• Tag Archives RPG
  • Two Worlds – Midpoint

    As with Gothic 3, calling this a midpoint isn’t quite accurate since the game’s only as long/short as you want it to be. Half the map is cleared though so it’s close enough.

    At level 66 now and I experimented with both magic and ranged combat to see what ended up being the most powerful. Basically, it comes down to this:

    Melee: 20x Exotic Hachet/Armor Opener (no element) at 200 Str = ~5500 Damage
    Melee Boost: Strong Hand (Rank 10) + Berserk (Rank 10) = +500% Damage

    Ranged: 20x Whistling Death (no element) and 20x Ornamented Quiver at 200 Dex = ~11100 Damage
    Ranged Boost: Overdraw (Rank 10) & Multi Arrow (Rank 10) = +100% Damage and +4 attacks

    Magic: 20x Eruption (Earth Rank 15) with 5x +Damage/+Level/-Cost = 9390 Damage for 1174 Mana
    Magic Boost: 20x Concentration (Air Rank 15) with 5x +Damage/+Level/-Cost = +2370% Damage on 1 attack for 305 Mana

    So melee is most efficient at low skill levels (you only ‘need’ Strong Hand and Berserk), ranged at high skill levels (you need all four passives), and magic is best for doing insane amounts of one-time damage (but requires a ton of vendor farming). I have not run across all the spell cards yet but the ones I have point toward magic being best as a support ability; Strength of God, Adamantium Shield/Reflection Shield, and Grapple Ivy/Freezing Wave are great at eliminating melee/ranged weaknesses. Summoning seems to be near-useless since the best summons max out at level 30.

    Some other worthwhile things to know, in no particular order:

    • Force Triple Buffering and Vsync in your graphic card’s settings to reduce the stuttering.
    • Equipment can’t be stacked beyond 50.
    • Spell Booster bonuses max out at 5.
    • The best equipment starts appearing around level 40.
    • One-handed axes stop appearing around level 50.
    • Pure-piercing damage spears stop appearing at around level 50.
    • Items can have a maximum of 5 enchantments.
    • I’ve never seen the magic schools, Sneak, or Steal appear as +Skill equipment enchantments.
    • I’ve never seen an enchanted dagger or swordbreaker.
    • Only certain herbs are worth collecting.
      • Blue Eye/Screama Badilla/Ostrich Plumes if you want to make +50% magic stones.
      • Dotted Toadstool/Adder Brother to make poison immunity potions.
      • Saffron/Lavender/Centaurium/Nothern Frostroot for the permanent stat boosts.
    • When making stat-boosting potions, use either 4 minerals and 6 mana/health potions or 10 herbs.
    • When making stat-boosting potions try to make sure all the ingredients boost the same stat.
    • Poison prevents mana regeneration.
    • Berserk and Critical Hit don’t stack.
    • Sneak does not affect Steal success or Lockpick crime reporting.
    • Stealing often has to be done from the front/side of a target.
    • If NPCs attack after Lockpicking something, running far enough away will usually reset them.
    • Strength increases melee damage, Dexterity ranged damage, and raising the magic skills increases magic damage.
    • Carry Weight maxes out at 500.
    • Different enemies resist different types of damage; make sure to have both a bludgeoning and slashing weapon.
    • There’s not much off the beaten path besides more enemies to kill.
    • The only use for swimming so far was to reach 4 small islands, each with a stat-boosting potion.

  • Two Worlds: Epic Edition

    Ever played Gothic? Well this game is just like it:

    Clunky melee that lets you dominate with hit and run tactics, a large map to explore with enemies that don’t respawn, a difficult beginning until you pick up a level or two, a forced male MC with slightly jokey voice acting, the ability to attack/kill NPCs, a wide variety of skills to customize your character with, and tons of stat-boosting herbs scattered around the map to collect.

    Been playing for a while now, reached level 33 and just got around to entering the first town to max out Alchemy in order to use all the permanent stat boosters I’ve been collecting from the ground and NPCs’ pockets (the Steal skill is actually good since it lets you find stat/damage boosters instead of just gold). Other good all-around early skills would be Lockpick (get it up to level 8 and keep it there) and Set Trap (traps do tons of damage). I haven’t used much magic (mainly just Heal) or any archery yet, but for melee you don’t really need anything more than Strong Hand and Critical Hit; I have Parry up pretty high but it never seems to do anything… and you shouldn’t be getting hit in the first place.

    So yeah, if you’ve played Gothic II or III before you should feel right at home. If you haven’t, then it might be better to start with this since it’s more forgiving of character building mistakes (there’s a repeatable respec option available in towns that can reset your stat/skill points).


  • Nier: Automata – First Impressions

    This game is quite a bit different from conventional RPGs.

    I’m not at all fond of the top-down shoot-’em-up elements, bullet-hell aspects, combo-heavy melee attacks, or save point system. The washed-out color scheme is a turn-off as well. On the other hand I like open world exploration and collecting things quite a bit. Some other positives would be the easily customizable control scheme, access to the Japanese voice acting, cool visual effects, and… that’s all I can think of right now.

    Maybe I’ll warm up to it in time.


  • Torment: Tides of Numenera – Endgame

    Finally got around to seriously playing the game and just finished it.

    Turned out my earlier annoyance regarding the multiple resource pools was mostly an over-reaction; once you get a point or two of Edge it becomes practically impossible to deplete them. I only ended up resting 3-4 times over the course of the entire game, and could’ve probably got by doing it just once if I had used those full-heal cyphers. That said the game isn’t very large by RPG standards… maybe about the size of Tyranny (perhaps a bit smaller).

    It certainly is Planescape: Torment revisited though. Much like its predecessor, this game rewards high Intelligence values on the PC, heavily promotes exploring every branch of every dialog tree, and allows most confrontations to be solved/avoided without engaging in combat. That last one is particularly good since (also like PS:T) combat is kind of a pain.

    However it’s the gameplay as a whole that’s holding it back rather than just the combat: The character building system is lacking, with many skill/ability choices being either useless or redundant, and you never really feel particularly powerful or godlike even at max level (which is Tier 4). Attack abilities don’t do all that much damage and companions who aren’t in the party not gaining experience certainly doesn’t help either. Equipment ends up being the main source of combat effectiveness, and the variety in that department is notably lacking (while there are tons of cyphers/oddities, there are only a few interesting weapons and a highly limited armor selection). There’s not really anything to collect either aside from merecasters.

    Which all adds up to this being the perfect game for people who love replaying the exact same scenario while making slightly different choices (since those choices do actually tend to affect things here). Anyone looking for a more physically engaging or mechanic-based experience however will most likely be disappointed.


  • Mass Effect: Andromeda

    Short version: An inferior Dragon Age: Inquisition.

    Slightly longer version:

    This is a large game with quite a lot to do. So it’s unfortunate that navigating the galaxy map is such a chore (especially since they got planetside fast-travel right), the minor glitches it has end up remarkably annoying, the respawning mechanic is pretty bad, and that the dialog/script is atrocious.

    Really everything else could be forgiven if it weren’t for the writing. We’re talking internet-published fanfiction level here. It goes well beyond cringe-inducing, which ends up something of a mystery considering it starts off well enough. Did the writing team change partway through development? Did they just give up and/or run out of inspiration a quarter of the way through? Whatever the case the end-result is practically unreadable and late-endgame developments in particular feel like they were pulled out of thin air.

    All that said, if you’re just looking for something to waste some time with the game is good enough. If you’re looking for something engaging or, worse, you’re a serious completionist (the glitches and random spawning combined with the slow system map make getting 100% a real pain), it should be avoided.


  • Hyperdimension Neptunia Re;Birth3

    Taking place a little while after the end of the second game, this third installment in the franchise is basically a combination of the first two with an overhauled combat system. Making it easily the best of the bunch (once you install the re-translation project to reduce the terribleness of the localization).

    Character-wise, with the DLC, you get access to the whole cast and don’t have to jump through any hoops or waste any Plan space to unlock characters (although Uni, Ram, & Rom don’t become available until the last chapter). Story-wise there’s only some especially cringy moments in the 6th chapter or so. And as for the re-used assets… well, there’s still a ton of those.

    The most notable improvement here over the previous games though is the revamped combat system:

    Instead of having an EX Bar that the entire party has to use (and which has to be re-filled every time you enter an area), each character’s SP pool doubles as an EX Pool. Meaning now you can pull off multiple 3-bar EX attacks in a row. Even better, the game now tells you when an enemy you’re attacking happens to be weak/strong against an element and even specifies whether an attack you’re about to use is magical or physical.

    Another new addition is an in-game achievement system. By doing things with each character like running, jumping, taking damage, switching in combat, using items in combat, and so forth, that character will get stat boosts and unlock character-specific Plans to further boost their stats or add new abilities (like a 5th combo slot).

    Really, the only flaw with this entry (besides the localization and re-used assets) is that the DLC character Events are bugged to appear a chapter earlier than they should. So if you’re only able to get one of the three games, this would be the one to prioritize.


  • 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.


  • Nights of Azure

    A game I tried on a whim that ended up reminding me of a previous game I tried out on a whim.

    This is more of an arcade-like beat-’em-up/hack&slash though. Basically you run around killing hoards of monsters on your way to one objective or another while collecting the equipment or instant power-ups they drop. There isn’t anything to craft here and upgrades occur automatically as you and your summons level up. Combat on the face of things is pretty simple:

    You have a weak attack, a strong attack, a special attack, and a dodge. Combos can be made from weak->strong, weak x2->strong, and weak x3->strong, each ending in a different type of maneuver. Where the complexity comes in is that these combos change depending on which weapon type you have equipped (there are ultimately four) and eventually you gain the ability to switch weapons during combos. There’s also the transformation ability which lets you assume a powerful half-demon form with its own attack set, and of course the summoning system.

    The summoning system is also pretty simple at first glance. You have four servants you can ‘equip’ at a time, each with their own attacks and experience/stat values. You can summon any/all of these during battle and they’ll stay summoned until they either get knocked out or the battle ends. So why not just summon them all immediately? Because each performs a different type of ability when it gets summoned, meaning it’s often a good idea to wait until that ability will help you out. These servants will move/attack on their own, but you can give them general orders (attack any, attack my target, heal yourself) as well as make them use a specific ‘Burst’ special ability when necessary.

    So there’s a lot going on during battle, which is a good thing since the game revolves around combat. The bad part about the combat system is that it’s timed. You get 15 minutes to clear an area after you leave the safe zone; if you don’t you’re automatically teleported out. Boss fights at least aren’t timed, but still… timed anything is bullshit.

    That timer, combined with lack of things to collect, combined with the hack&slash nature of the game all adds up to an experience that just doesn’t grab me or make me want to keep playing.


  • 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.