• Tag Archives Tactical RPG
  • Pathfinder: WotR – A DANCE OF MASKS & Aeon/Devil/Gold Dragon

    The A Dance of Masks DLC for WotR adds two things to the main campaign.

    The first is a somewhat sizable questline which triggers partway through Chapter V, which happens to include a mostly optional set of arena battles against an assortment of fairly random opponents. Apart from some awkward voice acting, as if the actors hadn’t had time to re-familiarize themselves with the roles (only Regil and to a lesser extent Woljif didn’t stand out), there’s nothing much on the technical side to complain about. Mechanically it’s pretty easy and tosses a bunch of overpowered items at you on top of that. That said, the arena fights on the other hand are a completely mixed bag. While most don’t pose much of an issue, there are some that are just plain ridiculous (like the wild hunt, or that shadow monk if you don’t have Mass Heal). I certainly do appreciate the free Greater Restoration after every match though and the rewards are useful enough.

    The other addition is a new quest available to the Devil mythic path if the queen survives the events at Iz. Not really sure what the point of that was honestly as it feels kind of like it’s sectioned off into its own thing and doesn’t really flow well.

    I played the above shortly after quickly running through the Gold Dragon endgame and finishing up my Aeon playthrough (made some mistakes there like going Crossblooded when the Abyss STR bonus gets overridden by DoM’s +4 attribute potion and forgetting Transformation) to finally get that Sadistic Game Design achievement.

    Aeon’s unique ending is pretty good and the whole altering the past theme is integrated fairly well. Gold Dragon on the other hand is mostly just annoying, with its quests sending you out into the middle of nowhere, but it also has a somewhat unique ending which at least fits the theme. Devil, as it turns out, is even more annoying than Gold Dragon since you have to wait months to work through the event chain that grants Mythic Level 9… and it doesn’t even have a unique way to resolve the final battle.

    Final thing to note is that I also cleared the full-power version of Sithhud added by importing a Lord of Nothing save. It is not something I ever wish to do again. The first two phases are fine, no problem. The third though… in the third you have to kill him nine times while he gets slightly stronger after each death and constantly jumps around the arena. I actually almost ran out of Empowered+Bolstered Hellfire Rays on Ember while taking him down.


  • Pathfinder: WotR – THE LAST SARKORIANS & The TREASURE of the MIDNIGHT ISLES

    The Last Sarkorians DLC turned out to be fully integrated into the main campaign. It adds a new class (which is sort of a mix between Druid and Fighter, sacrificing spellcasting for a focus on Wildshape) and a new romanceable companion with a full set of sidequests taking place in a new multi-part location.

    The companion is decent enough if you spec him toward Charge damage, though he’ll need quite a bit of buffing support. The sidequests meanwhile don’t feel out of place but are a bit unbalanced in some places. Like, why does that Bloodrager have DL37 Cleric/Wizard buffs on him? As long as you’re geared to handle swarms though (and the companion comes specifically with an anti-swarm necklace, with more available in the new area) for the most part the added content doesn’t feel unfair or forced. And more importantly, clearing it won’t unbalance the main campaign’s progression.

    Something that cannot be said for the integrated version of The Treasure of the Midnight Isles DLC. That one is not balanced at all.

    It immediately starts you out against level 18 enemies as basic encounters (in Chapter III) yet, bizarrely, also starts out with level 5 floor bosses. Over the course of all three quests, things never really level out with the difficulty continuously jumping around all over the place. Sometimes a boss will be a one-round joke, other times it’ll inexplicably be able to cast spells with multiple metamagic effects beyond its level or have 70+ AC or 30+ Saves. It’s just a massive slog in general and doesn’t really offer any rewards worth the effort besides a boatload of (effectively useless) gold and enough XP to get you to level 20 shortly after arriving in Chapter V.

    Can’t speak for the stand-alone version yet, but if it’s anything like Kingmaker‘s Beneath the Stolen Lands DLC then it ~may~ be worth picking up if you enjoy playing around with different party compositions.

    As an addendum, I also just ran through the content added by the free Love Beyond Death DLC. It’s… okay? While there’s nothing annoying about it, there doesn’t seem to be much point in actually wandering down there unless you happen to have a character specialized in Earth Breakers (since it includes the only +5 unique one).


  • Pathfinder: WotR – THROUGH the ASHES & THE LORD of NOTHING

    The entire reason I had initially picked up Enderal earlier was because I was in the mood to play some sort of magical melee class of some kind. Yet I ended up, as I usually do in those kind of first-person open world games, playing a stealth sniper/assassin.

    Still wanting to play a monk-sorcerer kind of thing after abandoning that playthrough I decided to re-install Wrath of the Righteous rather than try to look for something new. Both because I never did finish my Aeon run and never tried any of the DLC… and also since I’m still annoyed at missing the Sadistic Game Design achievement due to ONE ENEMY (Ashberry Hamlet’s ghost).

    But first, because completionism is a disease, I had to run through the two stand-alone campaign DLCs so that I could import them for the rewards.

    The first, Through the Ashes, is a low-level adventure (level 1-5) that doesn’t give any XP for killing stuff. Which is a big hint that you’re supposed to avoid combat wherever possible (your first companion being decent enough at stealth is another), and use environmental factors to help eliminate what you can’t avoid. It’s okay. There isn’t really anything annoying about it, but nor is there anything about it that calls for a replay.

    The second, The Lord of Nothing (which brings you from 5-11), takes a more mixed stance. It’s much closer in style to the main campaign in both good and bad ways. Direct combat is encouraged a bit more here (although there are a couple ‘avoid fighting’ areas), but said combat is not always the most balanced (I still completed it on Core with a ridiculously sub-par Demon Dancer build though). You get access to a wide variety of items and equipment… but will only have enough money to buy a few of them.

    Overall I’d say it’s worth running through them once with a Paladin or Dexterity-focused Tank build of some kind, but the replayability value is pretty low.


  • CHAINED ECHOES & GLOOMHAVEN

    Chained Echoes is an RPG-Maker styled kind of game with fun gameplay and exploration aspects alongside an absolutely terrible storyline. If I wasn’t so fond of both collecting things (the reward board is a nice touch) and the combat system which restores all resources at the end of each fight (highly encouraging ability usage) I likely never would’ve made it past the point your party members first join up. Just cleared the Flower Fields and Monastery area now and the plot has reached a new low… but collecting treasure chests and enemy drops remains engaging.

    As for Gloomhaven, which is the digital adaptation of a board game, I didn’t get very far at all. It reminded me of Darkest Dungeon, except with questionable balancing and even worse resource management aspects. And I hate resource management.


  • Baldur’s Gate III – Endgame

    It ended up not being quite as bad after dismissing my earlier hit percentage concerns. That said… it was still a chore to finish, to the point I skipped most of the Act 3 sidequests in the hopes of finally reaching the end.

    Compared to the first Act, both the second and third are a bit lacking in stability department (which considering the odd development schedule isn’t much of a surprise). The second in particular kind of falls apart if you don’t do things the ‘correct’ way. Fight the harpers instead of showing them the artifact? A whole bunch of broken reactions/quests is your reward. That aside the area itself is kind of dull with nothing much to recommended exploration, pretty empty as well with only a handful of setpiece battles (though it is nice to have conversational methods of defeating enemies).

    The third act also has an issues with sequence breaks. In this case, if you happen to kill Gortash as soon as possible, the Foundry and Iron Throne locations will spontaneously clear themselves. The Umberlee sidequest and Iron Throne also become impossible to clear if you don’t do them before the Foundry. So you’re locked into a very specific sequence of events if you want to avoid having unfinishable quests in your journal. The rest of pre-endgame Act 3 is pretty solid though without anything to complain about. Lots of areas to explore and sidequests to find.

    Which brings us to said endgame sequence: It’s real bad.

    Why oh why do I suddenly have to run through unending waves of trash mobs? And then fight a bunch of supersoldiers accompanied by a random dragon? And then fight the actual brain itself? It’s a massive, massive slog. Thankfully I had a bunch of Misty Step scrolls saved up so it was clearable first try… but seriously, what an incredibly unpleasant finale.


  • Baldur’s Gate III – First Impressions

    A bit infamous for being in development for so long, Baldur’s Gate III finally had its full release earlier this month. And I… I’ve bounced off it rather hard.

    In terms of visuals and gameplay it greatly resembles Divinity: Original Sin II, which is not surprising, while the characters and storytelling more resemble Dragon Age (which was unexpected). Despite liking both of those (Dragon Age II excepted) playing this one ended up subtly unpleasant.

    After thinking about it for some time I believe I’ve narrowed down the causes: Narrative and mechanics system.

    Narratively the issue is that right from the beginning the game acts as though you’re running out of time, when you are not. There is no time limit here. Yet all the early quests from the Mind Flayers, to the Druid Circle, to Gale’s ailment, to Shadowheart’s artifact keep reinforcing the idea that time’s in short supply… and I despise feeling rushed. It also clashes with the fact that many sidequests (particularly ones related to your companions) won’t progress unless you rest a ton.

    Mechanically the issue is one of base percentages. Apparently in this game having a 70% chance to hit is perfectly normal, which is an issue when in most other RPGs anything less than 95% means either you’re doing something wrong or the enemy in question is meant to have abnormally high defenses. So every time I see that relatively low chance to hit when targeting a random trash mob I immediately feel like I’m underpowered, and I do not play RPGs to feel underpowered. Quite the opposite.

    I’ll probably give it another shot later, now that I’m aware of what was throwing me off and can possibly look past it, but for the time being it’s not a game I can recommend.


  • Fairy Fencer F: Advent Dark Force

    I bought this game sometime last year for… whatever reason… and only got to playing it earlier this year. While it was okayish at first, by the time things opened up with a full party of characters I’d mostly lost interest. And by this point it seems pretty clear I won’t be going back to it.

    Basically, what it reminded me most of (despite having a different combat system and little romance) was the Agarest War series. An inferior Agarest whose character interactions, amazingly enough, somehow come across as cringier than the fanservice in that game. Visually it’s also notably lacking with a bizarre mecha-like aesthetic that’s applied rather inconsistently. I guess it’s supposed to be a post-apocalyptic setting?

    Those issues of course could be forgiven if the gameplay were engaging; it’s not. It is in fact rather boring with not much in the way of either enemy or attack variety. A problem only compounded by the grind necessary to collect ingredient items or quest targets.

    So yeah, this is not a game I can recommended in any respect. Just go play Agarest 2 or the Neptunia games instead. They do the same sorts of thing better.


  • Legend of KEEPERS

    I can’t remember when it is I actually bought this game, but I only just got around to playing it this week.

    Generally speaking it’s similar in structure to Slay the Spire, as you progress down a series of choices before eventually reaching the final challenge of a run. Gameplay is quite different however since it’s not a card game. Instead, it’s more like classic turn-based RPGs with each enemy/ally being able to use one attack per turn.

    The base game comes with three player archetypes (although two of them have to be unlocked) each with their own perk trees and preferred gameplay styles. The default Slavemaster archetype appears to favor direct damage to morale and health while the Enchantress is more focused on debuffs and damage over time. The Engineer meanwhile (which I haven’t unlocked yet) presumably focuses on enhancing the trap mechanic. In addition to those, you can also buy three additional archetypes as DLC. Not sure how they stack up to the starters since none looked particularly interesting to me.

    General advice (when playing on Normal) would be to first focus on rewards that give new monsters until you have ~8-10 so you have a buffer for injury events or morale restoration, then switch to focusing on gold for training them all to higher levels. Manager upgrades are low priority for the most part since enemies should rarely reach the final area of a dungeon with a full lineup. Artifacts can be incredibly good… but they’re a crapshoot since what you get is totally random.

    Overall an okay time waster, but there’s definitely an issue with repetition.


  • Wildermyth

    Picked this game up around the same time as Gordian Quest.

    It’s more of a conventional tactical RPG with multiple storyline campaigns (featuring branching options) along with a randomized campaign function. That said, it also has a roguelike feature in the ‘legacy’ system. Basically, every time you clear a campaign the heroes used get saved and you can upgrade their ranks. Then you can re-use those heroes in legacy campaigns (storyline campaigns apparently require making new characters).

    The storytelling and questing aspects are extremely well done (if a bit odd in their comic panel presentation) while the combat is perhaps unfortunately a little simplistic with only three classes to choose from. I do like how the mystics can interact with the terrain though. That was an inventive touch.

    Basically what it comes down to is if you’re in it for the roleplaying then this game has quite a bit to offer you. If you’re looking for tactical complexity however you’d be better off looking someplace else. It may also be wise for those with a strong aversion to time limits to avoid, as time plays a fairly large role here… though I personally didn’t fine it onerous.


  • Gordian Quest

    Picked up this game on sale sometime last month, and it turned out to be a pretty good deckbuilding tactical RPG reminiscent of Slay the Spire.

    While that game’s a pure randomized roguelike, this has an actual story mode to it that plays out like a conventional tactical rpg. It’s also got tons of characters (each with three different decks to mix and match skills from), a wide variety of equipment (both randomized and static), and a ‘relic’ feature which lets you unlock permanent buffs to use across playthroughs.

    Finished the main campaign with a team of Jendaya, Alphonse, and Bertram. Artificer Jenda basically just set things on fire while the golem punched them and wasn’t particularly impressive aside from the Seismic Wave card. Headhunter Alphonse on the other hand is a beast if you go with his Assassin deck; Swift Kill and Assassinate with card draw and a 10-12 card deck results in a non-stop wave of death. I had Bertram go with Artillery, and that seems to have been a mistake. By the time the turrets got a turn Alphonse and the Golem had basically already killed everything.

    Some things to keep a look-out for are low level attribute, power, and resistance runes. Once you get to Act III they can be upgraded with Magic Dust (keep an eye out for this as well). Don’t forget about using your various maps to trigger exploration minigames either (visit Kyreal), as that’s basically the only place to find wandering vendors with otherwise rare/inaccessible upgrade items like Soul Sparks and Chromatic Shards. And don’t forget about Camping, since you can get 2 ‘free’ card upgrades per instance.

    Only other thing of note is that the last boss is pretty damn nasty. You’ll want to have as many buffs as possible along with high Chaos resistance and/or a bunch of health potions to deal with her waves of damage that trigger every 10 cards you play.

    So all-in-all it was an enjoyable experience, even if I did start to get a little burned out at the start of Act II.