• Tag Archives Fantasy
  • Flip Flappers

    As a studious, slightly boring girl, Cocona doesn’t have any particular direction or goals in life. One morning that all changes when she encounters the wild, impulsive Papika and finds herself suddenly tossed into a bizarre dream dimension.

    Bouncing as it does between settings and genres, this is a difficult series to pin down. I suppose at its core you could call it an embellished magical girl family drama. The comedy is a mix of reaction and situational while the ecchi aspects do not often have any particular attention drawn to them.

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  • Agarest War Zero

    While originally I had no intention of ever playing this game, when I went to try out the PC version of Agarest 2 I found that you could import a Zero save to get some free items.

    Since the GOG version of the game does not appear to have access to any of the DLC (and I obviously can’t import a PS3 save file) getting a Zero clear save appeared to be the only way to cut down on the early grinding. Which gave me an excuse to stop ignoring it.

    Honestly I wish I kept ignoring it.

    While it does show you exactly what the characters in Agarest 2 were talking about during the artifact and Chaos/Summerill conversations (and you get to see an early version of Eva) it turns out that nothing of note was omitted from those conversations. When you combine that with the large amount of required grinding and ‘unwinnable’ battles that you’re supposed to lose… well, there really ends up being no reason whatsoever to play it.

    I’ll just leave these here though in case anybody else wants to see for themselves:

    Cheat Engine Table (GOG Version)
    True End Post-Game Save (GOG Version)


  • DRIFTERS: Battle in a Brand-new World War

    After Toyohisa Shimazu is critically wounded while holding the rearguard against the Eastern Army, he finds himself suddenly transported to a different world. There he meets others like himself, transplants from Earth called Drifters who have been recruited to fight a war against an implacable foe who wishes to eradicate all human life.

    A mix of hyper-violent action scenes and picture-drama style comedy skits. While it involves characters from a wide variety of time periods, it mainly depicts warfare out of the medieval and Sengoku eras.

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  • Magic-Kyun! Renaissance

    Wanting to be more like her mother, Kohana transfers into the Hoshinomori School of Magic Arts. There she meets six boys, each with their own artistic specialty, who all take an interest in her unusual talent for arrangement and cheerful smile.

    A school life harem with a comedic style closer to that of a gag comedy. It doesn’t actually begin to focus on romance until around the eighth episode, instead mainly being concerned with resolving the characters’ personal issues and getting everyone together to organize a successful school festival. It’s also not much of a fantasy show; up until the twelfth episode the ‘magic’ on display only exists to visualize the artists’ skill level.

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  • Arslan Senki: Gaiden

    After leaving Kashan Fortress, while on the road to Peshawar the protagonists stop for the night and make camp. Having to patrol the area and not trusting Arslan to stay away from danger, his guardians leave him with Gieve… who turns out to be something of a danger himself.

    An Anime-original comedic supplement for the main series. The focus of the comedy doesn’t require any particular knowledge of the characters, so it may be possible to watch this as a stand-alone.

    Following the events within Sindhura, a banquet is held to thank Arslan and his companions for their assistance in resolving the inheritance issue.

    This OVA also consists of pure comedy, which puts it in a difficult position. You can’t watch it as a stand-alone because it’s directly tied into the franchise’s plotline, yet it would also be difficult to watch during the parent series due to the drastic difference in tone.

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  • GRAVITY DAZE The Animation: Ouverture

    Kat and Raven are exploring new areas far from Hekseville after a gravity explosion, and find themselves being attacked by unusual numbers of Nevi.

    This promotional Anime for the upcoming second Gravity Daze game is split into two parts, which are presented in non-linear order. The first half has the two protagonists fighting off a hoard of Nevi that attack a port city, while the second half shows the initial gravity explosion that launched them away from Hekseville.

    More Information:
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  • Touken Ranbu: Hanamaru

    Around 200 years in the future an organization called The Historical Revisionists labors to change history through the use of a time-traveling army of monsters. To prevent their meddling, warriors created from the spirits of various famous swords are sent back in time to fight them.

    In reality this show mostly consists of daily life scenes focused on the swords’ antics around the citadel compound and their reminiscence of past events as weapons. The action aspects, when they show up at all, are relegated to a 5-minute or so mission segment toward the end of each episode.

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  • Thunderbolt Fantasy: Touri-ken Yuuki

    thunderbolt-fantasy-ts

    While on the run from an evil sword collector who desires the piece of a legendary blade she holds, Fei Dan meets and acquires the assistance of a mysterious white-haired man. Together they set off on a journey to gather enough allies to bring the fight to him.

    Turns out this is not an Anime; it’s a live-action puppet show that at times bears a remarkable resemblance to a tokusatsu series. It contains a large amount of expository dialog along with a moderate number of frenetic CGI-enhanced action scenes.

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  • LAND LOCK

    land-lock-title

    Ruda is the son of a Wind Master and lives in a small peaceful village. One night that peace is shattered as mechanized forces raze the town and trigger the awakening of a long-dormant power.

    Set in a fantasy world featuring wind magic, gods, airships, and mechanized infantry, this movie (originally split into a pair of OVAs) goes in a number of different directions. It’s part RPG plotline, part military-themed actionfest, and part mysticism-heavy mystery.

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  • Tyranny – Conclusion

    Played through it three more times; once siding with the Disfavored, once siding with the Rebels, and once Independent (betraying the Disfavored at the start of Act 2).

    Your choices matter to an extent, but that extent is largely what areas/sidequests you gain access to and how many enemies you have to kill. Maps and main quests generally stay the same regardless of what path you take, with mainly just what opponents you may face changing or whether there’s a possibility of a peaceful solution. Sometimes you get to see a particular quest from different angles though, with the Act 1 assault on the Citadel and the Act 2 Brotherhood assault on Lethian’s Crossing having the most variety.

    Out of the four the Disfavored path seems the most natural. The Chorus side has a lot of railroading, and both the Rebel and Independent options have a lot of contrivance (with the Rebels having their fair share of railroading as well). That said, the Rebels have the most fleshed-out third Act and the Independents are the only ones that get to visit all four of the main areas. So, ultimately, I end up having to endorse betraying the Disfavored/Chorus alliance the first chance you get in Act 2. Why Act 2? So you can grab the quests and items from their base locations which would otherwise be inaccessible.

    For difficulty I would suggest playing on Normal. Story mode is so easy it makes leveling and finding loot practically worthless, and Hard just makes the enemy do annoying things like deliberately break engagement to chase after your ranged attackers.

    As far as bugs go I didn’t run into anything particularly game-breaking, the biggest one being that the court summons you get about halfway through Act 2 to update Tunon on your progress regarding the Chorus/Disfavored paths does not trigger on the Rebel/Independent paths (when you show up in Act 3 he gains Wrath and berates you for not showing up to the summons that never triggered). More minor ones would be Spire Library/Forge progress not progressing until you’ve visited Lethian’s Crossing, and abilities getting stuck in the ‘on’ position if an enemy dies at the wrong time (this only rarely happened when Story difficulty and Fast Mode were activated at the same time; switching to a weapon set that wouldn’t work with the ability fixed it).

    Combat-wise Lore is the name of the game. Magic is so good here that I ended up having flashbacks to Dragon Age: Origins. So you’ll want to build the Infirmary as soon as possible to get access to the master Lore trainer and pick up the Selfless Magic Sigil. You’ll then likely want both Lantry and Eb, with their Lore-teaching skills learned, in your party at all times. At that point just fill up your slots with disabling spells and cast them as much as possible to watch the experience counter surge (I made it halfway to level 22 on the Independent run).

    As far as equipment goes there’s not really any reason whatsoever to wear heavy armor in your non-chest slots. The armor boost from those slots is so small that it’s easily outweighed by the accuracy/precision/deflection/recovery boost light armor gives. Concerning weapons, either 2-handed or unarmed is the way to go for melee thanks to the Material Force class of spells. The higher your base damage the more bonus damage they’ll give you, and with 2-handers you may eventually find yourself doing 300-400 damage on a critical hit and one-shotting Disfavored guards.

    Lastly, I’ll close this with some area accessibility and spell information. Note that I only started recording Sigil locations on the last playthrough, so you may find some in easier to reach places depending on your alliance situation.

    ——————————————————————
    Area Accessibility
    ——————————————————————

    Chorus
    – Lethian’s Crossing or Burning Library
    – Library/Crossing or Blade Grave
    – Stone Sea

    Disfavored
    – Blade Grave
    – Crossing or Library
    – Stone Sea

    Rebel
    – Crossing
    – Blade Grave or Stone Sea
    – Blade Grave or Stone Sea/Library

    Independent (Betray Disfavored)
    – Blade Grave
    – Burning Library
    – Crossing or Stone Sea
    – Stone Sea or Crossing

    Independent (Betray Chorus)
    – Same as above?

    ——————————————————————
    Notable Sigils
    ——————————————————————

    ——————————————–
    Expressions
    ——————————————–

    Guarded Form (Disfavored Camp, Merchant Sterling Hagnon)
    The Illusion and Force versions are powerful support spells.

    Chaotic Decent (Twin Rivers Oldwalls Depths, Lantry Lore Spot)
    When combined with Focused Rain you get a brutal multi-hit spell.

    Material Force (Mountain Spire, Merchant Revos)
    Great for 2-handers or, with the Lightning version, characters with high critical hit rates.

    Influential Domain (Burning Library Lower Ruins, 65 Lore Spot)
    The Fire and Frost versions cause some pretty great debuffs, and the Life version is a solid support spell.

    Proximate Action (Edgering Ruins, 39 Subterfuge Locked Chest)
    Has a couple niche uses.

    ——————————————–
    Basic Accents
    ——————————————–

    Bounding Bolts II (Howling Rock, Upper-Right Hidden Cache)
    Strength IV (Twin Rivers Oldwalls Brotherhood Camp, Lantry Lore Spot)
    Timeless Form III (West Blade Grave Oldwalls, Lantry Lore Spot)
    Cyclical Energies III (Twin Rivers Oldwalls Depths, Lantry Lore Spot)
    Precise Action IV (Spire Library, Merchant)
    Limitless Boundaries III (Spire Library, Merchant)

    ——————————————–
    Special Accents
    ——————————————–

    Selfless Magic (Spire Infirmary, Loot)
    Drastically increases the power and duration of a spell in exchange for not being able to cast it on yourself.

    Pride Magic (Gulfglow Runic Hall, Hidden Cache)
    Drastically increases the power and duration of a spell in exchange for only being able to cast it on yourself.

    Focused Rain (Spire Library, Merchant)
    Massively increases the power of Chaotic Decent spells.

    Stunning (Central Blade Grave Oldwalls, Lantry Lore Spot Beyond Lethian’s Crossing Torchlock)
    Adds the Stun affliction to Lightning spells.

    Volcanic Weapon (Lethian’s Crossing, Merchant Biotus)
    Causes Material Force enhanced attacks to launch huge lines of flame every hit.

    Killing Blows (Spire Library Research Scroll, Twin Rivers Oldwalls Depths)
    Modifies Lightning and Terratus spells to do large amounts of damage to near-death enemies.

    Frostfire (Tripnettle Wilderness, Center Hidden Cache)
    Can be attached to a Fire or Frost spell to combine their damage types and afflictions.

    Volleys (Sentinel Stand Hall of Regents, Hidden Cache)
    Two Distant Impact castings for the price of slightly more than one.

    Spell Surge (East Blade Grave Oldwalls, Lantry Lore Spot)
    Reduces Recovery time. Best used on a Focused Intent spell combined with Strength IV.

    ——————————————–
    Notable Spells
    ——————————————–

    ___________
    Lightning
    – Character Creation; Edgering Ruins (Merchant)

    Distant Impact: Inflicts Stun.
    Channeled Strength: Increases Shock damage by a base of 50%. With Strength IV it’s 85%.
    Material Force: Deals additional damage on a critical hit.

    ___________
    Frost
    – Character Creation; Disfavored Camp (Camp Merchant)

    Distant Impact: Does a ton of base damage (21-32).
    Channeled Strength: Has armor-piercing and multiple projectiles.
    Influential Domain: Penalizes recovery rate and inflicts Prone.

    ___________
    Vigor
    – Character Creation; Scarlet Chorus Camp (Camp Merchant)

    Channeled Strength: Base +30% damage. Strength IV bumps it up to a 51% increase.
    Proximate Action: Adds Hit and Graze Precision.

    ___________
    Atrophy
    – Character Creation; Echocall Crossing (Lower-Left Hidden Cache)

    Chaotic Decent: Inflicts Poison.
    Directed Force: Inflicts Weaken and Silence.

    ___________
    Fire
    – Conquest Choice; Lethian’s Crossing (Merchants Harchiand Bronze & Biotus)

    Chaotic Decent: Deals fire or crush damage.
    Influential Domain: Inflicts Fatigue.

    ___________
    Illusion
    – Scarlet Chorus Camp (32 Lore Spot)

    Channeled Strength: Base +30% Graze/Hit Deflection. Strength IV bumps it up to a 51% increase.
    Distant Impact: Inflicts Prone.
    Channeled Strength: Inflicts Stun.
    Guarded Form: A base of +100 Dodge/Parry for 45 seconds. With Strength IV, Duration III, and Pride/Selfless it comes to +255 for nearly 2 minutes for the cost of 180 Lore.
    Directed Force: Inflicts Blind and Confusion.

    ___________
    Force
    – Vendrien’s Well Citadel Interior (30 Lore Spot)

    Guarded Form: A base 25% reduction to Recovery Speed for 45 seconds. With Duration III and Pride/Selfless it ends up a 63% reduction for nearly 2 minutes for the cost of 130 Lore.
    Proximate Action: Immunity to Prone.

    ___________
    Stone
    – Iron Hearth (Merchant)
    – Stone Sea Halfgate Settler’s House (Dialog Reward)
    – Stone Sea Jagged Maw Shrine

    Focused Intent: Inflicts Petrify.
    Distant Impact: Interrupts.
    Directed Force: Inflicts Prone.
    Chaotic Decent: Does pierce damage and inflicts Bleeding.
    Material Force: Inflicts Prone on a critical hit.

    ___________
    Emotions
    – Cacophony (Merchant)
    – Central Blade Grave Oldwalls (Loot Spot, Need Lethian’s Crossing Torchkeys)

    Distant Impact: Taunts.
    Channeled Strength: Inflicts Fatigue.
    Influential Domain: Inflicts Sleep.

    ___________
    Life
    – Lantry Dialog

    Guarded Form: Regeneration.
    Proximate Action: AOE regeneration.
    Influential Domain: Removes hostile effects.

    ___________
    Terratus
    – Eb Dialog

    Focused Intent: Inflicts Paralyze.
    Proximate Action: Useful against Bane.