbalanced skill trees. But for a Diablo-lite experience it’s decent indeed. The pre-rendered sprites are nice and mesh well with the dithered pixel art backdrops. It doesn’t have procedurally generated maps but rather a randomised selection of pre-built ones, which lets them consistently inject some level design. Basically it’s pretty dang good!
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self-loving-vampire · 3 years
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Ultima VII: The Black Gate (1992)
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Ultima 7 was pretty much my introduction to RPGs, and I could not have asked for a better pair of games to ignite a lifelong passion into that genre. There is a real reason why this is still considered one of the best RPGs ever made.
While Ultima 7 is often discussed as a singular entity, it is actually two separate full-length games with one expansion each. For this post I will focus on the first one, Ultima VII: The Black Gate, as well as its expansion: Forge of Virtue.
I recommend playing the game using Exult, which adds some quality of life features (such as a feeding hotkey and a “use all keys” hotkey) as well as the option to use higher quality audio packs, implement bug fixes, and change the font into something easier on the eyes.
Summary
The protagonist of the Ultima series is “the Avatar”, a blank slate isekai protagonist from our world who has previously travelled to the world of Britannia several times and saved it from many threats, also becoming the shining paragon of the virtues meant to guide its people.
In this game, you once again cross the portal to Britannia to save it from a new and mysterious extradimensional threat. As soon as you arrive, you immediately discover two things:
1- A violent ritualistic murder has just taken place.
2- There is suspicious new organization called “The Fellowship” gaining adherents throughout the land.
It is up to you to investigate these developments.
Freedom
In terms of freedom, the Black Gate has plenty overall but there are areas where it is not quite there.
Once you can manage to get the password to get out of the locked-down town of Trinsic you are free to go nearly anywhere in the game right away and have multiple means of transportation to accomplish this, such as moongates or ships.
And there are some very real rewards to exploring like this as well, such as various treasure caches and other interesting findings. 
The world is actually very small by modern standards, especially when settlements occupy so much of it, but both the towns and the wilderness areas are dense with content.
Notably, the game also allows you to perform various activities. From stealing to making a honest living by baking bread (which is something you can do thanks to how interactive the environment is) or gathering eggs at a farm.
Where it falls short is in terms of having multiple possible solutions for quests. Generally there is only one correct option for how to complete them.
That said, there is a bad ending you might be able to find in addition to the canonical good ending.
Character Creation/Customization
This is one of the big minuses of the game. While you can select your name and gender (and with Exult also have a wider selection of portraits) that is about it for character creation.
All characters will start with the same stats and there are no character classes. You can develop your stats through training and specialize through your choice of equipment, but by the end of the Forge of Virtue expansion you will have maxed stats and the best weapon in the game (a sword) regardless, and you will definitely need to cast a few spells to progress the main quest as well.
This can make every playthrough feel much like the last, as there isn’t that much of a way to vary how your character develops or what abilities they’ll end up having. You will always be a master of absolutely everything in the end unless you go out of your way to avoid doing the Forge of Virtue expansion.
Story/Setting
While the game is a bit too obvious and heavy-handed about its villains, there are still many interesting storylines in the game that deal with mature subjects that remain relevant today, such as cults, drug abuse, workplace exploitation, and xenophobia.
However, the setting as a whole is greater than any individual storyline taking place within. With the exception of most guards and bandits, every single NPC in the game is an individual with a name, schedule, living space, and defined personality. This was not the norm in 1992 and even today there’s not many games that really implement this well. The world is also very detailed in terms of things like the services available to you, the general interactivity of the game world, and the sheer amount of things that populate every corner of it.
The initial murder is not only a strong hook for investigation but also a shocking scene in its own right. The Guardian also proves to have a significant presence as a villain, using a mental link to remotely taunt you based on the context of what is happening. For example, if your companions die he may offer you some exaggerated, mocking pity.
Immersion
There is something very interesting and comfortable about just watching the various inhabitants of a town just go about their daily lives. They work during the day, eat at certain times (either at home or at one of the many taverns in the land), and sleep at night. They don’t just strangely repeat one single action during the day either, they may do things like open windows when the weather is nice or turn candles and streetlamps on at night.
In terms of immersion, Ultima 7 is my primary example of a game that does an excellent job of it even if there’s some weirdness going on with the setting. Even after having played so many more games throughout my life, only a few are on the same level as either part of Ultima 7 when it comes to immersion.
Gameplay
There are three broad aspects to the gameplay here that I want to discuss.
The first is combat. It is actually simple enough that you can call it almost entirely automatic. You simply enable combat mode by pressing C and your party will automatically go and fight nearby hostile enemies based on whatever combat orders you have selected for them (by default, attacking the closest enemy).
This is certainly better than having an outright bad or annoying combat system as the whole process is simple and painless, but I still wish there was more depth to it. Your stats, and especially your equipment, still play a role but other than things like pausing to use items or cast spells the whole process is very uninvolved.
I kind of wish there was more depth to it, but at least the other two areas of the gameplay are reasonably good.
The next aspect of gameplay is dialogue, which uses dialogue trees for the first time in the series. Previously, it required typing in keywords, which are retained but as dialogue options you can just click on rather than remember and type.
While the keywords are not really written as natural language most of the time (requiring some imagination to determine the specifics of your dialogue), the system is very easy to use regardless. It definitely lacks depth compared to something like Fallout: New Vegas, but so do most games.
The third and most notable thing is the way you interact with the world in general. It is both extremely simple and very immersive at the same time.
Ultima 7 is a game that can be played entirely with the mouse (though keyboard hotkeys make everything much more comfortable). You can right click a space to walk there, you can left click something to identify what it is, and you can use double left click to interact.
For example, double left click over an NPC to talk to them (or attack them, if combat mode is enabled), double left click a door to open it, double left click a loaf of bread to feed it to someone, and so on.
But there is more. By holding your click over an item and dragging it, you can move it. This has various applications beyond just being how you pick things up and add them to your inventory. For example, sometimes objects may be hidden beneath other objects, or objects may need to be placed in a specific location.
There are some downsides to this system. Particularly, the issue that keeping your inventory organized can be time-consuming when it has to be done by manually dragging objects around, and this can also make looting relatively slow.
Despite this, I think this kind of interaction system has a lot of potential. It just has some clunky aspects to be ironed out.
Aesthetics
Ultima 7 was very good-looking for its time, and although modern players will not be very impressed by how it looks or sounds, it still remains easily legible in a way that some other old games are not. That, and the ability to identify anything with just a left click, makes this a very easy game to make out at the very least.
Some of the music of this game is very distinctive too, and will likely stay with you after a full playthrough.
In terms of style, the Black Gate does have a bit of an identity while still having a very familiar medieval fantasy setting with things like trolls, animated skeletons, dragons, and liches. While there are aspects that help the setting distinguish itself a bit, they are relatively subtle.
If I had to describe the feeling of playing this, I’d call it “open and laid back”. While the main quest deals with a looming threat to the entire world, the game does not follow this overly closely at first, letting you deal with it at your own pace and without having your exploration options limited by the story.
In fact, when I was young I often just ignored that and went to live in a creepy ruin in the swamp.
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(Don’t expect many pictures in these reviews, but have one of my “childhood home.”)
I’d say that Ultima 7′s second part (Serpent Isle) has a much stronger and also darker and more isolating atmosphere overall and that has a lot of appeal to me in particular, but the Black Gate is definitely more open and less linear, and I also appreciate that.
Accessibility
It pleases me to say that Ultima 7 remains extremely easy to pick up and play. Even setting up Exult is not complicated in the least.
The gameplay is intuitive and simple, the UI is minimal, stats are basic (and not even that important), and the combat is automatic. I expect that this is not only the easiest point of entry into the Ultima series as a whole but also likely even easier to get into than many modern RPGs!
It does have some aspects that may be a bit clunky, like all the inventory-related dragging, but it’s definitely not obscure or complicated even to someone who has not read the manual (though I’d still recommend doing that). I literally played this game as a tiny child who could barely read or understand English and still got really into it.
The one thing I’d like to point out is that the game uses a type of copy protection where at a couple of story points (including an extremely early one to leave the first town) you will be asked some questions that require using the manual and external map to answer. You can just google the answers for these.
Conclusion
As I write more of these reviews there will be many games that are interesting, but deeply flawed. Games that are worth trying out but maybe not finishing, as well as games that had interesting ideas but that I can’t entirely recommend due to serious problems that will easily put people off.
But I do not think the Black Gate is such a game. I can easily recommend it with no qualifiers despite the fact that it is almost 30 years old. This is really a game that all RPG fans should at the very least try for a few hours, and not only for its historical significance. It is genuinely a good game worthy of its praise.
I will review its sequel, Ultima VII Part 2: Serpent Isle, next.
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bearpillowmonster · 3 years
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FF6 Review (Overall)
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I'm going to rate similar to the way I did FF7 Remake, but in only 2 parts, so there will be an overall review then a separate deep dive into the characters.
I played this game using an emulator and I'm not ashamed of it because I used the FF6 Relocalization project which I'll link
Basically nerd talk and explanation of what that means: It's basically a retranslation of the original SNES script using the GBA port as a base and mixing and matching some of the best parts so there you go. They have a way to mod the PC version to have the OG sprite work because sheesh is that thing ugly and they also have a way to resprite and resound the GBA version but this is the easiest and logical solution to get the best of all worlds. There's also "Anthology" which is the PS1 port that adds some CG custscenes which I just watched off of YouTube because it's only a few of the major scenes.
Anyways, yeah, I'm glad I emulated it especially because of the fast forward function. That first chunk would've been rough without it because you're left just waiting for one of your party's commands to be ready but it eases up as the game goes on because you get pretty busy with the combat.
I'm not a fan of turn-based RPGs which was the main reason I haven't touched a 2D FF game until now so this is my first and oh boy, what a first!
Could you just watch a playthrough or read the story then? I wouldn't recommend it. There are certain things that I feel are better experienced.
Gameplay actually wasn't all that gruesome, as I mentioned, it got better thoughout but I know for a fact that I didn't do everything it had to offer because I see other people doing it online and I just had no idea how. That's not to say it's not newcomer friendly though, I mean I beat the game, didn't I? I think it would've just gotten complicated and made me confused if I learned how to do everything in the game anyway.
I found myself liking some of the mechanics and recognizing some of the systems from games as late as today (I'm not sure if this is where they started but I wouldn't be surprised). The random encounters weren't all bad because of the emulator's speed up function but there were definitely times where it felt a little out of hand with the amount I was getting. (I'm looking at you Cave to the Sealed Gate!) So it's all pretty familiar, though there are "Relics" which are kind of like Materia but each member has 2 each where it gives you an ability, f.e. Reflect, every attack hits, extra power, auto cast protect, heal with every step, etc.
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One of the drawbacks of using BSNES though was that there was no toggle for a L or R shoulder button, just turbo and while that's not a big problem, that is the button to Flee a battle, so I just never fled. There is an item that lets you escape any dungeon or battle but I didn't really use it, same with the permanent item that Mog has in the cave (pretty late in the game). I'd rather there be a repel than the warp stone, but I figured that if I just fought whenever the opp arrived then I wouldn't have to grind, which is another thing I hate about RPGs! Luckily, I didn't really feel the need to grind other than for the ending.
Difficulty wasn't really a grind but make sure once you get to the floating island, that you know what you're doing because that level was annoying and I felt a very stong spike in difficulty as soon as I landed on it. Another thing is that sometimes it'd glitch and an enemy would have infinite health so I'd just sit there on fast forward, watching and watching then finally use Libra and no damage was made, might be an emulator thing, might be a game thing and although rare, it still happened.
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There are these sections called scenarios where the game branches off into multiple different paths and you can choose which order to follow the specific sets of characters. I really like that aspect and makes it seem less linear and interactive because it's letting you choose how to tell the story. I have a thing for games that let me interact with it (That opera scene is pretty interactive too).
For a 2D sprite game, it has quite a personality with its cutscenes. They can be very cinematic and defintely makes the characters just that more engaging with some of their mannerisms.
Ok, I get it now. The music is bomb. If anything, that would be worth doing a remake for, to get orchestral and updated versions of some of the themes. (I'd probably cry at that opera scene) But Celes' theme is probably my favorite. The PC port has pretty good remixes for the most part though.
Could this use a remake? It's a trivial matter because I think a good majority of fans want it to be remade and I understand why but at the same time I understand the other side of the argument as well. This was the last 2D FF game and that's special, in a way, the story kind of reflects that. And I think with all the personality comes a bit of caution because you might see something in these characters or scenes that may be misinterpreted or done differently in a remake, similar to how you read a book and just imagine how it's playing out. I think it lays enough ground so that you don't "have to interpret" like with most NES games (how the Super Mario Movie was born) from an outsider's point of view, it may first seem that way though. (myself included (yes, I know this was SNES era. Shut up!))
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What would I want out of a remake? I would want the airship to return and be able to move around freely but keep the towns pretty faithful (which makes for more linear opportunities). I could see Edgar's tools being used similar to Barrett's but we have "First Soldier" now which is a 3PS Battle Royale, why not have his tools play similar to that? Then actually give him story opportunities to pick up his tools rather than "just because you bought them" It would be a nice natural progression. I would suggest the same with Sabin and Cyan, have them learn their Blitz and Bushido moves by being taught by Duncan, you do learn one move from Duncan in the vanilla game but I'd see it as more opportunity to build your characters and make it feel rewarded. So, in those aspects, I would like to see FF6 remade or improved but as for everything else, they should keep it a lot similar to the original than FF7R did. I think that's where a lot of the criticism with FF7R came from (as well as what I mentioned in the previous paragraph) While I'd prefer a gameplay overhaul similar to what they did with R, I'd rather keep the essence. There aren't sequels or spinoffs or anything of this game so this is all it has (unless you count the ports but that's minimal).
In the CHARACTERS section, I compliment the side-quest system but I would like there to be a better indication as to "what" you're doing, rather than just looking up the next steps or be left to travel around until the goal is clear. They have the quest completion menu as well as waypoints in FF7R, I could see that being put to good use in a game like this. It would also be cool to actually "visibly" wear the gear that you equip to your character but I understand why that isn't utilized in most of the games (probably makes for better character models) especially considering most of these characters' costumes could use an update. You didn't get to use the Magitek suits nearly as much as I thought you would from the marketing and even the dang cover and logo, so a remake could improve on that as well. Another small complaint is that it doesn't tell you what the items do WHILE you're in battle, only when you're in the menu, sorting them and while some are staples like Phoenix Down, I still don't remember what the heck a 'Gold Needle' does.
Overall I'd probably rate the FF games that I've played (but maybe not finished all of) as such: FF7 > FF13 > FF6 > CRISIS CORE > FF15 > FF12 but I think 6 and 13 are kind of interchangeable because if you said one over the other, I wouldn't really argue.
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scoutception · 3 years
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Ys VI: The Ark of Napishtim review
After the release of Ys II, and the conclusion of the original story of the Ys games, the series went through a bit of a rough period, as the next three entries were, less than ideal. Ys III: Wanderers from Ys changed the gameplay from the topdown, bump combat gameplay to a sidescroller reminiscent of Zelda II: The Adventure of Link, and rather fittingly ended up as the black sheep of the series. Ys IV went back to the bump system, but rather confusingly released as two separate games by two separate developers, neither of them Falcom; The Dawn of Ys by Hudson Soft for the PC Engine CD, and the far inferior Mask of the Sun by Tonkin House for the SNES. Finally, Ys V: Lost Kefin, Kingdom of Sand was released for the SNES, by Falcom themselves, and in its attempts to evolve from the bump combat, had become something that barely resembled Ys in gameplay, graphics, or music. While none of these games were outright bad, and The Dawn of Ys in particular is held up as the best of the classic Ys games, the series just couldn’t properly commit to a direction to take the series next, and Falcom put the series to rest after V’s release for a while, barring the Ys I and II Eternal remakes. Finally, though, in 2003, 8 years after Ys V’s release, the series was finally given a new game, one that would finally carve out the evolution of the series’ gameplay, and allow it to confidently continue even to the present day. This is Ys VI: The Ark of Napishtim, easily the most important game in the series other than the original two. As for how it pulled it off, and how it holds up, that’s what we’re checking out today. The version I played is the PC version, available through Steam and GOG.
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Story: 6 years since the events of Ys I and II, Adol Christin, accompanied by his now long time companion Dogi, has since become a legend throughout the continent of Eresia for his exploits. One day, Adol is reunited with Terra, an ally of his from Ys V, who has since become a member of a pirate crew led by her father, Ladock. Adol and Dogi accompany the pirate crew to investigate the Canaan Islands, a mysterious set of islands surrounded by the Great Vortex, a perpetual vortex that destroys any ship that draws near (basically just the Bermuda Triangle). Unfortunately, the ship is attacked by the fleet of the Romun Empire (no guesses as to who they’re based off of), and Adol is swept into the Great Vortex while saving Terra during the chaos, once again proving Adol should never be trusted to get on a boat. Adol washes up on Quatera Island, which is inhabited by the Rehda, a race of long eared and tailed people who worship the goddess Alma, who is of the same race as the goddesses of Ys. Adol is saved by Olha, the priestess of the Rehda, and Isha, Olha’s little sister, but soon discover that outsiders such as him, several of whom have built a town on a neighboring island, are distrusted by the Rehda, and that leaving the Canaan Islands is impossible due to the Great Vortex. After saving Isha from a strange monster known as a “Wandering Calamity”, however, Adol gains the respect of the Rehda and is gifted a sword made of emelas, a magical ore used extensively by the Rehda. Setting out to the Eresian made town of Port Rimorge and meeting with Raba, a returning ally from Ys I, Adol sets out to discover the secrets of the Canaan Islands and find a way to dispel the Great Vortex, soon encountering three malicious fairies with control over monsters, and a mysterious mercenary named Geis, who seems to know far more about the islands than he lets on.
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While it’s actually a pretty unusual plot setup compared to most RPG stories, it’s pretty lacking in execution, simply because the plot just isn’t present for most of the game. By the time the main antagonist, Ernst, makes an appearance, and things besides just running around collecting plot items are happening, it’s just too little, too late, which leaves the ending of the game more than a bit unmemorable. Still, the writing has the typical Falcom charm, and the various NPCs actually have a lot to say over the course of the game, if you care about that sort of thing, like me. There’s not much more for me to say, so let’s just move right on.
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Gameplay: Ys VI, as the first 3D game in the series, plays quite a bit different from the games that came before, yet unlike previous games, finally makes it feel like a proper evolution from the original duology, though it’s actually based heavily on Ys V. The bump combat is gone for good, with Adol now having a dedicated attack button, along with a jump button for some rather meager platforming. Adol’s moveset isn’t very impressive at first, only consisting of a 3 slash combo, a jump slash, a down thrust, and a lunge attack, but over the course of the game, he acquires 3 different elemental swords, each with an additional move and magical spell after being charged up. While shields and armor can be bought or found as usual, the swords instead need to be upgraded at Port Rimorge with emel, a resource dropped by enemies. Upgrading the swords not only increase their attack power, but gradually unlock new abilities as well. There are also accessories, with effects ranging from a simple boost to attack and defense, to increasing the amount of gold or emel dropped by enemies, to providing immunity to status effects, and so forth. While Adol only has one accessory slot to start, certain treasure chests throughout the game will bestow additional slots, up to a max of 5.
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Unlike the original duology, Adol can no longer regenerate health by standing still, barring the use of an endgame accessory, nor can you save anywhere. Instead, saving is done at monuments scattered out all across the different areas of the game, which also restore Adol’s health to max and cures him of any status effects. Beyond that, however, Adol can carry several different healing items of varying strengths, which can either be purchased from merchants or dropped by enemies, and you’ll be needing them. Even on nightmare difficulty, Ys VI is on the easier side compared to a lot of other Ys games, but it’s still a struggle in its own right, just for the exact wrong reasons, mostly due to the lack of the refinements found in the other Ys games that use Ys VI’s engine. There are many enemies that utterly obnoxious, whether from flying in the air and being difficult to hit, using projectiles, or dealing very difficult to avoid collision damage, and Adol’s moveset isn’t versatile enough to deal with this, meaning, in classic Ys fashion, you’re going to be doing a lot of grinding to get anywhere, whether it be grinding levels or emel. The grinding isn’t nearly as long or boring as in a lot of RPGs, but it can still be irritating, especially in nightmare mode, where you need to do an absolutely unreasonable amount of it to get anywhere due to how much health even the lowliest enemies have. Status effects can also be an annoyance. They consist of poison, which saps health over time, heavy, which severely reduces Adol’s running speed and jumping height, confusion, which reverses your controls, and curse, which reduces Adol’s attack power. All of these except curse fade over time, can be prevented or cured with accessories, and can be cured with certain items, but the problem is that enemies that can inflict these effects do so way too often, and most often appear at a point where you have a good deal of more useful accessories, and too few slots to really manage them on top of this. Hardly a game breaking issue, but still one you’ll likely feel, especially since heavy can outright stunlock you, depending on the enemy.
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The areas and dungeons you go through aren’t anything special, for the most part, being pretty linear and basic in design, but there are a few that stick out negatively, namely the Ruins of Lost Time, with some very aggressive and dangerous enemies, along with items that can only be reached with the very finicky dash jump technique, something’s nearly impossible to perform using the mouse, with keyboard or controller being the only reasonable options, along with the overly long and mazelike Limewater Cave, containing many of the game’s most annoying enemies. Bosses, on the other hand, tend to be a much more enjoyable time, thanks to having actual, understandable patterns that make them much more reasonable to take on, and there’s some pretty interesting and fun concepts among them, from a giant hopping, spinning robot that gradually destroys the safe ground as the fight goes on, to an ancient statue that hangs out in the background and can only be significantly damaged by magic, to the difficult multi phase fight with Galba-Roa, and especially the duel with the empowered Ernst. They’re legitimately intense fights, yet rarely feel unfair, and are by far the biggest highlight of the game. There’s even some optional bosses that reward you with accessories, or simply give you a large boost in EXP, though they’re among the less well designed fights.
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Finally, some of the changes made by Xseed for the English PC version are worth taking note of. Firstly, and most importantly, the item Alma’s Wing, which was formerly merely an item used for escaping dungeons, has instead been given the functionality of warping between monuments, something that saves a tremendous amount of backtracking, especially during the actually quite rewarding sidequests. Secondly, a new gameplay mode is available, separate from difficulty options, called Catastrophe mode. In  Catastrophe mode, healing items cannot be kept in the inventory, and any normally found in treasure chests have been replaced. Instead, any that are dropped by enemies are used automatically on pickup, making the gameplay a bit more like The Oath in Felghana and Ys Origin. As compensation for this loss, stat boosting seeds are available to purchase from merchants in unlimited quantities, allowing you to boost your stats far past what you’d be able to achieve normally, if you have the patience to grind the money for them. While it’s an interesting mode in concept, the game really isn’t balanced around not having inventory healing items, which can make for a pretty frustrating time. Overall, though, while there’s certainly a good deal of flaws that were ironed out in later games, the gameplay of Ys VI is still quite a bit of fun. It successfully translates the simple fun of blazing through a bunch of enemies, and despite the annoyances, it’s surprisingly addicting.
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Graphics: Ys VI uses a mix of prerendered sprites for characters and enemies and polygonal environments, a style also used in the Trails in the Sky games. While it’s hardly aged the best, it has a charm to it that keeps it appealing. Bosses, on the other hand, are rendered in surprisingly decent polygonal graphics. The artstyle used for character portraits isn’t anything special, but they’re well drawn nonetheless, and every NPC gets one of their own, which definitely adds some more life to them all.
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Music: Ys VI’s soundtrack, composed by members of the Music Sound Team jdk, namely Wataru Ishibashi and Hayato Sonoda, at least according to the credits, is, in Falcom tradition, a blast. While on an overall, it’s not quite as memorable as, say, the soundtracks to the original games, or The Oath in Felghana, the tracks that stand out are fantastic. Some of my favorites are Quatera Woods, the titular theme for the first area in the game, Mighty Obstacle, the standard boss theme, Mountain Zone, the theme of the first dungeon, Defend! And Escape!, the theme for the game’s obligatory escort mission, and Ernst’s titular boss theme.
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Conclusion: Overall, Ys VI makes for a rather odd game in the series, even to write about. In a way, it’s an odd jack of all trades, at least among the games using its engine. It’s not as difficult as most in the series, and is still much more accessible than the games made before it, but its lack of polish and plain frustrating design compared to later games can make it difficult to recommend in comparison, especially to newcomers. Overall, however, I’d still give it a recommended. It still manages to be a fun ride on its own that doesn’t overstay its welcome, and if nothing else absolutely deserves appreciation for putting the series on the right path forward. Till next time. -Scout
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Final Fantasy X Review
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Year: 2001
Original Platform: PlayStation 2
Also available on: PS3 and PS4 (HD Remaster)
Version I Played: PlayStation 2
Synopsis:
Tidus is a renown blitzball player in the city of Zanarkand. One day, his mysterious buddy Auron whisks him away to the land of Spira after a massive entity known as Sin attacks Zanarkand. Tidus ventures into Spira, a strange world lacking in advanced technology. There, he finds many uncomfortable truths after joining a pilgrimage with the summoner Yuna.
Gameplay:
I will preface this by saying that this was my very first Final Fantasy game way back when I was like 13. I wasn’t keen on handling RPGs yet so it took me ages to finish. The result was me falling in love with everything about it. Final Fantasy X is the last main Final Fantasy game to feature turn-based combat. One of the coolest features of the battle system in this game is being able to switch characters in the middle of a battle. I missed that afterwards. When I played more Final Fantasy games after this, I kept thinking instinctively that you could switch characters in the middle of battle.
Leveling up is conventional but also introduces a Sphere Grid. You gain Ability Points to progress through a grid where each sphere unlocks a special ability or a higher stat. You can pick different paths along the grids and, typically, by the end of the game you are crossing over other character's grids.
The only truly annoying aspect of playing the game was the sphere puzzles in the temples. Every so often you have to enter a temple and solve a puzzle by placing spheres in the right places. It was so mind-numbing and the irritating music really didn't help either.
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Because of how the story is told, the game is much more linear than its predecessors. The bulk of the game is spent journeying on foot across Spira. But don’t worry – there are plenty of secrets and extras to unfold – PLENTY. You eventually get an airship, but instead of flying around a world map you simply pick a destination on a map and you’re there. It sounds lame but the world is already so massive and detailed that Square probably couldn’t fit the graphics of flying around a world map.
Graphics:
The cinematics blew everyone away – because for the first time we have VOICE ACTING! JUST LIKE WATCHING A MOVIE! The voice acting worked really well in this game. It was only ever awkward when Tidus was being, uh, really annoying.
Exhibit A:
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The in-game cutscenes can also be a bit stiff.
Story:
Final Fantasy X was my very first Final Fantasy game – as such, I could be biased in how I feel about it. Or maybe not. I’ve grown to be enough of a dick to crush my own dreams.
The story is completely different than the rest of the series. Completely different. While the rest of the series likes to make references to Western mythology and atmosphere (medieval and industrial settings), Final Fantasy X actually has an East Asian setting. There are no knights in armor or empires fighting rebels or even technological powers like Shinra. There are no witches or wizards. The story and references are quite esoteric, more mysterious and conceptual.
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The narrative is radically different from the entire series. For the first and only time (so far), the main character narrates the unfolding events to the audience. After getting sucked out of his homeworld of Zanarkand, Tidus gets caught up in a pilgrimage to defeat Sin. Sin is a massive creature that returns every so often to punish the world for its dependence on technology. (So Sin is basically a kaiju.) A summoner with his or her friends go on a quest to defeat Sin, and the Calm returns for some time until Sin returns.
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Spira is probably my favorite Final Fantasy world. It’s beautiful and haunting at the same, sad and bright. You can tell that there was once a great cataclysm but the long years have overridden the past. The rules of the world are so unique. Monsters are explained as the ghosts of people who have not passed on. A summoner this time not only summons great beings (called aeons) but also “sends” the dead away so they can find the Farplane, essentially Heaven. Like I said before, the concepts of Spira are very esoteric and East Asian. While Final Fantasy X does derive influences from Christian concepts (i.e. pilgrimage, priests, doctrines), it just as much references many Japanese and Buddhist concepts (rebirth, wandering souls, sacred temples). Overall, Final Fantasy X’s story is the most religious and spiritual in the entire series.
It’s relatively rare for a JRPG to take on an entire fictional world with a visual design referencing Asian settings. Usually, Final Fantasy and other JRPGs are more obsessed with Western settings (i.e. medieval towns). Spira is ripe with influences from island nations and places like Thailand and Bali.
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The major plot twist require you to wrap your head around a bit, but surprisingly nothing is truly complicated. For the most part, you follow the story through the pilgrimage, learn some backstory stuff, and then face the end.
There are several “main” villains. For argument’s sake, and for the sake of not ruining any spoilers, let’s go with Seymour. Seymour is a recurring villain who again ups the ante on the bishonen trend. He’s also the biggest pain in the ass out of any Final Fantasy game. Ask anyone who has played this game and they will get Vietnam flashbacks of fighting Seymour. The bastard keeps popping up every so often to hinder the party’s progress. Seymour may look strange, but don’t let that fool you. He is also seriously one of the most fucked up villains in the entire series.
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Tidus is unique in that he is an outsider viewing the story. He tags along and has his own story arc to deal with. Tidus’s story is one of the most personal and relatable. It’s so unique to play as a character who is not a conventional fantasy hero like a thief or a mage or a knight, but a sports celebrity with daddy issues.It’s also unique in that Tidus isn’t even the central character – Yuna is. Yuna is the summoner on a pilgrimage to defeat Sin. Even so, Tidus still plays an important role by falling in love with Yuna, influencing her goals on the pilgrimage.
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In retrospect, Final Fantasy IX appears to be a prototype to Final Fantasy X. Tidus is a version of Zidane, except, unfortunately, a bit more annoying when he tries to woo Yuna. Zidane and Garnet’s relationship mirrors Tidus and Yuna’s; both involve an upbeat male trying to woo a reserved, quiet female. Tidus is the temptation to Yuna’s repressed Catholic schoolgirl personality, advising her to loosen up. The existential crisis that Tidus faces is also similar to Zidane’s.
All that being said, Final Fantasy X is my personal favorite in the entire series. It has its flaws, and yes, it’s a sappy romance. But I love it. I fucking love it. I LOVE IT ALL. I love the world. I love the plot. I love the music. I love all the characters. Auron is so fucking cool. Just look at how cool this guy is.
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And that ending. Oh man. I really don’t want to spoil anything but at the same time. UNGH. This game. It is poetry. Everybody is a real gangsta until they watch what happens at the end.
Final Fantasy X is probably the most unique out of all the Final Fantasy games. Different didn’t pan out well for Final Fantasy VIII. But for Final Fantasy X – different was good, really good.
Music:
Final Fantasy X does a few things radically different from its predecessors. For one, the series’ main theme isn’t featured. That may sound like blasphemy to some. In retrospect, it might have been a good move because frankly I can’t see the main theme being played anywhere in a story like this. The “Prelude” theme is only briefly featured in an opening menu, but this time it’s given a sick beat that makes you want to dance a little jig.
Alas, Nobuo Uematsu begins to detach himself from full reign of the soundtrack. Two other composers, Masashi Hamauzu and Junya Nakano, also co-wrote a bulk of the soundtrack. While Uematsu composed the main themes of the game, Hamauzu and Nakano composed many of the other tracks. While not everything they did was so different from Uematsu, there are a couple tracks, namely “Assault”, which is distinctly unlike something Uematsu would ever compose. I don’t say this in a bad way at all. The score is still golden. But after Final Fantasy X we see Uematsu depart, and Final Fantasy music starts diving fresh into the unknown.
The pop song for this score is “Suteki da ne”. It’s pretty good although I prefer “Eyes on Me” and “Melodies of Life”.
The HD Remaster soundtrack seems to skewer the original sound of the music. I’ve listened to it and was very displeased by what they did to “Assault”, which was one of my favorite pieces. The original soundtrack has more umph, more pomp and circumstance.
Meanwhile, “Otheworld” is a metal song – a first for the series. It plays in the opening when Tidus plays blitzball, and in one of the final battles. “Otherworld” is frequently misattributed to Rammstein, especially back in the days of Limewire. They had nothing to do with it. Uematsu composed “Otherworld”, and Bill Muir, a lead singer from the metal band xtillidiex, sang it.
Uematsu’s fully orchestrated work on the ending scene is masterful. The emotion behind it brings tears to my eye. It wrecks you, man. It pulls those heartstrings and doesn’t let go. It hurts so good to listen to it and remember how the story ends. It is the most emotional track for the most emotional Final Fantasy ending. It is here where you realize that Nobuo Uematsu could really be a movie soundtrack composer. His craft came full circle here.
Notable Theme:
“To Zanarkand” – the main theme of Final Fantasy X. Beautiful, gentle, and solemn.
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Verdict:
Final Fantasy X is my personal favorite. Final Fantasy VI can objectively be called the best, but I have a soft spot for Final Fantasy X. I admire its unique story and its world. It can be campy and corny at times but I love it overall. Objectively, it’s still of a higher caliber in the series.
Direct Sequel?
Yes. Final Fantasy X-2, or also known as Final Fantasy X-2: For Fangirls Who Couldn’t Handle the Ending to X.
 I kid. That was harsh.
 But I mean. . .
 They gave this Charlie’s Angels vibe with Yuna, Rikku and this new girl Payne.
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And like I guess it’s cool but like the tone is soooo campy.
And then they sing and it’s like J-Pop and . . .
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 Yeah.
This was the sequel.
This was the first Final Fantasy sequel ever made.
And it was. Uh. It was something.
At the time, I could only play about a quarter of the way through before feeling wrong about it. Many critics would agree that it robs the dignity of the original game. I do want to actually try playing it again. I might come into it with a new mind. But. Still. I prefer they leave the original ending untouched.
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murasaki-murasame · 4 years
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After a billion years of waiting, the 2nd anniversary digest is out, and even though it didn’t talk about quite as much stuff as I expected, the stuff it DID show off was extremely good on just about every level, and oh boy do I have some thoughts about it, lol.
I’m not even sure where to begin with this one, lmao. There’s so much stuff they talked about, and so much stuff they DIDN’T even talk about. Like how they didn’t talk about the October events and banners even though they’re teased at on the 2nd anniversary website, which I guess means we’ll have to wait longer for info on that.
we also didn’t get any info on a collab, but I assume they’re going to announce that at the start of November and have the collab itself release a few weeks later.
I’m kinda sad that they accidentally leaked out the existence of guns, but I still got to experience all the shock and surprise about it, so that was fun. I’m really surprised that they’re adding a new weapon type so late into the game. Especially since they don’t seem to be planning to retcon any old adventurers into being gun units, which means that they’re going to make up a super tiny portion of the pool. But I still really like how they work, from what we’ve seen of them.
It’s great that Joe got a new gun alt who everyone gets for free, but it really feels like they screwed him over by making him a 3-star, lol. He’s probably gonna get immediately replaced by any light gun units they introduce after this point. But it’s still nice to see him get some love. He was the perfect unit to go for to showcase the new weapon type.
All the changes to weapon and wyrmprints are extremely overwhelming, so it’ll probably be a while until I have an actual opinion on them. But thus far I think it’s fine, but we REALLY need the ability to save wyrmprint set-ups so we don’t have to spend so much time shuffling them about again and again.
It’s kinda sad that it’s such an eldwater sink if you want to equip the same print to multiple units, but it’s much cheaper to do that with event prints, so you can still fill your team out with some good prints. And on the other hand, this is actually why I’m fine with the fact that so many prints are almost identical now, since it means you have way less of a need to actually spend eldwater to get extra copies. There’s like 4+ different prints that all give 30% skill damage, so you’d never actually have a reason to bother getting extra copies of any of them, if you at least already had all these prints before this update. It does make it harder to keep track of if you end up using like 15+ different prints across a whole team, but still, the eldwater cost is more or less avoidable if you just use different prints with the same effects.
I think the weapon bonus thing is going to be the most grindy, long-term part of this update, but I’m cool with it. It gives everyone something to slowly work towards, like when you’re at the stage of leveling your dojos. The issue is that people will want to max their weapon boosts as quickly as possible, but it’s clearly not designed to be rushed like that.
It’ll all take a lot of getting used to, but I’m happy that they’ve drastically cut down on the amount of weapons in the game, and made the progression system more linear. Once everyone gets used to it and more people start playing the game after this update, it’ll become more natural.
We also got a bit of an overhaul to the textures and lighting/rendering for all the 3D models, which still feels like a really strange decision to me. It gives them a really different sort of aesthetic, and I have mixed feelings about it. I think if they made it a bit less ‘harsh’ I’d really like it, but at the moment there’s a bit too much contrast between the lighting and the shading, and the black outlining just looks a bit odd.
We also got the big adventurer balance change, and even though it’ll be a while before we’ve got all the new numbers and stuff for everyone, I already get the feeling that Vice is gonna end up way worse than he was before this. Which is sad, since outright nerfing people always sucks, but I get why they did it. It messed with the balance too much to have a 3-star be in like the top 3 for DPS units across the entire game. At the very least they gave him poison on his S1 so he can afflict that more often now, instead of it just being on his S2.
Just going by what they’ve said, and what we can see in-game, one of the really big changes seems to be how basically all of the healers except Grace now have strength buffs on their S1s, which basically all seem to be 15% for 60 seconds. Which is a really interesting way to make healers more relevant, but I like it. I think it doesn’t stack, so you won’t get as much buff uprime as with dedicated buff units, but it at least means they contribute SOMETHING to the team’s DPS.
One other notable change is how T-Hope now has a 15% strength buff on his S1, which makes it pretty much exactly the same as Patia. So that should make auto eCiella a lot faster, with how often he gets that skill off, lol. This was something I expected him to eventually get via a spiral, but in general a lot of stuff in this balance patch feels like mana spiral upgrades in all but name, which is neat.
Lots of characters also got more status punisher stuff, which should hopefully at least make more units stronger. Most of it’s all pretty self-explanatory, but it’s kinda interesting that Norwin is now a poison punisher unit. I guess it’s one way to make him somewhat relevant to the shadow meta, lol.
They also buffed the older gala units, which is great. At least this way they can put off on establishing the precedent of gala mana spirals, by just directly buffing the old ones. We’ll see how it turns out when all the exact numbers have been datamined, but it seems like they’ve addressed the main isseus with G-Mym, G-Sarisse, G-Ranzal, and G-Euden. 
I also noticed that they added defense debuffs to a fair amount of units, and made a lot of existing defense debuff moves land more often, so that’s interesting.
I’m also pretty excited to try out Pipple with this balance patch, since he now gets a 30% strength buff for himself with his S2. It at least makes it so that it’s always worth using whenever you can.
They didn’t announce anything about new endgame bosses like we expected, but it does sound like we’re still getting some eventually, and it’ll just come up later. Which is a good idea, probably, since we need some time to keep focusing on Agito stuff.
And on the note of the Agito fights, and current endgame content in general, I really like the addition of solo versions of all of them. For one thing it means a new wave of first clear bonuses, but it also means that you can pretty much entirely avoid co-op if you want to. The solo fights seem to give less rewards, but hopefully still enough that you can just stick to doing them exclusively if you want to. I haven’t tried any of it out, but it sounds like they’re all balanced around solo play, which should make it way more easier to do them than it was to try and solo fights that were designed for co-op.
It’s also kinda funny to me that even though they said we’re getting another tier of difficulty for the Agito fights, the only thing we know that we’re getting from it is fancier skins for the Agito weapons. They’ll probably still get stat boosts, but I could see them pretty much just being cosmetic upgrades.
They also upgraded the amount of weekly chests for HDTs and Agitos to five, and it sounds like we’re gonna start getting double drop events for them soon, so that’s great. In general I think this whole update will make it way easier to actually do endgame grinding, especially with the solo fights.
And then there’s the elephant in the room, which is the new battle royale mode. I haven’t tried it yet, but honestly I actually like the sound of it, lol. I absolutely never expected that they’d add something like this, especially since it’s effectively PVP, but it actually sounds perfectly fine. It’ll probably get tweaked as time goes on, but it sounds like you barely even get any extra rewards from it by winning compared to just dying immediately, and the whole mode is designed to have you start from a blank slate where you and everyone else are at the same playing field, so it’s basically entirely skill-based, and you don’t even need to be good at it to get rewards.
I wasn’t even sure how they’d handle PVP in an action RPG like this, but I think this is a good way to go about it.
We’re also getting a return of the time attack mode, which is . . . worrying, but hopefully now that people are much more familiar with both HDTs and Agitos, it’ll go by a lot more smoothly.  I’m surprised they’re even touching this concept again after how badly it was received the first time, but I’m curious to see how it goes. I know a lot of people really liked it, so hopefully it’s balanced so that you can ignore it if you want to, without feeling like you’re missing out on too much.
They also finally got around to adding sparking, which is great. I honestly wasn’t really expecting it at this point, but after the patch notes got revealed yesterday I figured this was probably gonna happen. I know some people would wish it had been introduced earlier, but I’m glad it’s finally a thing. I still don’t think it’s as much of a make or break issue for me as it is for others, but it’s still pretty much an objective bonus over the old/current system. My main concern with sparking, though, has always been that it might lead them to notably tanking the amount of summons we can do each month as F2P players, which would cancel out the good parts of sparking, but I doubt they’d do that.
Either way, it seems to work in exactly the same way as GBF, in that each summon gets you a unique bit of currency, and when you get 300 of it, you can trade it for a featured unit of your choice. But also like with GBF, your sparks reset after each banner and turn into different items that you can exchange at a store for regular in-game items, so your 300 summons all have to be on the same banner, and you can’t just accumulate a spark by summoning across several banners. Though one thing that seems to be different to GBF is that summons done with diamantum give you twice the amount of sparks, which is really interesting, since it really cuts down on the amount of money you’d need to spend to get a spark that way. It’d still be super expensive to do an entire spark just through diamantum, but 150 summons with diamantum is still way cheaper than 300, lol.
If they keep our monthly summon income about the same as it’s been thus far even after they add sparking, I think that we’d be able to do a spark every 6-8 weeks just from event and log-in bonus rewards. At the moment we get around 150-200 summons per month just from all that, so it seems like it’ll be WAY faster to save for a spark than it is in GBF [where outside of specific holiday periods that have free summon events you’re probably looking at 4+ months of saving to be able to spark].
This at least means it’ll be way easier to plan out my hoarding, since I know that as long as I have 300+ summons saved, I can at least spark a new unit I want. And there’s always the possibility of just getting them early and being able to quit while I’m ahead.
And on the note of summons, we’re also getting 330 free summons total between the anniversary and the end of October, which is absolutely insane. Sadly you can’t save up sparks across banners, so you won’t be able to do a spark JUST from that, but it’d go a long way to helping supplement a spark on a specific banner.
It looks like we’re gonna get a short pre-gala of sorts soon that’ll contain all the previous gala units, but I’m probably gonna skip that, outside of the free pulls. The only one I don’t have from that set is Gala Alex, and at this point I’d rather just chase her when she’s in a future gala remix. If it’s anything like the same type of bonus gala we got for the first anniversary, all the featured units on this banner will probably have lower than normal rates to make up for how many of them will be on the banner, so it’d just be a really low-value banner for someone like me who already has all but one of them. I’m also not even sure if I’d be able to get all the way to 300 summons that quickly.
Either way I’m more interested in saving for stuff like Halloween, Christmas, new gala dragons, and New Years.
We’re also getting Gala Zena on the anniversary itself, and I think everyone saw her coming, lol. She’s not a gun unit, though, which is actually a bit lame, even though I figured it wouldn’t happen. Her being an attack-type light staff unit is really interesting, at least if she ends up working like Heinwald, but I’m still not sure if I’d be interested in actually spending resources to try and get her.
The gala banner is also going to have the new girl from the anniversary event, and a Midgardsormr alt. Though it sounds like he’s going to be non-limited, so he’s not our wind gala dragon.
The anniversary event also sounds extremely interesting. It sounds like we’re time-traveling back 1000 years to when Ilia created her religion, and she seems to basically be a punk biker girl, which is extremely cool on so many levels. It also kinda looks like Zethia is going to be the MC of this event, and it might not even feature Euden and co, which would be a nice change of pace.
I thought Ilia might be our new welfare unit, but going by the preview image for the event it looks like it’ll be Mordecai, who looks like he’s gonna end up possessed by Morsayati or something, since he looks a lot like Morsayati’s human form we’ve seen a few times. I hope he’s a gun unit, just so we can get more of them, but we’ll see how it goes.
I’m guessing that Ilia will eventually be playable, but maybe just for the 3rd anniversary event or something.
We also got a tease at the next three main story chapters, which all look really interesting. It seems like the Archangels event is going to pretty immediately become important to the story, and now we’re heading off to North Grastaea. We’re also going to be going to the fairy kingdom eventually, which is cool, especially since the teaser for it heavily implied that Notte will become a playable character then.
Which also reminds me that we’re probably eventually going to get a gun unit from the main story, since we have all the other weapon types already, but I doubt Notte will be a gun unit, lol.
Going by the teasers, I also get the feeling that Leonidas and Chelle will be our next two gala adventurers, and at least one of them, if not both, will probably be a gun unit. I think one of the shots of Leonidas had a gun visible in it, but Chelle’s also apparently the one who introduced guns to the world, so who knows how that’ll turn out. At the very least they did say that we’re gonna start getting new gun units soon, and we might get a lot of them really quickly to help fill out the pool. Which also means that some of the new holiday units might end up using guns, so that’s also worth saving for.
I also get the feeling that we might take a break from gala dragons for a while, since we’ve basically run out of good options for them. But who knows. We still need ones for water and wind.
Hopefully with the spark system in place I’ll be able to spark on at least the Halloween and New Years banners, since those are my top two priorities, but we’ll see how it goes. It’s always scary to enter limited holiday banner hell season, but at least they introduced sparking right before it all starts. At the moment I think I’ve got like 150 summons saved up, but I’ve still got most of my reset co-op rewards to go through, and I haven’t touched the Halloween event they added to the compendium, so that’ll add a lot. I think the anniversary log-in bonus will also give us like 2k wyrmite, and if the retweet event succeeds we’ll get an extra 1.2k wyrmite. So as long as they don’t tank our monthly summon currency, I should be able to spark on Halloween if I can commit to saving for it. Which is much easier said than done, lol.
All in all I think I really love this update, but it REALLY changes the entire game, so it’s gonna take a long time to get used to. And thankfully even with the introduction of stuff like sort-of-PVP, it doesn’t look like they’re going in any sort of P2W direction with the game.
Also, there’s still the 45-minute Game Live presentation set to come later tonight, but I’m not expecting that to tell us much, since it’ll probably be targeted at new players. I’m still holding out hope for a Switch port announcement, though.
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I am a fan of the Dragon Quest franchise but I never played the builders ones. I just finished XI and it was a WHOLE lot of fun. I heard you say nice things about Builders2 on twitter and I was wondering if you would want to talk about it? I'm all ears! Like I know you liked the story but what about the gameplay? What kinda game is it? How about the characters? Please, share your knowledge (if you want of course) ! I wanna get excited about a new game! Also have a great day ❤
Ooh I’m taking this as permission to ramble. So Long Post Ahead!
I’ve just finished the XI demo! I’m thinking about getting the full game soon ‘cause the demo alone took me like 8 hours to get through, and I’m the kind of person who’s just like Story? Story? Story? So the more content, the better!
The only other Dragon Quest game aside from the Builders series was IX, the one with the Celestrians, and that was great, haha! I really like the character customisation aspect there. The series as a whole has some interesting lore!
But anyway! Dragon Quest Builders 1 & 2 are like... fusion sandbox building/rpg games? There’s not really the same method of stat progression as the main games - you expand your health bar & you make better clothes/weapons and that’s mostly it - and fighting isn’t turn-based. It’s just like, Press A Button To Hit.
On the whole though you’re not there to fight - you’re there to Build Things. It’s kinda like Minecraft, in that there are blocks and materials and crafting! It’s all easy enough to pick up on, and there’s stuff for collectors/completionists to busy themselves with, too!
You get specific things to build for the story quests, but other than that you’re pretty much free to do literally whatever you want given you have all the materials to do it with, haha!
Both games are set sort of as... not quite parallels of the main series game line, but they’re both inspired by the story of the corresponding main series game as if something different had happened! And you’re basically going around and helping out rebuild the buildings (and as a result the communities) there.
Builders 1 happens in an alternate Alefgard that fell into ruin after the original hero from the first DQ game sided with the villain. It’s a pretty linear game with four set levels of areas you have to rebuild. You can’t return to any of the areas after you’ve completed them. (Or rather, you absolutely CAN, but if you go back to a level you’re either restarting it, or popping in at just the point before the level’s big Boss Fight.
It was really fun! It has the cute art style and the cheeky humour & punniness inherent to the series, with the gut-punching story twists you usually don’t see coming. I’m still reeling from a twist that was pulled in the second level and it was a couple years ago by now!
The characters in DQB1 probably weren’t the most in-depth? Like, there were definitely some that were better than others and I greatly enjoyed some of the ones that were there! But the only characters that were present through all 4 levels are the Hero/ine and the goddess Rubiss, who speaks to you in your head sometimes but doesn’t make any physical appearances. So while you may grow attached to some characters, you don’t have as much opportunity to grow attached to them!
DQB2 split off from DQ2 after the protagonists defeated the dragon-like god of Destruction and his most devoted priest, Hargon. See, DQB2 suggests that Something Happened when they died/discorporated... The particulars of that are a little spoilery but it’s pretty easy to begin Suspicions early on in the game thanks to foreshadowing.
You can go back to most of the other places in the game even if you’ve completed the story there, too! The tools - there are more of them beyond just the hammer seen in the first game, and they’re easier to use!
DQB2 is like, all the good parts of the previous game BOOSTED! There’s a lot more Story, you get to see a lot more of the characters you meet, and you can return to most of the places you’ve been to, as well!
The characters are typically what I find the most interesting part of any story and I really did enjoy the ones in DQB2! The characters are way more developed than in DQB1 - especially Malroth, who remains your partner for the vast majority of the game! He has a lot of personality and I adore him!
Now that I think of it, all of the notable Islands have female ‘lead’ characters, actually... Lulu, Rosie, Babs, Molly, Anessa, Hellen, Gillian... And they’re all pretty different! It’s refreshing!
And there’s LOADS of monsters who are actually characters that can live with your human characters this time ‘round! Pastor Al, Goldirox, Arisplotle, Gottfried, Gremville, Jules, Captain Whitebones... The list goes on!
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rpgchoices · 2 years
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Sometimes I really want to read a short summary of what to expect from a game with a very particular description that CATER to my OWN SPECIFIC interests, so here we go.
(click here for other videogames)
what to expect from ENDERAL
Free Skyrim mod which has an indipendent lore and story from Skyrim. It is a sequel of Nehrim but Nehrim is not necessary to understand the story
This game deals with PTSD, abuse, trauma and depression in quite an explicit way to be careful, if you are triggered by these topics
You are a refugee looking for a new life in Enderal. You can choose different abilities (magic/assassin etc.) and races (always half human)
Very eery feeling and mystery feeling - honestly, some of the sequences in this game still haunts me
To avoid spoilers I will just say that you end up thrown in trying to solve a mysterious diseases that makes people aggressive, murderous, called the Red Madness
the game has a lot of lore and is mainly based on finding out more about this mystery and how to stop it - you won't find all of the answers, and not everyone will tell you the truth
like Skyrim the game has combat + dialogue choices, expect that your choices here matter for the outcomes of different quests and the final ending (there are three endings)
many quests are actually quite long and filled with material and characters, not a lot of fetch quests
you have two temporary companions (Calia and Jespar) who are recurrent, and then you have other characters who sometimes accompany you. You cannot choose your companions, they are more like characters who gets assigned to the same quests
Romance is indipendent from your gender and you can romance Calia or Jespar. Both have multi-parts personal quests/interactions
There are other characters who have big roles/quests: Tharael, Esme, Yuslan, Lishari, Dijaam.
The game is quite big, the area/world is also pretty big
One of my least favourite parts is that the game is quite dark - as in I had to use torchlights all the time (my pc also doesn't help, here)
You can buy two houses and decorate them!
The game is relatively linear, you have a series of main quests and you can explore the whole world and accidentally find other secondary quests
beautiful scenery!
there is fast travel all over the world, plus you can ride a horse or a donkey
ALL characters are voiced (a part from the protagonist)
plot? You play as a refugee escaping from their old home. While on a ship to Enderal, you end up discovering you have mysterious magical powers, a magical fever and can sometimes see events that have not happened yet. gameplay? Action rpg with dialogue choices and exploration, story-rich also it is a free mod characters? yes even secondary characters usually have an interesting story/personality. You end up with a cast of main characters, among these Jespar and Calia are sometimes your followers and have personal quests sadness level? MAXIMUM LEVEL
Under cut HEAVY spoilers about death-level in all three endings:
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There are three main endings: one where you sacrifice yourself and it is assumed that part of the city got destroyed... everyone dies but your lover/closest companion. Another ending where you escape with your companion - the world is destroyed and only you two survive. And a third ending where based on when you drink a potion, you save the world without sacrificing yourself and survive with your companion - or did you? It might be a dream.
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ranger-report · 4 years
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Review: THE WITCHER (2007)
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With the recent popularity of The Witcher across mass media thanks to the Netflix series starring Henry Cavill and his arms, I finally began what I consider an epic quest to play through all three of the Witcher games and their DLC. This is, by no means, a small task, but you know I might as well sacrifice myself in the name of entertainment. So I began to play The Witcher: Enhanced Edition, a PC game released in 2007 based on the books of the same name written by Polish author Andrzej Sapkowski. Now that I’ve beaten it I have quite a few things to say about it. But, first thing’s first, and that is easily the most obvious aspect of this game:
It has not aged well. Not at all.
To begin with, the graphics of the game are very 2007. A product of seventh generation graphical technology to be sure, it doesn’t help that it’s running on BioWare’s Aurora engine, which was notoriously difficult to use outside BioWare’s own house. There’s all kinds of graphical glitches, people pass through objects, character models and textures are fuzzy and sometimes plasticine, facial animations are sometimes downright frightening. There’s also the fact that the game reuses the same character model for multiple characters, both important and unimportant, leading me to confusion sometimes as I swore I just saw that goddamn priest I just killed wandering around the city. Except now there’s two of him. And all the merchants look the same, too! This being the enhanced edition there’s a number of upgrades and clarity that’s been added in to the experience, but it’s still dated for better or worse. What has aged well is the use of impressionistic paintings for the purpose of certain cutscenes, adding an extra dose of epic quality to some of the goings-ons. This also includes more “intimate endeavors” Geralt can engage in. Long story short, there’s a lot of women in this game who are willing to throw themselves at Geralt, and if you play the cards right you can get down to business pretty quickly. Sometimes too quickly; one time I brought a woman a loaf of bread and she had sex with Geralt. It was confusing and out of left field. But each encounter comes with a brief piece of tasteful nude artwork of the lady in question as blurred models bump and grind in the background. And, to be completely honest, the artwork is really well done. Although it is very jarring to play a game where sex workers are clearly labeled “whores” and “hookers,” most of the women have a good amount of agency in the proceedings, particularly the two primary romance options, Triss and Shani. Geralt can actually romance these two women to the point of committed relationship, which is refreshing to see that sex is not just a reward for “romancing” a character in a game, but something the characters enjoy, while the romance comes from genuinely caring about someone.
Despite the graphical despondency, main characters fare slightly better, as anyone who needs to be easily recognizable is, and are crafted with much more detail and fine tuning than regular NPCs. While this is fine, sometimes finding these characters is a chore and a half. The Witcher has a day/night cycle, and characters follow this, but when my map is telling me I need to be in one place to meet up with someone, I can’t count that they will actually be there depending on the time of day. And I can’t artificially move the time of day forward unless I have a campfire to meditate at. Meditation is an interesting mechanic, btw, as it basically acts as Geralt “sleeping” and also functions as your chance to level up and distribute talents. On paper, I’m okay with that. In reality, campfires and places to sleep are few and far between, unless you’re close to an inn or someone who doesn’t mind you crashing at their place. And oftentimes you’re running back and forth in linear paths across deceptively open areas, back and forth and back and forth in what can only best be described as tedium when you’ll approach the quest marker on your map, only to find no one there, and need to hoof it back to a fireplace to change the time again. This can also lead to extra consternation if the game crashes, which it did a handful of times during my fifty hours of gametime. Save often.
And, finally, there’s the combat. For better or worse, it’s an exercise in clicking on people to attack them, then clicking again at the right time when your icon changes in order to string together combos. That’s fine. Combat is also divided into three styles between two swords: strong, fast, and group style, with steel blade and silver blade. Strong and fast styles speak for themselves; group style is for when you’re surrounded and need to attack everyone around you. Steel blade is for humans, silver blade for monsters. Sounds simple right? It is -- too simple. Clicking on people is as easy as that, with little interaction otherwise. Sure, you have to figure out which style to use on which enemies, and you can couple in Signs (magic spells) to make your life easier, but repeatedly clicking on people to whack away is bland at best, frustrating at worst. Later on when you can level up your sword styles to include more powerful/deadly moves it becomes more challenging, but even then it remains a strange exercise in an odd hybrid of real time/tactical combat.  Finding oneself surrounded can lead to death quickly, so if you’re not paying attention, you can go from overpowered madman to witcher meat in seconds. Literally seconds: enemies I would have no problem with one-on-one, or even two-on-one, suddenly escalate to an unstoppable force the moment that three or more come in for an attack. The game has a way of forcing Geralt into combat situations without warning as well, making it easy to be thoroughly unprepared for a deadly gangbang around a corner and a cutscene. The game also doesn’t have much of an autosave system, meaning that if you haven’t been hitting that quicksave button very often, there’s a deep chance you could get your ass handed to you and reload a ways back from where you were. Easily the biggest frustration for me in terms of playing the game. Enemies will stack status effects to clobber you; Geralt will attack and get hit; sometimes you can stagger enemies and one-hit kill them, but enemies can still attack while Geralt goes through the slow kill animation. I don’t know how many times I cursed the game in anguish as I was forced to reload yet again after a fourth monster swept in out of nowhere, or the one monster I was fighting decided to get in a Stun attack, then proceed to own my ass. Pausing the game at any time using the space bar can help to get bearings, but you can’t execute commands while paused. Saving in combat isn’t allowed either, so if a big fight starts and you realize you haven’t saved in a while, you’re screwed. Couple this frustration with the intensely boring act of clicking on monsters over and over again to fight them, and here we have the biggest weakness of the whole product.
That being said -- is the game worth playing in 2020? Despite being 13 years of age and regarded as the least accessible game in the franchise, what it brings to the table is a surprisingly effective storyline that involves subject matter which is shockingly relevant. Racial tension. Class war. Plague. Quarantine. Riots. Gray morals. Strange creatures. Frustration. Difficulty spikes. Blurred lines between human and monster. If that sounds hauntingly familiar, it’s probably because that sums up the first half of the year 2020. To say that I was expecting a 13-year-old game to reflect the state of current events would be a massive lie; in fact, at the outset of the game, I was struggling to maintain interest at all. However, as time goes, the story and the choices made are what end up being the game’s biggest strength, and ultimately its salvation.
The story opens up simply enough: Geralt of Rivia, our titular witcher, has been found in a near-death state and nursed back to health by his fellow witchers and former lover, the sorceress Triss Merigold. Coming back from the dead has cost him his memories, however, and the amnesiac Geralt is quickly plunged into conflict as a group of mercenaries called Salamandra attack the witchers’s base to steal the secrets of their mutations. Swords clash, magic flies back and forth, and Geralt is tasked with giving chase in order to retrieve the mutagenic formulae so they can’t be used for harm.
A great conceit in this is that Geralt having no memory of his past allows anyone unfamiliar with the world to gently ease in and learn about the world as he does. The game is set after the events of the books, so this gives an added bonus to readers already knowledgable of events. And as the player learns more about Geralt and his world, a variety of choices come into play. Most RPGs have this option to allow player freedom in telling a story, but unforseen consequences follow every decision; whether they come into play immediately or further down the road remains to be seen, but there’s a ripple effect that goes above and beyond the usual Choose Your Own Adventure details which essentially craft your character into a good guy or a bad guy. What’s brilliant about this is that the game never hints at this; it isn’t until the game breaks away into a cutscene with monologue does Geralt realize how his choices crafted this specific moment. For example, in the Salamandra attack, Geralt can choose to fight off a horrific monster or help Triss defend the witcher laboratory. Depending on that choice, some characters may live or die, and the game will let you know that when it wants to....usually to hammer home a point.
What works to this being the strength of the game even further is the deep narrative, which is often times complex to the point of frustration. But the story develops at a natural pace, and never presents any choice as being right or wrong, black or white, good or bad. The main gist is that the human city of Vizima is under quarantine, fighting off a vicious plague, but also defending itself from the rise of nonhuman freedom fighters comprised of elves and dwarves. The city is divided on this, particularly in class division, with any nonhuman residents living in the slum quarter, while the affluent humans live exclusively in the market quarter. There are humans in the slums too, make no mistake, but it’s very apparent who is allowed to live where. However, the game makes no stance on this whatsoever; Geralt is presented with a series of choices based on the information at hand, and as the game goes on, comes closer and closer to choosing a side between the freedom fighters or the humans as tensions comes to a head with violence. Every action has a consequence, positive or negative, but also depending on who the consequences affect. Questions of moral arise; what truly defines a monster? Is it appearance, or is it action? It’s difficult to really spell it out further without diving into spoilers, as the story should be experienced first hand without any warning. That being said, it’s refreshing to play through a game in which the character is clearly defined as being the hero, but then forces the player to ask if their actions are truly heroic or actually damaging in the quest to destroy the greater evil.
In closing, The Witcher is a mixed bag. Narratively, it’s a stellar effort that swings for the fences and sticks the landing. From a gameplay perspective, it’s a dated game that’s sometimes a chore to play through, even to the point of dire frustration. But it’s one that I can cautiously recommend. While it certainly took me six or so hours to finally believe that I had the hang of it -- I didn’t -- struggling through the first quarter of the game can yield beautiful results, especially once it rolls into the final, jaw-dropping conclusion. What I will say is that it really beats you over the head with your choices, even the ones you didn’t know you were making, and holds up a mirror to ask if your decisions were really for the greater good or not. Outstanding work in that regard. I’m looking forward to playing The Witcher 2: Assassins of Kings now that I’ve beaten this, and someday I’ll even come back to see the paths I could have taken. Just with tempered expectations this time around.
Final score: 7/10
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tannertelford2 · 4 years
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Legend of Zelda: Breath of the Wild
The Legend of Zelda: Breath of the Wild
 The Legend of Zelda: Breath of the Wild released back in 2017, meaning that for nearly 3 years, I have heard it touted as the best Zelda game ever created. In fact, I’ve seen many players and critics alike call it the best videogame ever. Needless to say, I had some pretty high expectations when I finally picked it up for the Nintendo Switch back in early November. However, I had my fair share (and perhaps more than my fair share) of qualms with this seemingly seminal installment. The contrast between my experience and that of so many others inspired this review, in which I hope to clarify what I felt worked well and what fell short. With the sequel announced as in development last year, this review also functions as a list shortfalls I hope to see corrected.
 My first and main point of contest is that Breath of the Wild is so unlike any previous title that it hardly feels like a Zelda game at all. Heavy RPG elements, such as finite weapons, upgradable armor, and the need to find and prepare food to recover health (can’t I just break a jar for hearts?), were jolting but not irreconcilable. Even the ability to scale 99.9% of surfaces in the game wasn’t too foreign after the first hour of gameplay. The first major difference players encounter (though they may not realize it until later) is a complete lack of dungeons. Dungeons – the trademark, the pride and joy of Zelda – are completely gone. In their place, you find Shrines – short puzzles that usually consist of 1-4 rooms and which reward players with Spirit Orbs (tokens that can be exchanged for an increase in either the health or stamina meter). The shrines quickly become repetitive and burdensome; finding shrines, many of which are cleverly hidden (some of which are impossibly hidden) proves more fun than actually completing them, especially since they don’t progress in difficulty.
The Divine Beasts function as the game’s own unique version of standard temples, and while they are undeniably unique (the ability to control their movements to solve puzzles is quite ingenious), they lack the appeal of a true dungeon. There isn’t a single Beast players aren’t able to conquer (boss included) in under 35 minutes. When I enter a temple, I want it to take me at least an hour and cause a little stress induced hair-loss (just kidding on the last part). This new sequel needs more traditional dungeons and better bosses than the Scourge of Gannon foes that felt more like mini-bosses than anything. Even Hyrule Castle, which is one of the most in-depth, realistic versions of the castle we have seen – disappoints. It is not a true dungeon, and by the time I reached this point in the game, I simply followed the obvious path to Ganon rather than exploring the gorgeous structure; my spirit of adventure had been killed off long before then, by hours of aimless wandering in search of Shrines.
  I am by no means a completionist. In fact, I’m not sure if I’ve ever completed a game 100% other than Mario Party DS (if you’ve played that game, you get it). However, the lack of fulfillment left by the shrine system led me to seek out every shrine. All 120 of them. While I was able to find around 105 of them by myself, I had to resort to a walkthrough to find the others (I would have gotten an 88% on my own, so I’m fine with owning that B/B+). This was due in part to some expertly hidden shrines, but it was also due in part to the sheer size of the map. I knew the map would be big because that was one of its main praises. However, I didn’t comprehend just how massive the map could be. And if you ask me, it’s too big; there are too many “dead zones” where there is nothing to find/do other than maybe solve some repetitive Korok Seed puzzles. The stable system, in which you are able to catch, tame, and then register wild horses, may have remedied this issue for me, but only if it actually worked; if you are anywhere but a sea-level plain, your horse cannot hear your whistle. This required me to rely more on the Shrine travel system and bear through what I can only estimate as hundreds of slow loading screens. Navigating this giant map proves troublesome, but finding Shrines complicates matters even further; the Sheika Sensor, which essentially allows you to play “Hot and Cold” with hidden Shrines, doesn’t help much either. In my opinion, the upcoming sequel needs focus less on an expansive map and more on an enriched map.
 My next and related qualm is the lack of items that would typically come as rewards out of dungeons. The hook shot, boomerang, bomb bag, etc. are just as iconic as the dungeons themselves. This game “conveniently” compresses all potential items into the Sheika Slate and grants them to the player almost immediately. This removes any sense of progression or growth; it makes all puzzles and all areas of the map immediately accessible (again, something that others have praised but I found troublesome). One positive attribute of the Sheika Slate is that it does allow for more complicated puzzles. In a typical Zelda game, you find a new item, and all the puzzles in that dungeon are centered around that single item; afterward, the items are rarely necessary. Breath of the Wild does a much better job forcing players to use the Sheika Slate’s various functions to navigate the map and solve puzzles. Nevertheless, I missed the exhilarating rush of opening an item chest, the dramatic music in the background, and the ability to solve unique puzzles with new items.
 One of the points where Breath of the Wild succeeds is in its characters and character development. For the first time in Zelda history, we actually see Princess Zelda as a real, multifaceted character with an actual personality. She serves a greater purpose in the story than a captured damsel who simply supplies Link with the Bow of Light at the last minute (although she does this too). We see her struggles and successes, and this acts to solidify her as a more believable character. Even the Champions, through cutscenes and memory flashbacks, assume a deeper personality than the main characters of other games, and their unique relationships with Link are played upon nicely. As far as I can remember, Breath of the Wild is the first game to have fully voiced cutscenes rather than simple dialogue boxes. This works well, but only in some instances; Princess Zelda’s whiny, faux British accent is still like nails on a chalkboard. In any event, I was happy to see Link remain without a voice, as I feel this would deviate too far from tradition.
 Breath of the Wild’s ending, too, did not disappoint (at least at first). Ganon assumes his most menacing and intimidating form yet, and the cutscenes and score surrounding this initial fight are absolutely gorgeous. In the second phase of this final fight, Ganon takes on a different form, and the entire battle feels like a rehash of the boss fight from Twilight Princess – good but uninventive.
 In the end, Breath of the Wild kept me entertained for several months – but only because I let it entertain me for that long. The real heart of the story is made entirely optional, with the player given the opportunity to confront Ganon at any point. While the non-linear storyline and the ability to tackle the game’s events in any order isn’t exactly my cup of tea, neither is it the main downfall of this title. Perhaps too much innovation at once takes this game in new (and often wrong) directions. Newcomers to the series are unlikely to be moved by these design choices, but loyal fans will likely take issue with them.
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rpgmgames · 6 years
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November’s Featured Game: Shooty and the Catfish
DEVELOPER(S): Daniel ENGINE: RPGMaker MV GENRE: Adventure, RPG WARNINGS: Course Language, Gore SUMMARY: Shooty and the Zaat are a dynamic duo solving monstrous mysteries!
Play the demo here!
Our Interview With The Dev Team Below The Cut!
Introduce yourself! Sure! So my name is Daniel, I guess technically I am an animator. I started out making flash cartoons around 2000 just for fun and became a professional animator in the advertising space around 2007. I have been working in media ever since, both in studios and as a contractor working under the Visitors From Dreams label which is also the label I use for my game development. I started dabbling with RPG Maker in around 2002 but I never got very far. Once I got into the media industry I wanted to pick it up again but with Mac being what almost all my work was done on, at home and in studio I didnt get the chance to actually get into it properly again until MV released, infact I was so excited that I purchased MV the day it dropped and immediately begun development on my first title Flatwoods. Ironically Shooty and the Catfish was developed on a PC, but I digress.
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What is your project about? What inspired you to create your game initially? *Daniel: Shooty and the Catfish is set up pretty simply. The 2 lead characters, Shooty and Zaat run a sort of monster investigation unit out of their home. They get calls to different desitinations to deal with different monster problems. I really wanted it to feel like it was set up in a similar way to a lot of cartoons from the 80s, where every episode had a pretty similar but still managed to feel like a little self contained adventure. I have thrown in some little elements of an larger narrative but they are light until the final episode. Originally the series was pitched to Frederator for Cartoon Hangover, it got a little ways into early development but then Youtube changed its algorythm and animation on the platform became a struggle and the project was dropped. I didnt want to waste all the work I had done on the concepts and so I eventually tried to find a way to work them into a game, its taken me quite a few years to get as far as I have with development, but I would be even further back if I had tried to animate it all alone. I created Flatwoods to try and get a small project out, you know, to get some experience with the engine, little did I know how much more I had to learn!
How long have you been working on your project? *Daniel: I pitched Shooty and the Catfish back in 2013 from memory, but it didn't start to take shape as the project you currently see until the last 12 months. In that sense I am incredibly happy with how quickly the game has come together.
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Did any other games or media influence aspects of your project? *Daniel: So many things have influenced my work its not funny... Where do I even start? Shooty and Zaat have a bit of a Finn and Jake thing going since when the project was originally pitched to Frederator and thats what they were looking for at the time. Resident Evil 4 (the closest any game has ever come to perfection imo) was the inspiration for the games ammo based combat system. Demons Souls originally derailed the project when I tried to emulate its non linear hub based design (you will notice the demo takes place on a single island instead), that created all kinds of balancing issues though so thats all been stripped back and is what lead to the decision to make the game episodic instead. One element from Demons Souls that remains in the game is a diverse mix of linear and looping level designs when it comes to mapping. The game also features towns that have layouts based on unused maps from the Pokemon GS 97 Spaceworld demo since they never made it into any of the actual games in the series. Pokemon GS also influenced the games visuals. I'm not a big RPG guy, but I played a hell of a lot of Pokemon growing up and Gen 2 is still my favorite. Trying to get MV to emulate the limitations of the Game Boy Color was quite the hurdle, I still cant believe I got it working as well as it is. I also have a lot of cameos from other peoples RPGM games, so there's that. Its a big ol' mixing pot of ideas and inspirations.
Have you come across any challenges during development? How have you overcome or worked around them? *Daniel: Countless, the biggest challenge is always scope though. I originally wanted the game to be like 3 hours long tops, now its well in excess of that and that's before I have even put in meaningful NPC interactions. That's why I have decided to break the game up into episodes, each one should be around an hour which is much more my jam. I don't have a lot of free time so I tend to gravitate towards games that are tight and short, I think that's why I am so determined to keep this game in nice manageable chunks. Now that the game is shorter I don't need levelling so I am starting to tone down the RPG elements. One change always leads to another, but episode one is getting damn close to completion. I say this before I have even had the chance to announce the game's going to be episode on my own blog, ha ha. Episode 1 January, The Great Spore Chore! Keep your eyes out for it!
Have any aspects of your project changed over time? How does your current project differ from your initial concept? *Daniel: As mentioned above a lot has changed, I feel the biggest change was when I tried to move the game from being episodic into one adventure after playing through a bunch of other RPGM games for ideas, it all started to feel a bit aimless and the storytelling techniques I had planned when it was episodic weren't translating well as the game progressed. So I guess now the game is episodic again we have come full circle! So many ideas seemed good on paper but ended up not really being fun or adding anything in practice. Oh yeah, and the transition from Game Boy green to color was a big one based on feedback from the demo. Some people were finding it hard to tell what elements were interactable, doors in particular, I hope that color has helped minimize that issue. Key items will also have an animation on them so they are hard to miss. I'm not a fan of hunting for items in big maps, it's certainly not something I want to subject people too in my own projects.
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What was your team like at the beginning? How did people join the team? If you don’t have a team, do you wish you had one or do you prefer working alone? *Daniel: This project has had a few key people involved. Outside of myself I have worked with 2 musicians. One is an old school friend who did music for my animations back in the early 2000's. He has contributed a bunch of really cool EDM which makes up most of the games OST. On top of that there is also a number of optional bosses (one per episode) that have music composed by Secret Agent Ape who worked on Soma Spirits and a bunch of other upcoming games. I have been really lucky to get to work with such rad dudes.
What is the best part of developing the game? *Daniel: I love designing enemy battlers, my process usually involves me drawing a weird shape, sticking some eyes and a big goofy nose on it and trying to come up with a stupid pun to use for a name while listening to bands like Yes or Klaatu. It's bliss. I have a lot of people ask me why I have limited myself in terms of resolution and color palette, and it comes down to one of the important things I told myself when I got into game making as a hobby was that I would stop if it ever started to feel like work. I spend my days doing heavy visual effects and compositing, sometimes doing complex character animation. I want to keep that stuff as far away from my game development as possible. Ironically working within the incredibly restrictive limitations of the Game Boy has ended up being incredibly liberating and keeps things feeling fun as opposed to feeling like more of what I do all day to pay the bills.
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Do you find yourself playing other RPG Maker games to see what you can do with the engine, or do you prefer to do your own thing? *Daniel: I always enjoy checking out demo's of upcoming games. Both Heartbeat and Virgo and the Zodiac's demos blew me away from a technical standpoint on the MV front. I still find it hard to believe those demos were made with the same engine I'm using. I guess it really shows what can be done when the engine is in capable hands. I wish I had more time to play actual full releases, I mean Jimmy and the Pulsating Mass just came out and I have no idea when, if ever I will have the free time to play it because its such a commitment. I feel like I am missing out on some great stuff.
Which character in your game do you relate to the most and why? (Alternatively: Who is your favorite character and why?) *Daniel: I guess I relate to different characters in different ways. Slim Grim is the one who hands out assignments to Shooty and Zaat, he is pretty much done with life, over people and the world itself, I think thats something we all have a bit of inside of us. Shooty is a very positive individual, his solutions to most problems is a bullet with a smile, and I think theres a bit of that in all of us as well. Zaats a bit of a cheeky smart arse, so I guess in a lot of ways I am most like her as a person. One of the episodes also features Gerkinman who is and has been a sort of self insert in my work since 2001 so I guess technically I relate to him most... ha ha, but thats cheating!
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Looking back now, is there anything that regret/wish you had done differently? *Daniel: I wish I had done a better job keeping the project focused. I feel like a good few months were spent making the game bigger in ways it didnt need to be.
Once you finish your project, do you plan to explore the game’s universe and characters further in subsequent projects, or leave it as-is? *Daniel: All of my games are loosely connected, taking place in the same world. None of them tie directly into each other, im not big on the cinematic universe concept that seems so popular right now, but events in my previous 2 releases and the 5 planned episodes of Shooty and the Catfish are loosely connected in ways people who take the time to look can find. They are also tied into around 17 years worth of animated shorts I have released. I have no plans on stopping now!
What do you look most forward to upon/after release? *Daniel: Well, theres quite a few things... Mapping for all 5 episodes (outside of towns) is complete, so when Episode 1 is done I will be immediately rolling into Episode 2. I am aiming to have an episode out every 2 months which should be doable with so much of the game already finished. I also have a couple of short films I am looking forward to being able to invest some time into, things have slowed down in recent months due to freelance but I am eager to get to animate some of my own work again. I am also eager to see the comments sections on Lets Plays. Both Flatwoods and Hazmat got a bit of Lets Play action and a couple of those have some pretty substantial comment sections. The amount of theories people try to put together for these projects is staggering. I could never write something as entertaining as what the speculations in these comment sections contain in terms of what my games mean, it cracks me up and I find it quite flattering that random people have put more thought into elements of my stories then I have. Makes me want to keep things deliberately vague just to encourage more of it. Lastly I will be releasing all the build files for the project so if anyone wants to make fangames or whatever they have direct access to all of the core files used to build the games. Im a big fan of the concept of a mod community, and while RPGM doesnt exactly allow for that, id love to see people do similar things to my work as whats been done with a lot of LISA fan games.
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Is there something you’re afraid of concerning the development or the release of your game? *Daniel: I don't know about being afraid exactly. I am curious about how my business model for the episodic releases will go over. I was planning on releasing them at $1 an episode and $4 for the bundle when it's all complete. I know some people think thats still charging too much, but some people have also told me im not charging enough and that it lowers price standards accross the board for RPGM content. The way I see it if I can cover the costs of Steam and the music I commissioned then I've done alright since this project was for fun, but that's just me.
Do you have any advice for upcoming devs? *Daniel: Just keep at it and set yourself small goals. If your working on a big project break it up into manageable sections. Take things one map at a time, ya know what I mean?
Question from last month's featured dev @overcast-rpg: If you could choose an RPG Maker gamedev to release another game; which one would you choose and why? *Daniel: Oh that's an easy one, The Catamites. I love Space Funeral, it's easily my favorite game made in the engine, and while The Catamites has developed countless games since its release, they have all been in other engines. It would be fun to see them return to the engine after all they have learned about game design since Space Funeral's release and to see what they would do.
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We mods would like to thank Daniel for agreeing to our interview! We believe that featuring the developer and their creative process is just as important as featuring the final product. Hopefully this Q&A segment has been an entertaining and insightful experience for everyone involved!
Remember to check out Shooty and the Catfish if you haven’t already! See you next month! 
- Mods Gold & Platinum
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