• Tag Archives RPG
  • The Legend of Heroes -Trails of Cold Steel II-

    With the way the prequel ended I had feared this would turn into some kind of Gundam ripoff. If only. Instead what it delivers is purestrain cringe worse than DQ11.

    It’s especially fond of forcing you to lose or ‘lose’ battles: In addition to a couple battles that literally cannot be won it features battles you win but the story acts like you lost, and battles you win but some random event occurs immediately afterward that requires a 3rd party to magically appear and rescue you. It’s a real bad look. Speaking of battles, the combat remains mostly unchanged (physical attacks miss more often, magical attacks are slightly faster, a new limit-breakish feature has been added) and just as tiresome as ever. Bosses are still massive damage sponges and this time around most of them have access to some kind of healing ability as well, making abuse of the Delay system pretty much mandatory.

    Structurally there’s been a huge change however as the Tokyo Xanadu elements have been mostly removed to be replaced with some Suikoden elements instead; namely the whole wandering the countryside to pick up people to populate your base with bit. This results in most of the game being somewhat non-linear and far more engaging than the prequel from an exploration perspective (though do be aware that the second epilogue returns to that previous ‘explore school’ -> ‘explore old schoolhouse’ format).

    That’s right: Second epilogue. The first has you controlling characters from the Crossbell games and feels incredibly disconnected from everything else. So yeah, content-wise this game may actually surpass the prequel… making the painful plot developments and monotonous combat a real shame.

    Is it worth playing? If you’ve already completed the first then you may as well resolve that cliffhanger. If you haven’t played it though then you’re likely best off avoiding both of them (avoid the DLC regardless, as II‘s is even more worthless than the first’s). If you do decide to play (the GOG version of) it though, take note that the older 1.4 version has to be installed in order for achievements to unlock.


  • The Legend of Heroes -TRAILS OF COLD STEEL-

    A follow-up to the third Trails in the Sky game, this one takes place in a different location and features a mostly new cast. So you don’t need any familiarity with the earlier games to understand what’s going on (though knowing who Oliver is and what Bracers are will help).

    It took me this long to play it due getting burned out on the constant combat (not this series’ strong suit) of the aforementioned 3rd Trails entry. Which ended up being a good thing since it meant I got to play Tokyo Xanadu first. As it turns out, ToCS is half Legend of Heroes (the combat and field trips) and half Xanadu (pretty much everything related to the school).

    The characters are stereotypical for the most part and thankfully display only a minor amount of cringe-inducing behavior while event developments are just what you’d expect from Trails game. The combat as mentioned is pretty much the same as previous franchise installments, as is the ease in which you can miss optional content. Using a guide is pretty much mandatory if you want to see/collect everything and even then you’ll need at least two playthroughs. Only want to get the max bonuses for an import into ToCS II? That’s also going to require two playthroughs (unless you do an insane amount of grinding).

    And while at first glance that can seem daunting with the massive amount of dialog the game has, if you make good use of Turbo Mode combined with holding down the ‘Cancel’ key to fast-forward cutscenes a second run through the game shouldn’t take nearly as long as the first. Incidentally, if you happen to have the Japanese audio enabled you may notice that the translation trends toward the liberal side of things. Not enough to character assassinate anyone mind you… but enough to be noticeable at times. Oh, and avoid the various DLC since they’re completely worthless (unless you really like the costumes I guess).

    Anyways, it’s a decent enough game with a lot of content (60+ hours if you talk to everyone), but if you’ve recently played those other games mentioned above I’d strongly suggest holding off on this since it’ll likely come across as a tiresome retread if you don’t have some distance between them.


  • DRAGON QUEST XI: Echoes of an Elusive Age

    I sincerely wish they would do something about this franchise‘s character/enemy design. The quality of the animation and visual effects is top notch yet consistently ruined by hideous and/or cartoonish faces, with the contrast being especially glaring in this most recent installment.

    Visuals aside the gameplay is standard JRPG turn-based battles combined with semi-linear area exploration. So nothing to complain about (or praise) there. Leveling is a mix of ‘classic’ automatically unlocked abilities and skill points that can be spent to unlock additional options or stat boosts in a manner similar to the systems found in FFX and FFXII (though greatly simplified). It’s an interesting choice and fortunately there’s a repec option available to promote experimentation. There’s also a crafting system… which is cute but sort of extraneous.

    As for the storyline and a good chunk of the character behavior, sadly they fall in line with the character design issue. Which is to say they’re godawful. Painfully so. As of the start of the second half of the game only one or ~maybe~ two plot developments didn’t involve hardcore railroading and/or illogical deus ex machina. It’s been a real struggle not to just look away and button-mash through any cutscene dialog. Oh, speaking of buttons, the PC port of the game is pretty decent as far as control schemes go (though I do wish you could bind both the movement and D-pad commands to the same keys) and doesn’t appear to have any glaring issues or system settings-related omissions.

    So can I recommend playing this game? No, not really. It doesn’t do anything new and some of the things it decided to revisit were better off buried.


  • Grim Dawn – Elite, Ultimate, & Hardcore

    Playing through the game in Elite difficulty is pretty much identical to Normal: Enemies have higher max levels (ranging from the high 60’s in Act 1 to low 90’s in Forgotten Gods), enemy HP is given a boost (generally only noticeable where bosses are concerned), the PC’s upper resistances (elemental, poison/acid, & piercing) take a 25% hit, and the item drop rate is notably improved (with some bosses dropping completely new items). Aside from the addition of two new smiths and a couple Devotion Shrines the maps and quests are completely identical (you do get the option of changing which factions you’re aligned with, but that choice is retroactive for the Kymon/Order, Outcast, and Barrowholm factions; return to Normal and your alliances will now match the Elite choices).

    Meaning there’s little point in playing through Normal once you have access to Elite… which is where Forgotton Gods comes back into the picture. One of the less obvious additions it makes to the game are a set of ‘Difficulty Merits’ which you can purchase from the new non-faction vendor (when playing on Elite/Ultimate) and then transfer to other characters. Not only do they automatically unlock the higher difficulty levels for that character along with all inventory bags, but they also grant the bonus skill/attribute points you’d normally get from certain quests on lower difficulties and, far more importantly, activate all fast-transit portals on lower difficulties as well. So once you get a single character through Act 1 Ultimate, all future characters can get a massive head start to cut out all the busywork in Normal:

    Make a new character, clear the Burial Cave to get access to your Stash, use the Ultimate Merit and pick up a +XP potion (sold by the Malmouth faction vendor at max reputation), jump into Ultimate difficulty and use the potion, talk to the gatekeeper and spirit guide for a massive amount of experience (wear the Explorer’s Hood for an additional boost), leave Ultimate and enter Elite, talk to the gatekeeper and spirit guide here for a less massive but still large amount of experience. You’ll now be level 18+ with several bonus skill/attribute points and full access to nearly all areas in Normal and Elite. From that point you can do a speed run of Normal, just focusing on the shrines and main quests to hopefully hit level 50 (the point Legendaries start dropping) before jumping into Elite and playing normally.

    But what about Ultimate? I saw a lot of talk about how Ultimate was ‘the real game’, ‘totally different from Elite’ and so on, building it up to the point I was hesitant to try it. Turns out that was all bullshit. The difference between Ultimate and Elite is almost exactly the same as the difference between Elite and Normal, it’s just that your lower resistances (bleed, vitality, aether, chaos) take a 25% hit now as well and a set of unmarked bonus quests get added. As long as your resistances are near maxed and your total DPS (not weapon DPS, the total from all damage sources) is 40k+ you won’t have much/any trouble with Ultimate. As an example look at this character.

    That is certainly not endgame equipment and the damage output is pathetic and yet… I’ve been steamrolling Ultimate so far straight through Darius. The other character I’ve played in Ultimate with was the much earlier mentioned Purifier (slightly modified with FG additions), which breezed through Act 1 Ultimate annihilating everything in its path.

    But wait you say, why are you even bothering with that comparatively lackluster Warder? Because that’s a Hardcore character. While the Purifier may deal out insane amounts of damage, it’s less adept at taking insane amounts of damage. Since a single death means the end for a HC character, my attempt to grab the various related achievements by necessity was made with a heavily defense-focused build. And death can come at any time, even for a character that seems to have God Mode enabled while playing it.

    The Warder you see isn’t my first attempt at an HC run. It’s the second, with the first being a Shieldbreaker which died in Act 6 Elite. How, oh how did I manage to get such a theoretically unkillable build killed? Player error of course. In Mourndale I ran across Grava’Thul at level 88 and was promptly hit by his dispel attack. This being completely unexpected (I did not know there were two different Cthonic Nemesis enemies and had killed the first with no issues earlier) I was thrown into a state of shock and promptly fumbled around with the hotkey bars trying to reactivate the buffs (misclicking and deactivating the ones just reactivated) and was ultimately killed while trying to use a health potion which had not been bound to the secondary hotkey bar. Ironically, my first D3 hardcore character died in a similar manner.

    So yeah, that was totally my fault and not the build’s. The important lessons learned there were A) Keep essential modal buffs on the primary hotkey bar, B) Make sure the health potion is bound to the same key on the secondary hotkey bar, and C) Be extremely careful when engaging Nemesis monsters.

    As a bit of a post-script, an incidental lesson was learned while playing the Warder: Armor Piercing does not reduce enemy armor effectiveness as I had long assumed, instead it converts physical damage into piercing damage. Which depending on build may actually result in less damage being dealt.


  • Grim Dawn – Forgotten Gods

    Forgotten Gods is the second Grim Dawn expansion, being mostly notable for adding a number of new Devotion options along with a new class option. The Oathkeeper has a very Paladin-like feel to it and specializes in shields, fire (or alternately acid) damage, and adding retaliation damage to attack skills.

    So far I’ve played through Vanilla+Malmouth with 4 Oathkeeper blends (and through FG with 1):

    A Sentinel was the first, handily replacing my earlier concept of a retaliation build. Aegis of Menhir and Righteous Fervor are great and the Guardians are fantastic. Meanwhile, Ascension and Presence of Virtue (for this build anyway) offer a wonderful mix of offensive and defensive support. It’s practically a pure Oathkeeper, though the healing and added retaliation from Blood of Dreeg is not to be underestimated. At the moment (post-Malmouth, pre-FG) they look like this; note that I have to reset the Devotions because Dryad wasn’t as useful as I thought it would be.

    With storage space getting a bit tight at this point (1 extra tab isn’t really enough for an expansions’ worth of content) it seemed a good time to finally get rid of all the poison-focused gear I’d been collecting for some time now. So I decided to make a Venomblade Dervish (in contrast to the above, this is practically a pure Nightblade). While they certainly kill things quickly enough, they’re remarkably squishy and I think I’ll have to alter the Devotion setup to include Behemoth and maybe Chariot for some more health restoration; the Ancient Grove boss killed it more or less instantly with that multi-eruption thing it does.

    Becoming somewhat focused on the Corruption of Gargabol pistol while scrolling through the item database the next character ended up being a gunslinger Oppressor. I had forgotten how effective dual pistols were at efficiently killing things and anything that survives the barrage gets a Bone Harvest to the face. The build was a lot of fun before the recent patch that changed the Terrify effect to Confusion, and will probably be even better now.

    Which brings us to the fourth character, a Cyclone Archon, the only one I’ve so far taken through the FG storyline content. Vire’s Might and Eye of Reckoning are both pretty great and synergize well; rush into the middle of a hoard, pop Ascension if it’s a hero/boss, and just start spinning around. It’s such an effective tactic at melting enemies that I’ve often forgotten I even have Wind Spirit. Briarthorn on the other hand is more of a mixed bag. Against most stuff it serves as a perfectly fine damage boost, but against things with AOE death effects (Malmouth’s aetherials for instance) it just dies constantly and the points may be better off in Presence of Virtue.

    And what’s that storyline content like? Well, the first half is much like Act 2 visually with an assortment of mostly Beast-faction enemies; dinosaurs, grobles, basilisks, beetles, scorpion-men, gryphons (fat harpies). There are also a few undead (basically just larger zombies) and some ‘Eldrich Spirits’ (repurposed wendigo spirits), which serve as the new enemy faction. The second half in contrast is much more unique visually (lava-flavored interior ruins aside), being mostly populated by Eldrich-faction creatures (poison-flavored Bysmiel mongrels, reskinned ryloks, stuff that looks like the animats from Pillars of Eternity) including re-designed Kymon enemies who prefer fire magic and crossbows to their earlier rifle/lightning setup.

    Though it forces you to side with one of the three new factions, doing so does not make the others hostile (all the choice does is change which series of quests you get offered). So there’s no reason not to side with a different faction in each difficulty level (for bounties stick to the Sister Crimson and Brother Segarius ones). You can do the Shattered Realm content immediately or wait until after everything else is finished, and I suggest the latter to make things as smooth as possible. Even then however it’s not really worth going past the 5th Shard with any builds that can’t quickly dish out a ton of damage (the Archon build above at level 72 cleared the 1st-25th Shards without notable issue… although the levels with floor hazards were a pain).

    So is the expansion worth buying? Depends on how much you like the Oathkeeper, want/need the new Devotion options, and if you’re interested in the new class of movement abilities (which, granted, fill a much needed mobility hole). If you just want more storyline areas to explore though it’ll probably end up quite disappointing (particularly when compared to Malmouth).


  • Pillars of Eternity II: Deadfire – DLC

    All three of the large DLC released for the game are roughly the same size (more or less equivalent to the full scope of one of Neketaka’s districts) and geared toward an endgame party. Which is a bit of a problem since the level cap has not been increased… meaning you’ll spend even more time than before gaining tons of wasted experience.

    The Beast of Winter is the first of them and is best tackled with a level 15-16 party, depending on difficulty (though if you want to face either of the two endbosses in combat you’ll probably want to be 17+). And make sure to pack weapons/spells that can do fire and/or crushing damage to have a slightly easier time clearing the opposition. Combat aside it’s notable mainly for adding an additional henchmen option and giving a number of interactions to Ydwin, raising her up to the status of companion during your time spent in the related areas.

    Seeker, Slayer, Survivor is a very different sort of DLC and cannot be accessed until after completing the game’s main He Waits in Fire quest. So while the ‘recommended’ level is 16 you’ll almost certainly be closer to 20 unless you’re doing a low-level challenge of some sort. That’s a good thing though since the difficulty level varies wildly between fights, which can fortunately be triggered as many times as desired (a feature extremely useful for leveling the clutch of new DLC-added soulbound items), and you’ll definitely want the breathing room granted by the extra levels. SSS also enhances a particular henchman for the duration, but otherwise the only other notable feature is that the arena feels kind of empty and unfinished. The merchants in particular stand out with their low-level/generic equipment and the ‘guiding spirit’ is pretty annoying.

    Depending on your choices in the prequel, the Forgotten Sanctum can be a bit tricky to start. Like SSS it requires He Waits in Fire be completed, but the Giant Wave event that triggers it doesn’t give you any information beyond ‘somewhere in the south’ and no quest gets added to your journal. A second event involving Llengrath is what points directly to the DLC content, but if you didn’t meet her in PoE 1 that event won’t trigger (having killed her dragons may also cause it to not trigger) and you’ll have to find the location yourself. Which, admittedly, isn’t very hard considering a large number of unexplored points of interest will have appeared on the relevant island.

    Triggering it aside, you’ll absolutely want to be level 20 before exploring the new content considering the difficulty of the encounters inside and gimmicky bosses you’ll be forced to face. And as with the previous DLC, one of the available henchmen gets some expanded focus. Unlike those however this adventure is more… wordy I guess you could say. Atmospheric as well. It very much gives the impression of being a throwback to Baldur’s Gate II actually and fits in seamlessly with the default game.


  • Thronebreaker: The Witcher Tales

    Thronebreaker isn’t really much like either the main Witcher games nor Gwent as far as gameplay goes. More like Shandalar really.

    You wander around on 2D maps gathering resources, making roleplaying choices, solving card-based puzzles, and engaging in simplified/modified games of Gwent. Most of the choices are minor and only affect your resource totals or morale level, but quite a few determine what bonus cards you’ll have access to and some affect battles that may appear down the line (sometimes even several maps later). The puzzles are intuitive and/or forgiving for the most part, using custom decks to guarantee each is solvable, but a handful are remarkably obtuse and may require looking up the solutions.

    The Gwent battles range in difficulty from laughably easy (any ‘fair’ confrontation) to punishingly hard (the enemy cheats). Most of the hard ones have a specific weakness of some kind to make them easier with the notable exception of the final battles on the 4th and 5th maps; those two are pure endurance slogs. Difficulty is of course also affected by what kind of deck you’ve built, with compositions heavy on direct damage and point removal (e.g. Jade Figurine) generally having a much easier time than others. Which brings me to the last part of the game: Base building.

    Most of the resources you collect are going to be put toward upgrading your Camp buildings. While it’s true you’ll end up with far more resources than you can spend by the end of the game if each map is thoroughly explored, you’ll always be needing more in the early/mid-game. Getting the Forager’s Quarters (and upgrading it on the second map) should be the #1 priority, followed by maxing out the Royal Tent (Trinkets are insanely powerful) and Mess Tent (the cost reduction is stronger than a straight cap increase). Once all that’s done you can grab the Watchtower for the Scout feature if you don’t trust manual exploration (scouting is cheap and has a huge range) and then whichever Training/Workshop buildings affect the cards you want to use.

    Stay away from the Herald’s Study (recruits should never be in short supply), Cartographer’s Desk (a purely cosmetic effect), and Barracks (with a maxed-out Mess Tent you shouldn’t need more than the first rank of this at most) until everything else you need/want is built. Lumber is what will be in shortest supply, so keep a lookout for choices that give more of it and try to avoid those that require it.

    One final thing of note is that unlocking all the achievements requires making some choices you might otherwise prefer not to. Specifically, one Gold Chest can only be found by dealing with a bandit and collecting all of Meve’s weapons requires a mixture of merciful and ruthless choices.


  • Tales of Vesperia: Definitive Edition

    Due to never owning an XBox of any form (and not being able to read Japanese), the recent release of the Definitive Edition of Tales of Vesperia marked my first chance to play the game.

    It became immediately apparent why Yuri was a popular protagonist, and nearly all the other characters end up solidly entertaining in some manner (Karol leans more toward annoying). Where the game fails spectacularly though is in the plot developments… which are atrocious. It’s not very completionist-friendly either and requires a ton of grinding and a not insignificant amount of backtracking if you want to collect everything (though be aware that the world map search points can help a little with material requirements).

    In addition to the standard pitfall of missing hidden sidequests (following a walkthrough will solve that issue) another noteworthy trap for completionists is the Fell Arms weapons. If you happen to face the final boss with all of them collected, you’ll get thrown into an extra battle against an enemy scaled for a post-game party. A nasty surprise which will probably force you to grind even more and/or lower the difficulty to Easy.

    As for the prequel movie, it can be watched either before or after playing; all it does is show Yuri’s brief stint with the knights. There’s effectively no storyline connection and little character connection. You do get to see more of the red-haired twins who pop up in a sidequest though.


  • ShadowS: AWAKENING

    I can see now why people would be angry with Shadows: Heretic Kingdoms (the sequel to Kult: Heretic Kingdoms), considering how the remade/extended version itself isn’t exactly a stellar gaming experience.

    Awakening is an incredibly gimmicky Torchlight-like kind of game. Not only does it wholly revolve around a gimmick (swapping between the real/shadow versions of each map), but most of the boss fights involve some sort of annoying scripted behavior, there’s a few inexplicable backtrack-heavy sections, a couple potential party members spontaneously become unavailable depending on your choices, and its chock-full of busywork puzzles and forced party-swapping.

    On the technical front things could also use a bit of work since both movement (left-click to move) and attacking (also left-click to attack) lack precision. It seems stable enough though and I didn’t run into any crashes or slowdown on my first playthrough. So that’s nice. Also nice is that a cheap Respec option’s available and healing’s easy to come by.

    As far as the optional DLC go, I haven’t bothered with the Armor (if you’re playing on Normal you definitely won’t need it), but did pick up the Golem party member:

    While I would’ve rather had another mage option (since 3/4 of the current ones are missable), it’s a pretty solid addition to the early-game party makeup. Being the same type of fighter as Carissa (who’s amazing) though it’ll lose most of its usefulness once she finally joins unless you want to try comboing it with the lizard shaman. So while it would have made more sense as a 2-handed weapon user… it works well enough as a placeholder.


  • Pathfinder: Kingmaker – Final Chapter

    The game’s optional concluding chapter turned out to be both better and worse than I’d feared.

    The first part is balanced pretty well and has you re-visiting/re-facing some of your earlier foes, with only the Pitax portion being ridiculous (save it for last). The second part unfortunately is infested with Wild Hunt enemies… even occasionally sending them at you in waves. It’s pretty straight-forward though and the scenery is interesting so it ends up a superior overall experience when compared to the earlier exploration of the House at the Edge of Time.

    Then there’s the final battle, which really piles on some nastiness. Like a lot of RPGs the boss here has several forms (each with its own set of minions) that you have to work your way through with no chance to rest in-between. The second form being the most dangerous by far as a good chunk of your party will likely end up Dominated unless you happen to have some sort of defense against it. After the third form falls the true form appears and engages you in a battle of wits. That part’s pretty cool and offers a variety of checks to make the final-final battle easier. At least I think that’s what succeeding on those checks does. I passed them and my party got revived and fully-healed, which may happen even if you fail but I have no intention of fighting through the boss’s first 3 forms again anytime soon.

    Expect your party to reach level 17/18 by the end of the game if you have both of the XP Sharing options enabled. In the last chapter the PC of this playthrough looked like this: Naked with +1 Weapon (the green attributes are due to Bokken’s masterwork potion, which gives a permanent +2 to all of them) and Fully Equipped.