• Tales of Zestiria – Delayed Impressions

    Having now cleared the miasma from the second town I may have finally settled into a decent control scheme. Keyboard/mouse was a complete failure it turns out, so I ended up going with Y -> Merge, B -> Hidden/Seraph Arte, A -> Arte, X -> Blast, L1 -> Target Change, and R1 -> Guard. I also figured out why the system wasn’t clicking: I was treating it like an action game where each button press immediately executes an action. That’s not how it works. Instead, each button press queues up an action. That’s an important distinction. If the game would only stop arbitrarily switching around my battle party for plot-required battles the combat system might actually become enjoyable.

    Unrelated to combat, the storyline and cutscenes are still a bit of a problem. The former is almost painfully straight-forward (if a bit on the dark side) while the latter tend to be filled with these weird delays between character interactions that throw everything off. At least the characters themselves are still almost all enjoyable (the exception being that seraph that shoots himself in the head).

    Exploration is still a lot of fun as well, and there’s even some more things to collect now (Normins). Hell, even the equipment fusing system has become more or less transparent with time and experience. Now if only the available types of equipment were clear upgrades instead of Stat upgrades combined with different base abilities. In a sane game Void Rings and Fire Rings (for example) would both give the same bonus to magic defense while having different inherent abilities… yet here the Fire Ring not only gives a higher defense bonus, but it gives a magic attack bonus as well. But you can’t just whimsically replace the Void Ring with the Fire Ring because one resists non-element attacks and the other resists fire attacks. It’s annoying.


  • Tales of Zestiria – Initial Impressions

    Just started playing this recently. The last Tales game I played before this was either Xillia 1 or Graces f, neither of which I had trouble playing, and while I feel the combat here is reminiscent of Xillia… for some reason it’s just not clicking at all. The battles aren’t hard by any stretch of the imagination (on Moderate difficulty) but they consist primarily of button-mashing the same four/five attacks rather than using any actual strategy. It may be the control scheme that’s the problem.

    The equipment fusion system is also causing some consternation, as it’s pretty damn opaque regarding how the various attached skills mutate. The human/seraph fusion system on the other hand is pretty straight-forward, and it even has the benefit of looking great. Some other positives would be the scenic environments, semi-seamless battle transitions, and staple character interaction skits. Another negative would be the way your starting combo points steadily decrease as you fight battles, making visiting Inns to restore them something of a necessity. I’ve never been fond of rest mechanics and it’s no different here even though there seems to be some things that can only be unlocked by frequent Inn visits.

    If I can figure out a more natural control scheme this game just might end up being a great exploration time-sink. Maybe I’ll try Keyboard+Mouse out, since the primary issue here is being able to press four separate buttons (Arte/Hidden Arte/Blast/Guard) all more or less simultaneously (while still being able to move the camera around), which a controller can’t easily accommodate.


  • Agarest War 2 – Endings

    So I ended up going through all 3 endings and even wrote a walkthrough.

    First the Bad End: This ending is not as bad as its name might suggest, at least from a metagaming perspective, as while the story’s conclusion is certainly quite bad you do get access to a bunch of Guild Commissions that are otherwise only available to complete in the True End. Next the Normal End: It’s okay and you can get a couple Items that are normally only found in the True End from the final boss.

    Which leaves us with the True End. The path the story takes in this ending is remarkably dark. Quite dark indeed with a surprising amount of death, and whether the goals/conclusion justify that or not is debatable. The most surprising thing about this ending though is that Schwarz has somehow managed to become a decent person.

    Funny story:

    While on the third playthrough, my PS3’s disk drive decided to start refusing to read disks after I ejected the game once during a freeze. So I was left with a dilemma. Get a new PS3? Turns out they’re still remarkably expensive. Get the PC version? The save data won’t transfer. Fix the drive? I couldn’t find the right tool to open the case. Which left me with: Buy the game digitally from the PS Store and play it directly off the HD… which is what I did. It ended up running a hell of a lot smoother that way too and I never had another freeze.


  • A Red-Rose Chain, Magic Breaks, & Magic Shifts

    Seanan McGuire‘s A Red-Rose Chain has an ending problem; it’s both anti-climatic and rather abrupt. The journey up to that point is entertaining for the most part though, with the only hiccup being a bizarre page-and-a-half dialog regarding a character dramatically revealed to be transsexual. Why is there such a hamfisted focus on it? I don’t recall any particular attention being drawn to May’s lesbian relationship before, and this should have been no different.

    As for Ilona AndrewsMagic Breaks and Magic Shifts: The first acts as a conclusion of sorts to the background conflict that has been building from the very first entry in the series, while the second continues on in a slightly different yet still quite similar direction. There’s a comforting familiarity about them that was absent from their more recent prequels.


  • Agarest War 2 – Third Generation Start

    Second generation now complete. While the protagonist never gets any better where the heroines are concerned he does show glimpses of a decently entertaining personality when dealing with opponents, so that was a bit of a help. Less helpful is the front and center brother/sister incest plotline that makes up about half the main storyline of that generation.

    The third generation looks to be a return to the first, with the new protagonist being rather subdued. A bit too subdued perhaps… and goth as fuck. All these new characters being recently introduced (the elf girl from last gen, the new hero, and the ‘fake little sister’) though is playing a bit of havoc with my skill setup. I’m not sure who exactly I want to use in the final party, I don’t have any points left to train the new additions, and there’s still apparently two more new characters that will join. I was using Fiona and Eva (the Blackhole special move is a godsend) but now they’ve become kind of redundant with one another with Eva being just slightly better overall.

    Some general things I’ve since discovered:

    • In the upper right corner of the battle screen you can see if any extra enemies are set to appear later in the battle.
    • Out of the way areas of the world map often have glowing spots that pop up when you get close which contain Attribute+ items.
    • You can press R2 to skip attack animations.
    • Reinforcing and Enhancing your equipment makes a huge difference in combat, and most Enhancing at this level is pretty cheap relatively speaking (40k gold and some Ore to max out an item).
    • The free DLC dungeons are fantastic places to train/grind since they’re mostly populated with monsters from the next generation.
    • Agility is nowhere near as useful as it first appears. It only comes into play if two characters have the same Wait value, otherwise Wait alone determines turn order. Meaning you only need it high on one character to get the first turn.
    • Strength/Dexterity (melee) and Intelligence (caster) are pretty much the only stats you should be spending level-up points on. Vitality is only useful on low-level characters (the HP gain is not retroactive) and Mind isn’t really useful at all.
    • After completing a main story mission and heading back to town through the portals, leave the town manually to see if any events are waiting to trigger at the outside entrance.

  • Agarest War 2 – Second Generation Start

    So, I made it though the first generation after all.

    Turns out that, a lot like the first game, once you get access to better combination attacks the battles become… not easy exactly, but much faster and less of a slog. There’s still quite a bit of grinding involved however, so if your console’s connected to the internet I strongly suggest grabbing all the free DLC to help with Gold and TP (and get the bonus dungeons).

    You may not want to use the free DLC items though, as they’re quite overpowered and may make it harder to pick up on the combat system’s quirks (while I used them in the first game, I avoided using them here).

    If you’re worried about missing things, I strongly, strongly suggest checking out one of the two True End guides around, as after finishing the 1st generation I took a quick look to see what events I missed, and apparently something like 50% of them never showed. It seems most require extremely specific character affection levels to trigger and are timed besides. I also tried out that Bathhouse minigame to see if it was as terrible as suspected… and it kinda is. Speaking of ecchi:

    The ecchi issue is still quite serious, with the end-of-generation ‘choose a wife’ bit being much worse than I remember it being in the first game. And then there’s the protagonist for the second generation, who’s a huge asshole and hates his predicament. He’s even worse than the equivalent in the first game, apparently being vocally misogynistic on top of it all. This generation might actually end up being more of a trial than the last if his personality never improves.


  • Agarest War 2 – Initial Impressions

    I bought this a long time ago for the PS3, after having enjoyed the collectable aspect of the first game in the franchise, and never got around to really playing it. Partly that was due to the near-complete lack of FAQs/walkthroughs, and partly because I read how the True End can only be achieved by playing a terrible bathhouse minigame.

    Recently started seriously getting into it, and it’s not very good so far (having just opened up the second two portals). It has the same issues with grinding and game difficulty as the first Agarest War does, made even worse by its rather strange battle system. Instead of being a turn-based strategy game, this uses a weird mix of turn-based and button-combo action where your movement on the battle screen grid and the characters’ turn order may as well be completely random.

    Each character gets their own turn, but if they’re in a formation then all the other characters can attack on that character’s turn as well (but only attack, they can’t use support abilities/items). This is also true for the enemies, which means any battle with more than 3 enemies can get ridiculous extremely quickly as they just unload on your weakest party members without you being able to do anything about it. Since you have no control over your movement you can’t position yourself to hit multiple enemies at once or move out of their attack range (and the game doesn’t even notify you if an attack you’re about to make will take you out of formation).

    Ultimately though, the battle system is just a sidenote to the real problem this game has: The ecchi. The first game in the series has some questionable content, but most of it is just one-off events you can skip/avoid. This rams the bouncing breasts, scantily-clad children, and questionable ‘divine vessel’ premise right down your throat. And then there’s Jainus, hitting on everything that moves.

    Not sure I’m even going to make it to the second generation here.


  • MEKAKUCITY V’S

     
    Another cross-post:


     

    This is a collection of various Kagerou Project music videos, which are of course directly related to the Mekakucity Actors series.

    Video 1: Kagerou Days

    • Characters: Hibiya, Hiyori, Azami (Cameo), Kano (Cameo)
    • Audio: Standard Miku Hatsune.
    • Video: This sadly tells its story pretty much exclusively though the lyrics, which are (smoothly) animated on-screen on top of only a couple static backgrounds.

    Video 2: Headphone Actor

    • Characters: Takane, Ene (Cameo)
    • Audio: IA sounds particularly robotic here. Instrumentals are solid though.
    • Video: In notable contrast to the first video, here the lyrics are static while the background is animated (again, very smoothly). Very stylish.

    Video 3: Kuusou Forest

    • Characters: Marry, Shion (Cameo), Seto (Cameo), Tsukihiko (Cameo), Kido (Cameo)
    • Audio: IA doesn’t sound so bad here and the music is both snappy and has a bit of a whimsical feel to it.
    • Video: The first of the videos to feature character animation along with a full storyboard so that you don’t have to rely on the lyrics to understand the story. Has a nice storybook look to it.

    Video 4: Konoha no Sekai Jijou

    • Characters: Konoha, Hibiya (Cameo), Hiyori (Cameo)
    • Audio: A fast-paced, high-pitched, Miku/IA duet.
    • Video: Same style as Headphone Actor but with some character animation as well.

    Video 5: Kisaragi Attention

    • Characters: Momo, Kido (Cameo), Seto (Cameo), Marry (Cameo), Kano (Cameo), Shintarou (Cameo)
    • Audio: A poppy little light-hearted tune with vocals by IA.
    • Video: Watercolorish artwork; has character animation with mostly static backgrounds that tell the story decently even if you can’t follow the lyrics.

    Video 6: Toumei Answer

    • Characters: Shintarou, Ayano
    • Audio: Fitting song with vocals by IA.
    • Video: Monochrome. Mostly background animation with a tiny bit of character animation.

    Video 7: Children Record

    • Characters: Most of them.
    • Audio: IA’s vocals don’t quite mesh with the instrumentals here. Instrumentals which are pretty great.
    • Video: Works as a strong contrast to the previous video due to its vibrant color palette. Unlike the others this one isn’t telling a story, instead it’s effectively an Anime OP.

    Video 8: Yobanashi Deceive

    • Characters: Kano
    • Audio: Standard vocaloid (in this case IA) vocals over some somewhat overwhelming instrumentals.
    • Video: Stylish as fuck.

    Video 9: Lost Time Memory

    • Characters: Shintarou, Ayano, Ene, Various Cameos
    • Audio: Exceptionally robotic IA over rock. Works remarkably well.
    • Video: These videos are definitely getting better at storytelling as they progress. They also seem to be getting good enough at their particular style of strategic animation that the occasional static image barely registers.

    Video 10: Ayano no Koufuku Riron

    • Characters: Ayano, Kido, Kano, Seto, Takane (Cameo), Haruka (Cameo), Kenjirou (Cameo), Ayaka (Cameo)
    • Audio: Extraordinarily robotic IA over a slower, sweet little melody.
    • Video: Mostly monochrome (also uses red). A fairly simple storyboard that’s a perfect fit for the music and story. It’s beautiful.

    Video 11: Yuukei Yesterday

    • Characters: Takane, Haruka, Konoha
    • Audio: A poppy little number with IA vocals a bit on the shrill side.
    • Video: Done in the style of a pop-up book. The colors are very vibrant.

    Video 12: Outer Science

    • Characters: Marry, Snake of Clearing Eyes, Various Cameos
    • Audio: IA at the deeper end of her spectrum over technoish rock. Works well.
    • Video: Stylish as fuck. Depicts the ‘BAD END’ in a godly manner.

    Video 13: Summertime Record

    • Characters: Haruka, Most Others
    • Audio: A catchy summerish jam with IA vocals.
    • Video: The counterpart of Children Record, the ED to its OP.

    Video 14: Shounen Brave

    • Characters: Seto, Marry (Cameo), Kido (Cameo)
    • Audio: Standard poppy vocaloid song. IA’s vocals seem to have some richer harmonies here though.
    • Video: A mix of sharp stylish lines and a more watercolorish technique. Goes back to the animation variety of the earlier videos, which is to say that the backgrounds have animation while the characters don’t.

  • Gaming Update

    I posted these elsewhere, starting way back on July 23, but may as well cross-post here for consolidation purposes and ease-of-access:

     


     

    Just started playing Ys Chronicles in preparation for watching Minna Atsumare! Falcom Gakuen. It was cheap on GOG a while back so I thought “Why not?”.

    Looks very good. Very modern, quite Anime. We’ll see how the gameplay is.

     


     

    Ys Chronicles‘ gameplay is a little tricky. Having to run into the enemy at just the right angle is kind of a pain. Normal map monsters seem to be weak enough that this isn’t really much of an issue, but boss fights (based on the one boss I’ve encountered so far) appear to be bullshit.

    The boss itself wasn’t very strong, but the area you have to fight him in is full of flaming death that’s pretty much impossible to avoid if you want to hit him. So the fight basically boiled down to hoping my attacks would kill him before the flames killed me (since healing is limited while in battle).

    Hopefully most boss fights aren’t like that, as Touhou-like frame-based sprite-dodging is not my forté. The second boss was a lot easier at least; no environmental hazards to worry about.

     


     

    Remaining Ys I Bosses: The vampire is incredibly annoying, the mantis is a pushover, the molten rock thing is a pain, the twin heads start out hard but quickly become simple, and the final boss is bullet hell incarnate. 30 or so minutes of thumb-bruising flailing about to get just the right sequence of hits in.

    That 25-floor tower is also just plain tedious, what with the backtracking and the fact that you’ve almost certainly hit max level before even entering it. At least the floors are small.

    Such relief now that that’s over. On to Ys II.

     


     

    Ys II is far better balanced than the prequel.

    – Normal map enemies are more deadly and stay that way significantly longer, meaning that even with 6 levels on them they can kill you if you’re especially careless.
    – Bosses aren’t particularly annoying and can be beat without having to have excessive twitch-gamer skills.
    – The level cap is much higher and won’t be reached until nearly the very end of the game, and only then with time spent grinding. So killing things never feels useless.
    – The ending credits scroll faster and there’s stuff going on in the background so that watching them no longer seems like a punishment for winning.

    With that duology now out of the way, I think I’m going to move on to Suikoden IV next. Already completed III and V some time ago, but had skipped IV due to some of the criticisms leveled against it (mainly reduced party size & grindy travel). Time to see how accurate those complaints are.

    Update: Protagonist is ugly and the ship controls are awful. Annoying.

     


     

    Finished Suikoden IV. It was… not so great really. Okayish I guess, but rather small/short, annoying with all the random encounters, and the ending is kind of spontaneous.

    Going to try Suikoden Tactics now (which appears to effectively be a storyline sequel to Suikoden IV) before maybe moving on to Phantom Brave.

     


     

    So I’m reading this FAQ covering Suikoden Tactics, and in the introduction it goes on about how this is one of the easier sRPGs to get into. Said it’s easier than Final Fantasy Tactics and less complex than Disgaea.

    Less complex than Disgaea I will give it, but it does not seem to be easier than FFT. There’s tons of enemies on the maps, magic points can’t be recovered in battle and there don’t seem to be any infinite-use active abilities, the equivalent of FFT‘s Job Propositions require certain (hidden) character attribute scores in order to succeed, neither character class nor weapon type can be changed, there’s the constant threat of environmental terrain hazards, and you don’t get immediate access to any re-visitable training maps.

    It gives me a sort of Tactics Ogre vibe really. A less complex Tactics Ogre. And that relative lack of complexity is what actually makes it harder… since you have less methods available to you to accomplish your goals.

     


     

    Suikoden Tactics now finished, it gets quite a bit easier once you get access to the repeatable ‘Hunt Monsters’ maps. You can pretty quickly outlevel the storyline enemies by just doing a couple of those and the “Gather # Items” quests. At that point the lack of variety in the combat abilities really starts to bite, as the vast majority of the characters are interchangeable. The plot developments aren’t anything all that exciting either… though the ending does contain a nice reveal.

    Suikoden Tierkreis is up next, which will complete the franchise (the newer Gensou ones for the PSP have not been translated, and so I’m not counting them).

     


     

    Finished Tierkreis a bit earlier today. It’s surprisingly robust for being on a handheld, and fits in with the other Suikoden games well (bad voice acting and all). The difficulty level is pretty low overall, though things got a bit dicey with the final boss when it decided to use its ultimate attack 3 times in a row.

    Not sure what’s going to be next. Possibly Titan Quest, but I just grabbed Heroes of Might and Magic IIIV plus Chronicles from the GOG Ubisoft sale a little while ago and so may go with them instead. Of those four I’ve only played V before, long ago when it first came out, but abandoned it on the final level (which was unnecessarily complex).

     


     

    Decided to go with neither and play through the Quest for Glory series (which was picked up at the GOG summer sale) instead. Had only played/completed the 5th installment before.

     


     

    QfG 1-3 complete, but ended up stalled starting 4. Why? Because of the Might and Magic Humble Bundle, which included a starter set for Duel of Champions (which is sort of like a more restrictive Magic: the Gathering Online). Played it quite a bit back in the day and had around 3000 cards before losing interest. Now there are 4 completely new sets and tons of new achievements to unlock (achievements grant free in-game money, cards, and packs) so I’m getting back into it.

    Referral link for that is: JKAYGA.

     



  • Pillars of Eternity – Conclusion

    After having reached level 10 and cleared the Endless Paths along with nearly all of the Act II areas, I can now safely say the following:

    While this is a very good roleplaying game, it is not a very good action game. The combat is a slog. A dull, annoying, repetitive slog made all the more-so by the horrible AI. All you need is a single fighter specialized towards tanking (Defender, that talent that gives Defender +10 deflection, sword/shield style, etc.), put them in plate mail with a large shield, and every encounter will play out the same way; all the enemies will cluster around and/or line up to attack the fighter while being utterly unable to damage them for more than a couple points.

    So, all the rest of your party has to do is stand back and fire barrage after barrage of projectiles until everything is dead. If you have a chanter they should be chanting that increased reloading speed chant, and if you have a cipher they can be doing whatever since they have infinite spells. Everyone else should just be using guns/bows to decimate anything that moves in complete and total safety. Of course, were the enemy AI smarter, that would not necessarily make things better considering the utter lack of any method to draw/keep aggro beyond ‘be the first thing the opponent sees’.

    Not helping matters any are the bugs that never should have made it out of beta testing, such as not being able to set multiple traps, companions’ inventories and quick slot items vanishing if you rest after removing them from the party, or there being no way to disable the rogue’s Reckless Assault ability (which seems like it was supposed to be a modal). Nor the more insidious bugs such as permanently losing racial/class passive effects if you double-click equip an item, or certain abilities becoming permanently unusable (stuck in the ‘on’ state) if the enemy they’re targeting is killed at the wrong moment.

    So, is the game worth playing? Absolutely. Just not now. Later, after it’s got a patch or two at the very least. Personally I’m likely not going to replay it until some sort of party-member AI is added; having to micromanage everyone pretty much guarantees I’ll never be able to enjoy the combat.