• Tag Archives Fantasy
  • Hyperdimension Neptunia Re;Birth2

    It shouldn’t be surprising, yet it is: This sequel is in almost all ways worse than the first Re;Birth.

    The localization got worse (install the re-translation project modification to make it merely equally as bad), Nepgear is a far less engaging protagonist compared to Neptune, there’s a bunch of ecchi events straight out of an Agarest game, and the new themes are atrocious.

    No, I don’t want to be constantly lectured about how piracy and cheating is bad in this game I bought… especially when said game just so happens to include cheat items in its paid DLC.

    The only things this has going for it are giving the characters a couple extra combat abilities, Boss enemies not having any insane HP regeneration abilities, a Super EXP option which effectively eliminates level grinding (added by the DLC), and the somewhat large variety of possible endings.


  • Hyperdimension Neptunia Re;Birth1

    Huh. I sort of regret putting off playing this for so long just because I knew it had a trash-tier localization and suspected it was extremely grindy.

    It certainly has more than its share of issues (the awful localization, it is pretty grindy, the constantly re-used assets, mind-numbing/cringe-inducing plot developments, quite a number of auto-lose battles, a host of painful side-characters, tons of trap items to waste your limited resources on), and yet there’s just so much to collect while bap-bap-bapping away at enemies that I can’t help but enjoy playing it. Some advice:

    Picking up the DLC Pack is well worth it for the two extra characters alone, as they make the early-mid game much less punishing due to being notably more powerful than the two you start with, and you should limit your Plan creations to unlocking and adding enemies to the 16mb dungeons (the ones that cost 100+ are DLC content and can be saved for a second playthrough), removing the damage cap, increasing the jump height, and unlocking two of the CPU Candidate characters (who cost 1024mb each).

    Then on any potential NG+ playthroughs you can unlock the other character, the Colosseum, the DLC dungeons, and the highest level equipment (completely skipping all the weaker stuff, which is just a waste to unlock).

    One final thing that may be worthwhile to be aware of, is that pressing the L1 button will skip attack/transformation animations.


  • Tales of Berseria – Conclusion

    When your game world has 4 methods of increasing travel speed (faster walking upgrades, teleport bottles, ship travel, & geoboard riding) and still ends up a chore to navigate… well, that’s a serious problem. Especially considering that right before the final battle a ton of sidequests become available, and finding/completing them requires backtracking across and re-visiting everywhere you’ve been before. The Xillia cameo is also pretty painful.

    Ultimately I would have to say that this game is not worth bothering with unless either:

    A) You have not played Zestiria (and want to)
    B) You have not watched the Zestiria Anime adaptation (and want to)

    As the background here will help enhance the story and events there.


  • Torment: Tides of Numenera – First Impressions

    This game is indeed the second coming of Planescape: Torment.

    Which raises the question: If the above statement is true, why exactly have I spent 40+ hours backtracking and grinding random things in Tales of Berseria (a game which by all appearances I’m not very fond of)? Several reasons.

    The first and largest is resource management. Resource management in an RPG, especially a story-driven RPG, is a terrible idea pretty much 100% of the time. Each of the three attributes in this game consists of a separate resource pool which you can spend to increase your chance to complete various related challenges/checks. These pools do not automatically refill; rather there are three separate item types that can restore them. That’s atrocious. The one-time-use unique items system is a lesser issue, but also pretty bad. Having unique consumable items is an awful enough idea on its own, but to take it a step further and restrict how many you can carry? Shameful.

    A more subjective reason for not playing it much right now is the lack of guides/walkthroughs. I can play RPGs without them (I did so for Pillars, Tyranny, and most recently Staglands after all), but would prefer not to. Generally speaking I only play most games once, so I’d like to make sure I’ve seen/done everything in the first playthrough and not missed anything. And this seems like the kind of game where it’s incredibly easy to miss things.

    The final reason being that (comparatively) Berseria is a known factor, where you can just sit back and grind/collect whatever without having to really think about anything or worry much about missing a chunk of the story/characterizations. This game however requires more of an active investment.

    I do indeed eventually plan on making that effort, as from what little I’ve seen so far it looks like it rewards such many times over, but it will have to wait until after Berseria‘s finished… and may end up getting sidelined again in favor of the upcoming Mass Effect: Andromeda.


  • Tales of Berseria – Midgame

    In Act IV now, having returned to Loegres post-Temple.

    The game does indeed open up a little once you get through the sea gate and unlock ship expeditions. This doesn’t really last though and the enemy-infested areas get ridiculously long at times: There’s that insanely oversized mass of tunnels after you first escape the Earth Pulse for instance, and the seemingly never-ending stretch of Reef before you reach Palamides Temples.

    Making these areas worse is that they tend to be (over)populated by only 3-4 varieties of enemy groups. Presumably this is a result of the new equipment mastering system, to give players a decent chance of finding the unique equipment drops each enemy has. Which is dumb. They should have went with an increased drop chance and reduced the number of enemies and repetitious pseudo-corridors instead.

    The railroading has also been pretty bad so far. Areas are often blocked off and returning to previous locations is heavily restricted, sort of forcing you to grind each area to get all the monster-drop equipment the very first opportunity you get… since there may not be a second chance anytime soon. The Katz chests can be skipped though since all they reward you with are either fashion items or an invitation to the Katz Corner location (which can only be visited just before the final dungeon).

    Worst of all I think, is that at this point the storyline takes a dive and starts heavily mimicking Zestiria. Suddenly Malevolence is the focus and starts visibly showing up out of nowhere.

    The actual combat is okay I suppose, though I’m not really feeling the Soul System. Against most random trash mobs it’s fine, but against bosses and boss-like enemies it’s pretty easy to get stuck with a low Soul count and be unable to combo or Soul Burst. I’ve been using Velvet exclusively, now with the following Arte setup:

    Avalanche Fang -> Soaring Dragon -> Grounding Strike -> Scale Crusher
    Mega Sonic Thrust -> Slag Assault -> Defiant Conviction -> Moonlight Cyclone
    Cerberus Wave -> Binding Frost -> Heaven’s Wrath -> Infernal Torment
    Swallow Dance -> Gouging Spin -> Searing Edge -> Shadow Form

    With the 4 guard Artes being set to whatever weakness the current boss(like) enemy has. I’m not all that fond of Heaven’s Wrath though; while cool, it takes rather long to finish (which is an issue when Therionized). So I might try to switch it out eventually for something else. Maybe another Stunning attack.


  • Tales of Berseria – First Impressions

    From a gameplay perspective Berseria is essentially identical to Zestiria. The differences, such as now being able to learn item skills (which partly addresses the earlier issue of items not being straight upgrades of one another), are fairly minor.

    The differences are more pronounced when it comes to storyline and environments.

    Here you play as an anti-hero who’s often fairly ruthless as opposed to a more altruistic savior-type, which goes a long way toward making the events feel fresh. Hampering this are exterior locations that feel especially claustrophobic/cramped compared to Zesteria. It’s as though they took the design strategy from that game’s (boring, grindy) dungeons and applied it to the whole game, resulting in an extraordinarily unpleasant experience. It feels like a series of corridors.

    Maybe it will open up later (I’ve only just unlocked a full 4-person party). If it doesn’t, then theme and minor technical improvements aside, there won’t be any reason to play it over Zesteria.


  • Chain Chronicle: Haecceitas no Hikari

    Having finally managed to form a vast continental alliance, Yuuri and his comrades storm the Black King’s castle to end things once and for all… and fail. With the alliance broken, Chronicle sundered, and Yuuri wounded, the diminished volunteer army returns home to regroup. On the way they come across a young boy named Aram who just might end up becoming the key to their victory.

    A sequel to the earlier short OVA series, this does not require having seen that. These three movies (also adapted into a TV series) are mostly focused on action with a secondary focus on corruption-centric drama.

    More Information:
    aniDB
    Crunchyroll
    Wikipedia

    Continue reading  Post ID 2524


  • Serpent in the Staglands – Endgame

    Having now finished the game I’m left somewhat conflicted.

    Ultimately it feels incomplete, with the final parts of the main quest seeming forced and unnaturally sparse. The Wandering Lady shrine is so expansive, while Lev is a burned husk where you can’t even deliver the spices you got in with (the entire interaction with Mya in fact feels like a placeholder), the logging yard is just an empty expanse filled with enemies, and Ista Cale is populated by no-name dock workers. It’s also annoying you can’t seem to do anything with Corem’s Shipping Guild or the Rheamus Farm area.

    At the end I was level 13 (having just leveled-up following the final battle) after clearing what I believe are all the possible areas to clear. Arcane Attack ended up being a fantastic spell for physical attackers, much better than focusing on Strength and particularly amusing when combined with Strafe, while Searing Light was the only direct damage spell worth actually putting points in. I also had over 10k money because there’s little worth buying beyond the custom armor; the equipment variety is sorely lacking.

    Unfortunately I got the bad ending, since warning the “natives” to not trust the Consil apparently means nothing and getting the Lele to leave peacefully somehow makes you responsible for massacring an entire village. This ending seems to be bugged, as during the final battle I couldn’t actually control the PC during it besides casting spells on myself and had to rely on the auto-attack AI to eventually kill everyone (caster MC). Not sure if I want to replay it to get the good ending (there’s a lot of empty space to traverse) or just shrug and go with this one for the upcoming expansion.

    Some other things to take note of:
    – Avoid using any sort of multi-attack ability around neutrals.
    – Most NPC pickpocket inventories appear to be completely randomized.
    – Don’t leave the Logging Camp until you have the Manor Key.
    – Orf’s Bridge Consil contains the best dodge-focused armor.
    – Rumin Consil contains the otherwise best armor.
    – You can copy/paste text in the Incantation Book.
    – Attack Speed 0 makes you unstoppable.
    – Wolf Morph, Wolf Claws 8+ & Amplify 8+ with a Hunter Whip works well.

    Continue reading  Post ID 2524


  • Serpent in the Staglands – Initial Impressions

    At this point, being at level 4 after having cleared the first set of areas, this game reminds me most of the first Baldur’s Gate. You start with basically nothing, most things can easily kill you, and the mechanics can be opaque. Visually speaking it looks pretty good (which is amazing considering that the native resolution is 320×240) while the gameplay is a more mixed experience.

    Early on at least, magic is not a viable damage dealer. So encounters come down to either baiting/kiting enemies away from their friends to beat them down 5-on-1, or making use of spells like Fearful Light and Festering Ooze to disable parts of otherwise unavoidable group attacks. You never, ever want to get into a ‘fair’ fight… because you will lose. Offsetting the deadly encounters is the ability to fully heal your party essentially at will outside of combat; there’s no limit to how much magic you can use, so just spam-cast the basic healing spell.

    Character progression is both simple and complicated. On level-up characters get 2 Attribute Points (used to raise attributes) and 2 Skill Points (used to raise skills, spells, and aptitudes). The attributes are relatively straight-forward (though Dexterity not affecting dodge is bizarre), the skills/spells/aptitudes however are far trickier. Many spells do not improve much at all at higher levels, you can only have 3 skills active at a time, and some aptitudes can become incredibly powerful indirectly (if you have the right tools). So it’s quite difficult to choose what to advance in and extremely easy to end up wasting points.

    Then you have weird ‘ease-of-use’ contrasts like being able to create infinite ranged ammo with a Linguistic Incantation, but the ammo has to be dropped on the ground first. Or new incantations being automatically written down as your Linguistics skill increases, but not having anything automatically marked on your world map or journal.

    Some starting things:
    – Create two additional Avatars at the start.
    – One of them should be a Drow Frost Jackal for the item.
    – Avoid fighting more than one enemy at a time.
    – While the game is paused, healing items cannot be used in battle.
    – If you use Woodwise on yourself, you can detect traps.
    – Parasitic Orb is required to unlock Fairy Rings.
    – Read everything, nothing is written down for you.
    – Don’t sell keys, drop them on the ground instead.
    – Merchant inventories are limited and extra items disappear.
    – Set traps will disappear if you save/reload.
    – If you only kill part of an enemy group, saving/reloading will respawn them.
    – Wands are very good, and anyone who can cast spells should have one.
    – Whether it’s day or night affects which encounters you’ll find.
    – Day/night can be changed at will with Linguistics 4.
    – GOG Galaxy installs the patch wrong, you have to move the contents of the 32/64 folder into the main directory.

    ‘Secret’ Linguistic Incantations:
    – “Davi Bone(s)” to turn a bone or bones into healing items.
    – “Shoar [Gem] Chip” to turn gem chips into whole gems.
    – “Grafitus [Ammo]” to refill any stack of ammo to 100.
    – The items above have to be dropped on the ground.
    – “Nufri [Ruin Name]” to reveal some kind of secret.
    – These are provided in the out-of-game Erlein’s Handbook.

    Spells to consider raising:
    – Blood Cocoon (works faster)
    – Festering Ooze (increased radius/duration)
    – Heat Metal (so it does damage)
    – Feverish Haze (works faster)
    – Cat Poly (up to 3dx dodge chance)
    – Wolf Poly (up to 5d6 physical hit chance)
    – Nauseate (works faster)
    – Strangling Vines (up to 5d6 dodge penalty)
    – Shimmering Scales (up to 3d17 AC and spell resistance)
    – Ethereal Weapon (up to 6d8 damage and 3dx hit chance)
    – Siphon Poison (works faster)
    – Searing Light (up to 5d7+15 damage and 12 radius)
    – Zana Morph (increased duration and up to 5d6 magic hit chance)


  • Radiant Historia

    After seeing a number of comments claiming this was one of the best RPGs ever, I finally got around to playing it recently.

    It’s a good handheld game, sure… but it’s certainly no RPG masterpiece. There are quite a number of flaws, beyond the inherent simplicity of being designed specifically for short play sessions. The most glaring of which would have to be the plot structure and storyline itself:

    This is a game about jumping around between timelines and modifying the past to change the future, yet it’s just as linear as a conventional RPG with every single decision point having a rigidly right and wrong answer. If you choose the wrong decision you have to immediately re-do the choice to pick the right one, and if you do things out-of-order or miss something you’ll be blocked from continuing until you do everything the right way.

    So it has all the negatives of a time travel story (questionable logic, forced backtracking) with none of the positives such as multiple endings. There is only one here, though it’s accompanied by a number of sidequest-unlocked epilogue scenes (only the Conuts one advances anything), and ultimately you’ve gone on this epic journey just to… restore the status quo. The actual progress toward saving the world is put off with a sequel hook.

    The combat system is fine at least, despite fundamentally making no sense whatsoever and having a penchant for tossing over-populated encounters at you that basically require the use of magical AOE attacks. And I can’t really complain about getting ~32 hours worth of playtime out of it to see everything, even if some of that did only just amount to running on a treadmill.