• Tag Archives Science Fiction
  • THE LEGEND OF HEROES: Trails of Cold Steel IV

    Picking up shortly after where the prequel left off, this conclusion to the Cold Steel series of games is structured similarly to ToCS II.

    Once again you have to wander the (mostly previously visited) countryside to gather up all your scattered allies with the specter of war hanging in the background. While the repetition is less than welcome, particularly when certain quests have you revisiting an area you just revisited, the game manages to avoid the more annoying (both plot-related and mechanical) pitfalls that so plagued that second game: Instead of having boss fights you ‘lose’ despite winning, it has boss fights where your goal is to reduce the enemies’ HP (which is thankfully not bloated here) by a certain amount.

    Marketing-wise it’s a bit misleading however, as you don’t actually get to play as the Trails in the Sky or Crossbell characters much (and the former in particular are pretty bare-bones on Crafts). For most of the game you ‘only’ have access to the Class VII characters, both old and new, alongside a couple semi-guest characters that won’t be available for the final dungeon… though that’s still quite a selection to choose from even if Millium is unavailable for obvious reasons.

    As far as storyline development goes, I’d guess this stands out more for wrapping up some long-running Trails in the Sky character arcs than concluding Rean’s storyline. If anything, Rean’s situation is kind of open-ended. A particularly weird thing considering how prominent the series’ relationship aspects are… although I suppose they didn’t really have a choice considering that there’s apparently at least one more Legend of Heroes story arc on the way and they couldn’t very well reference every possible romantic coupling in future games.

    To be honest I’m kind of burned out on the series at this point and will probably end up skipping the Reverie epilogue much like I had to end up skipping Trails in the Sky 3.


  • desktop dungeons & UnderRail

    Desktop Dungeons can loosely be considered a combination of Darkest Dungeon and RuneStone Keeper. Like the former you play as an administrator overseeing an upgradable village supported by an infinite number of generic adventurers, and like the latter the main gameplay consists of taking a single adventurer through randomly generated puzzle-like hack&slash-focused dungeons.

    The problem I ended up having with it is basically the same problem I had with RS Keeper; puzzle-like gameplay + randomization adds up to annoyance more often than not. Add on to that the point of hack&slash gameplay being to turn off your brain and you get a game that’s somewhat self-contradictory to play.

    In comparison, Underrail is a conventional turn-based RPG in the vein of Fallout that’s quite thematically consistent in its goal of being an old-school resource-management hassle. To be honest I didn’t get very far into it at all, quickly dropping it when I realized enemies respawned but health had to be restored in town. The thought of going back and forth to kill the same group of molerats while fiddling with inventory/ammo management simply didn’t appeal to me at all.


  • Blood Heir & So I’m a Spider, So What? #12

    I actually read Ilona AndrewsBlood Heir way back at the end of May and just never found a good time to bring it up (since I like to have at least two books to talk about before making a post).

    It’s… okay I guess? It picks up from where the Kate Daniels series left off following a pretty large timeskip with Julie as the new protagonist. Events are what you’d come to expect from the franchise, walking back some of the more ludicrous developments of Magic Triumphs, but the romantic developments can’t help feeling like yet another replay of the Curran/Kate relationship.

    The 12th Kumodesuga novel meanwhile answers the question brought to mind by the 11th. Why did that novel focus almost entirely on Julius? Because this one covers the events surrounding his death in greater detail… not that greater detail was needed. Nor was it necessary to devote 2 chapters or so to the two least interesting people in his party.

    Meaning that overall this 12th entry is highly disappointing. Not quite so much as the 11th, but it’s definitely the second worst book in the series I’ve read so far and probably best off skipped entirely (along with its predecessor) on any re-reads.


  • The Irregular at Magic High School #12-16

    The transition from the end of Raihousha-hen to Book 12 of the source material is unfortunately not particularly seamless.

    There’s some notable overlap between events, namely Minami’s and the Saegusa and Yotsuba twins’ introductions. The skyscraper opening ceremony there meanwhile is actually a near-total alteration of a welcome-home party in the book. An understandable change, seeing as how the original version introduced a bunch of new characters (some of whom are never seen again) and they probably wanted to end the series with a bang.

    What really sticks out though is the density of the text, which shouldn’t have been a surprise considering how wordy the Anime series is. It takes some time to get used to the conversational style, which frequently skips between similarly named characters and occasionally has a rather odd syntax. I wonder if they used multiple editors? When/if you acclimate yourself to the oddities though the general experience is not unlike watching the show, featuring a similar mix of dialog, action, and comedy.

    At least for the 12th through 15th books.

    The 16th however, which (perhaps not incidentally) is the shortest of this bunch, throws a couple pretty severe curve balls which seem completely out of character. Frankly, the way the page count had been steadily decreasing since the 12th book already had me on edge… but then to go and devote what little space they had to such highly questionable developments on top of that has me feeling that there’s no need to continue following the franchise.


  • So I’m a Spider, So What? #6-11

    Despite heavy misgivings, as I have a mixed history regarding young adult novels (and LNs are simply the Japanese equivalent of such), I decided to pick this series up at the point the related Anime ended.

    To my great surprise the transition from episode 24 over there to book 6 over here ended up nearly seamless. The only notable inconsistency is that the protagonist has more parallel minds, a minor issue which ends up resolved anyway by the time the 7th book starts. That 7th book however is a problem. While on paper it sort of works, if it were to be animated it would provoke reactions similar to ones War of the Underworld‘s ending got.

    For the most part this isn’t an issue because nothing important to the main plotline occurs for like 90% of the novel… but that last 10% covers the protagonist getting her human body. An event that can’t really happen without all the otherwise unrelated lead-up. So a hypothetical Anime continuation would have to shoot itself in the foot animating it faithfully, or come up with an Anime-original method for her evolution. It’s a no-win situation.

    The next three books return to the style of the 6th and are solidly entertaining. The 11th however….

    This book is another problem child, but notably more-so than the 7th: 95% of its content is focused on Julius. You remember Julius right? Shun’s idolized older brother who died. That’s right, nearly an entire book given to a character that lost all relevance something like six books back. What was the purpose of this? The only thing that comes to mind is that it’s meant to foreshadow some sort of development with the Hero’s Sword… but that was just one scene. You didn’t need to devote the whole damn thing to a dead character.

    The remaining content is some brief Sophia interludes in which she sounds exactly like the protagonist (who sounds exactly like the author). Being generous this curious personality shift could be attributed to the Envy skill… but considering the book is focused on Julius of all people I suspect the actual reason is that the author simply got lazy/lost sight of her character.

    Regardless, while there were some hiccups, overall I’d have to call this experiment a success. I’m definitely looking forward to the 12th book (the translated version of which will be released later this month) and in the meantime may check out some other Anime-related series that are unlikely to get an animated continuation any time soon.


  • FINAL FANTASY XIV – 3rd Char Conclusion

    Just maxed the last class on my 3rd character, meaning that combined with the previous two I’ve now maxed out all classes in the game.

    Dragoon is an annoying class because you have to constantly switch between two attack lines (if you want to keep your damage buff up) while simultaneously keeping track of your positioning. And it certainly doesn’t help that its questgiver is located out in the middle of nowhere. It has quite a few instant attacks however and ends up fairly decent at evasion once you get the hang of them. The party buffing abilities are a nice bonus.

    Samurai gives you a bit more leeway with your buffs (they last longer), but forces you to keep track of an expendable resource in addition to adding a 3rd (shorter) attack sequence. That combined with the focus on high skill speed results in a class that’s extremely busy and a real pain to play optimally. The main saving grace here is that there’s no need to worry about positioning. One other thing to note is that, unlike all other classes, its level 60 quest requires an ilevel of 200+ to beat.

    Paladin turned out to be a hybrid Tank/Healer; in addition to the standard suite of tanking abilities it also gets a strong single-target heal and some attack magic. The shield starts showing its worth once you get Sheltron at 35 and yeah this is definitely the class with the most survivability. It’s just generally good all around.

    Warrior is sort of odd. It swaps out some of Paladin’s defense for more offense, but that offense is quite limited and not really worth the trade unless you’re doing solo duties/quests. Personally I only ended up using it for PvP.

    Dark Knight has been my go-to tanking class and is quite a bit of fun. It’s magic themed, meaning it has some defensive abilities that only work against magic attacks (which I often forget to use) and uses MP to provide both more offense and more defense. The MP shield, Blackest Night, is fantastic and can even be used to defend the main tank if you happen to be off-tanking. Probably the busiest of the tanking classes though with all the instants and resources you have to keep track off.

    Finally we come to Gunbreaker, which is a hybrid Tank/DPS with a bit of Healer thrown in for some reason. The healing abilities aren’t anything to write home about (beyond that they’re instant), but its DPS-like attack combo makes it one of the more aggressive tanking options available thanks to having a relatively short cooldown time.

    Ultimately, tanking is quite a bit of fun and vastly preferable to playing melee DPS or (gods forbid) Healer. All you really have to worry about is keeping the boss faced away from the party (Hansel/Gretel fight excepted) and using defensive abilities if/when the boss uses a tankbuster attack. Most mechanics don’t even target you, and those that do will often barely hurt even if you mess them up. It’s great.

    One thing I have noticed however is that tanks on the Aether data center in general seem to absolutely hate having their tank stance on (presumably because it used to lower stats?). Meaning if you aren’t tanking there be prepared to get swarmed by adds during raids and have your healers blitzed if/when the MT dies.


  • FINAL FANTASY XIV – Tanking: First Impressions

    After more or less hitting the endgame wall with my first two characters I went and created the third and presumably final one a couple days ago (please excuse the lack of proper glamour; my funds are currently being funneled into leveling Armorer and I have none to spare on dye).

    This one is meant to cover the various tanking classes along with Dragoon & Samurai, and my first impressions regarding the tank role are quite favorable.

    I’m not sure why it’s not a more popular role considering it can both deal damage and survive situations that would shred your average DPS. Sure you rely upon the Healer in order to survive most Boss fights or larger pulls… but so does DPS (post-60 Red Mage being the occasional exception).

    Though I will grant that my initial experience with Gladiator has been underwhelming. The damage is pretty anemic compared to Marauder (let alone DPS) and the shield doesn’t seem to make much of a difference survivability-wise. I’ve been equally unimpressed with Lancer so far, seeing that as of level 30 it completely lacks any AOE attack and has the same attack range as other melee classes. What’s the deal with that? Enemy lancers have an early line-attack called Heartstopper… why don’t players?

    So Marauder has been my go-to class so far, featuring as it does both high defense and high damage.

    Going back to my second character for a bit, in the end I think I like it more than my
    ‘main’. While it lacks the self-sufficiently of RDM, Dancer is extremely mobile and easy to play. I’ve even come around a bit on Monk. Sure it can only hit things at point-blank range, but it hits things quite hard.

    I think my least favorite class at this point may be Machinist. It just… doesn’t really work. Something feels missing or out of place or something. It’s just uncomfortable to play.

    We’ll have to see how Paladin/Warrior/Dragoon, Samurai, Dark Knight, and Gunbreaker stack up down the road.

    Oh yeah, and now having experienced all 3 starting scenarios I can confidently say that Ul’Dah‘s is by far the most well integrated with the overall plotline (while Limsa‘s is the most disconnected). So start a new character in that city if at all possible.


  • FINAL FANTASY XIV: ONLINE – Second Character

    So I’ve been working on a secondary character for a while now to try out the Ninja, Monk, three ranged physical DPS classes, and Culinarian/Fisher classes.

    Ninja is an interesting class that boasts both melee and ranged options for attacks and does similarly well against both single targets and groups. The rub is that using all of these attacks requires quite a bit of clicking and memorization. You can’t macro the Ninjitsu attacks (or base combo) and if you try to perform them too quickly they can causing clipping and fail. So it’s moderately skill intensive.

    Monk is… kind of plain really. It just punches/kicks things at close range; no ranged attacks. That its damage over time attack is sort of hidden is also a mark against it. On the plus side you can easily macro the combos and it doesn’t require much manual dexterity to play. It does require a bit of memorization though, since some attacks are only effective from the sides, while others are only effective from the back.

    Bard is a mix of pure offensive and offense-focused support abilities. It can do solid single target and AOE damage while concurrently buffing your party members. It also has two damage over time abilities and a couple no cooldown attacks that can be semi-spammed (making it highly mobile). There’s really nothing at all to complain about here. Meanwhile, Machinist is a little strange. It’s actually better against groups most of the time since its single-target damage primarily relies upon using a (non-macroable) 3-part combo. Sure it has a bunch of instants, but (apart from Drill) they don’t really do much damage and in effect have longer cooldowns than the Bard’s. So it’s odd. Not bad… just… sort of weird to play.

    Dancer on the other hand is a ton of fun and vaguely like Red Mage in its mix of offensive and support abilities. It’s equally good against groups or single targets and has some pretty impressive high-damage attacks. I was worried that the ‘dancing’ mechanic was going to be like a QTE, but turns out its pretty laid back and simple to activate.

    Getting to the non-combat classes now, apart from some notable restrictions Culinarian is mechanically identical to the other crafting classes. Those restrictions being that it can’t repair anything, can’t craft Glamour Prisms, and can’t desynth its own creations (only raw fish). So it’s essentially flat-out worse. Speaking of raw fish, that’s what the Fisher class gathers.

    Fisher turned out to be quite a bit different from the Miner/Botanist classes. Mostly in detrimental ways. See, with fishing you can’t see what fish are in a gathering location until after you’ve caught them somewhere (and can never see your chances of catching them). Fishing also requires buying bait and/or lures, which take up inventory space. They take up a lot of inventory space. And even worse, Fishers can’t directly gather crystals (Culinarians can desynth fish into water crystals). So what are the benefits? Um… they have their own special ‘Ocean Fishing‘ leveling duty. That’s all I got.

    In other news I’ve also been playing daily Frontline matches. This PvP mode is pretty fun, seeing as how it’s both chaotic enough that tight teamwork isn’t necessary and matches tend to play out quite differently from one day to the next. I’ve avoided The Feast (too competitive/teamwork heavy) and Rival Wings (reeks of DotA) so far though, and will probably continue to do so.

    The experience this time around overall has been much smoother since I’ve been skipping any sidequests that don’t give equipment rewards or unlock something. Sure the tons of exclamation points on the map are annoying… but actually completing the quests would be more so.


  • FINAL FANTASY XIV: ONLINE – SHADOWBRINGERS

    The third and currently most recent expansion to the FFXIV MMO is the first to actually deliver on fans’ repeated assertations that “the game gets better in the expansions“.

    It does this in two main ways. The first being that sidequests, including repeatable Beast Tribe quests, are now level-synced. So they now serve as a pretty decent alternate source of leveling XP for your non-main class. The second being the Trust system.

    That feature lets you challenge most multiplayer dungeons added by the expansion with a group of NPCs instead of other players (meaning there’s no longer any waiting to find a party). Even better, the NPCs have infinite MP and don’t get caught off-guard by boss mechanics; so long as you follow their lead in avoiding attacks it’s pretty hard to get killed. The drawbacks are that they’ll only be the minimum level required to challenge the dungeon, and if you do die it’s considered a full party wipe. So while a good option for DPS classes, tanks or healers may want to stick to partying with PCs.

    As far as plot development goes… while I’d have to say that it’s certainly better than Stormblood‘s overall, the writers seem to be having a contest as to who can write the most idiotic character behavior. And while I wasn’t really thrilled by the FFT-themed raids there, the Nier Automatica ones here are far more ill-fitting.

    Some other minor annoyances would be how you now have to purchase the basic fast travel upgrades (with a new currency gained by clearing FATEs) rather than get them for free, and how the crafter quests have backslid somewhat. Here they behave like the Custom Delivery system, except you have to use standard (possibly quite expensive depending on marketplace availability) ingredients to craft the items instead of exclusive merchant-sold ones. The only saving grace for omnicrafters is that rather than one questline per class it’s one questline per class type: One for smiths, one for Weavers/Leatherworkers, and one for Alchemists/Culinarians. Miners/Botanists also get a shared questline (which behaves in the same way), while Fishers end up with an exclusive one.

    Class quests meanwhile have also been condensed. There are four questlines based on role (tank, healer, magical DPS, physical DPS), each corresponding to one of the ‘Warriors of Darkness’ you may remember from earlier in the game. These are handled surprisingly well, and clearing them will get you access to sets of class-specific equipment (that unfortunately can’t be dyed at the moment) near the end of the main quest.

    Speaking of endings, I just so happened to reach the end of the existing ShB content the day the newest patch dropped, which was incredibly fortunate timing since that patch both removed some weekly equipment reward restrictions (a bullshit system if ever there was one) and made it possible to easily upgrade Exarchic gear to be on par with the 2nd best gearset.

    So I’m basically almost done with this character. Just have to finish upgrading my Resistance Weapon (the special instance here is, albeit similar, notably better than Eureka as far as progression goes), and then ~maybe~ complete the Blue Mage quests/spellbook.

    The next character will tackle the Ninja, Monk, ranged physical DPS classes, and PvP. I’ll also probably check out the Deep Dungeon feature as well… something I completely forgot about after unlocking.


  • FINAL FANTASY XIV: ONLINE – STORMBLOOD

    FFXIV’s second expansion is something of a mixed bag.

    While it’s true that most sidequests are back to the base game’s standard of repetitiveness (not sure whether I hate the ones that require the use of emotes or the ones that require you to say stuff in chat more)… most of the excessive back-and-forth traveling has been moved into the class quest lines. So clearing general sidequests is no longer a chore, but clearing the class quests kind of is (particularly since you only get a decent reward for the last one in each line). The exception here being the crafter quests, which are a massive improvement over Heavensward‘s. They behave more like the beast tribe crafter quests now and no longer require any grinding and/or large amounts of money to clear.

    Speaking of grinding, this expansion decides to gate some story content behind its relic upgrade mechanic. Rather than have to grind FATEs or dungeons to upgrade the new relic equipment this time around, you instead get to visit a special area where you’ll have to re-level yourself from 1-60 while collecting new varieties of crystals that (infrequently) drop from enemies. I briefly tried it out and gave up at level 5 or so after realizing the only way to efficiently advance is to co-ordinate with other players to form impromptu parties.

    Aside from that though, I’ve been able to clear every other Stormblood quest without much trouble. This is in notable contrast to the base game (where it’s pretty much impossible to find groups to beat the Extreme primals or Bahamut line synced) and HW (in which I couldn’t get Extreme Ravana to launch even after 2 days of trying).

    Meta and gameplay issues/improvements aside there is one other key area this expansion stands out in: Plotline development. The various questline developments which occur here are… how should I put this… utter trash. Worse than those in the base game. Not only is summoning shoehorned into all sorts of places it has no business being in, but the game seems to want to present you as both an infallible god-killer and an underdog freedom fighter. It does this by having you dispatch massively powerful primals with ease on the one hand while forcing you to lose horribly to one of the Empire’s middle managers (two of whom you’ve already wrecked) in a couple of scripted solo duties. It’s garbage and the goofy nemesis subplot does it no favors. I’m not thrilled about how the epilogue to FFT plays out either; Delita is far, far more cold-blooded than he’s depicted here.

    Getting back to the gameplay now, here’s some thoughts on the classes I’ve been playing:

    Red Mage is awesome if for no other reason than you can instantly cast Resurrection spells all day long. The only real flaws are a lack of (non-dual cast) instant-cast and damage-over-time spells, and you have to keep track of quite a few abilities in order to maximize your damage output. The second issue can be alleviated a bit with macros:

    /macroicon "Corps-a-corps"
    /macroerror off
    /ac "Corps-a-corps" <t> <wait.1>
    /ac "Embolden" <me> <wait.1>
    /ac "Riposte" <t>

    /macroicon "Redoublement"
    /macroerror off
    /ac "Redoublement" <t> <wait.1>
    /ac "Displacement" <t>

    /macroicon "Jolt"
    /macroerror off
    /ac "Verfire" <t>
    /ac "Verstone" <t>
    /ac "Jolt" <t>

    I’ve sort of lost interest in Black Mage since it mainly comes across like an inferior Red Mage. Sure it does more damage, but it’s far less mobile, requires better timing in switching between abilities, and lacks any healing capacity. Summoner meanwhile hasn’t lost any of its charm. It’s still highly mobile, can resurrect in a pinch, and gains quite a number of high-damage instant-cast abilities at later levels.

    The flipside to Summoner is the Scholar, and it took me an embarrassingly long time to get the hang of this class. The trick is to throw up barriers/shields before your party gets hurt and then sit back and DPS away until they need to be refreshed. This is in notable contrast to White Mage and Astrologian, both of which are better at healing large amounts of health quickly. They’re also both better at doing AOE damage… which puts Scholar at something of a net disadvantage.

    All 3 of those healer classes are pretty ability-heavy when you get to the later levels though. So once again I ended up turning to macros to help lighten the load:

    /macroicon "Raise"
    /macroerror off
    /ac "Thin Air" <me> <wait.1>
    /ac "Swiftcast" <me> <wait.1>
    /ac "Raise" <t>
    /ac "Raise" <1>
    /ac "Raise" <2>
    /ac "Raise" <3>
    /ac "Raise" <4>
    /ac "Raise" <5>
    /ac "Raise" <6>
    /ac "Raise" <7>

    /macroicon "Cure"
    /macroerror off
    /ac "Tetragrammaton" <t>
    /ac "Afflatus Solace" <t>
    /ac "Cure II" <t>
    /ac "Cure" <t>

    /micon "Medica"
    /macroerror off
    /ac "Assize"
    /ac "Plenary Indulgence"
    /ac "Medica II"
    /ac "Medica"

    /macroicon "Asylum"
    /ac "Asylum" <t>

    /micon "Whispering Dawn"
    /ac "Whispering Dawn"
    /ac "Succor"

    /macroicon "Sacred Soil"
    /ac "Excogitation" <t>
    /ac "Sacred Soil" <t>
    /ac "Lustrate" <t>

    /micon "Emergency Tactics"
    /ac "Emergency Tactics" <me> <wait.1>
    /ac "Fey Illumination" <me>

    /micon "Benefic"
    /macroerror off
    /ac "Essential Dignity" <t>
    /ac "Benefic II" <t>
    /ac "Benefic" <t>

    /micon "Draw"
    /macroerror off
    /ac "Play"
    /ac "Draw"
    /ac "Sleeve Draw"

    /micon "Helios"
    /macroerror off
    /ac "Earthly Star" <me>
    /ac "Celestial Opposition"
    /ac "Aspected Helios"
    /ac "Helios"

    With those I can keep my number of go-to hotkeys down to a manageable 6 or so, while only having to use direct hotbar selection for emergency or niche situations.

    Now it’s finally time to see whether the touted NPC party members introduced in the third expansion can actually credibly replace use of the Duty Finder (which seems to always be in desperate need of tanks recently).