• Tag Archives Third Person Perspective
  • Ys: Memories of Celceta

    Playing Memories of Celceta, the third Ys IV iteration, after Lacrimosa was a very bad idea. Not because of the plot/character connections (which are superficial), but because of the technical quality; it’s no better than Seven. Arguably worse:

    While it’s true you eventually get the ability to warp at any time, for the first half of the game or so your fast travel is restricted by pointlessly color-coded monoliths. Worse is how ‘gamey’ it is, with bizarre obstacles constantly being placed in your path that can only be overcome by using a particular party member’s controlled ability. The new GUI is also a problem, both due to the ease of being able to accidentally click on the Inventory/Item buttons when you’re trying to simply attack (continuously attempting to move the camera via mouselook is a nasty habit) and because the ‘cancel’ keybind doesn’t work on all screens when bound to the right mouse button (you have to manually click the onscreen cancel/back button). On the positive side of things at least the combat itself hasn’t deteriorated and this does mark the first appearance of Flash Dodging… so it’s not all bad.

    Finished it in ~20.5 hours with 100% map/quest/treasure/monster completion at level 57. The storyline this time around is notable for being something of an origin story despite taking place after Felghana, and in that respect it’s decent. The ‘modern day’ part however unfortunately focuses on the winged race and Darkling descendants (both of which are terrible) in a manner similar to Origin; the whole ‘blatantly false god that everyone worships like a god’ trope really needs to go (which, if Lacrimosa is any indication of future direction, may actually come to pass).


  • Ys VIII: Lacrimosa of DANA

    This game improves upon Seven, which occurs after it (Lacrimosa is a mostly stand-alone tale chronologically placed sometime between Napishtim and an occasionally referenced Celceta), in nearly every way… with the notable exception of stability. Chances are if you try to play immediately after installing, you’ll start running into persistent and seemingly random crashes shortly after arriving at the island. The two main causes of this seem to be the ‘Map Shadows’ graphics option (I always disable shadows) and a multi-core threading issue (the fix detailed there fully solved the problem for me). The Version 8 patch may or may not have fixed those complications; based on the changelog I’m guessing it didn’t.

    That’s the only problem it has though: Graphics have been massively improved, the system options have been greatly expanded and can be modified from the title screen, jumping along with combo-attacking have both made a triumphant return, dodging has been upgraded to provide an effect similar to Flash Guard (which now lasts longer), you can warp at any time, the playtime has more than doubled, you now have full camera control, the Japanese voice acting is included, and (wonder of wonders) the storyline and character behavior are actually pretty decent. At least until near the end when the big world-ending-whatever makes its appearance (just how many Roots of All Existence are in this universe?).

    Finished the Epilogue boss at level 77 in a little under 50 hours with 100% completion in all areas (though I forgot to pick up the last map completion bonus), all skills maxed out, and all Suppression/Hunt missions cleared at A rank or higher (4 at S rank). The main thing to note about this entry is that, unlike many of the previous games in the series, combat actually is skill-based. This is thanks to the combined Flash Guard/Dodge systems’ invincibility window, which allows you to negate every single attack so long as your reflexes are up to timing it right. The bosses may have a lot of moves and use them semi-randomly à la Felghana (the dragon-wall thing in Baja Tower and Dana’s last solo boss being the most annoying), but they are all beatable with zero reliance on luck.

    As for the DLC, which has caused a bit of a furor, the only part of it that you can’t find in the game proper is the (100% cosmetic) costume. Nearly all of the accessories are Chapter 2 level, the potions/food are common, you’ll eventually be drowning in materials, and the (non-Tempest) Elixirs are easily craftable late game. I will say though that the Fish Bait is mildly useful and the aforementioned Tempest Elixirs can help you defeat the level 80 optional boss and ‘Never-Ending’ base defense missions the moment they become available (otherwise you’ll have to do 30 minutes or so of grinding to get up to level 70 if you don’t want to wait).


  • Ys SEVEN

    This particular Ys game makes a number of significant changes to the franchise. Changes which mostly serve to turn it into a conventional RPG.

    The character visuals are now full-sized rather than being sprite-based, you can now save at any time, jumping has been replaced by dodging, there’s a party system with a large selection of eventual party members along with a crafting system, a number of quests that don’t involve combat, quite a few optional plot-related scenes, and even some (superficial) dialog choices. Combat mechanics are fundamentally pretty much the same with the magic system being replaced by a skill system (skills are learned from different weapons and can be leveled-up) and boost being slightly modified to trigger a single powerful attack, while the boss difficulty is about the same as Origin‘s (the ‘Furious Bird’ and Wind Dragon being the most annoying). Oh, and a block mechanic has been added as well.

    I finished the game after ~21.5 hours at level 60 with all but one of the final weapons crafted and the only grinding that had to be done was at the very end; to get the materials for those weapons. Overall I’d say the experience was worth it once you’re able to open the menu to change the practically unusable default keyboard/mouse controls… though it must be mentioned that the storyline (note that one of Napishtim‘s characters plays a major role here), character behavior, and certain plot developments are just as terrible as you’d expect from previous entries.


  • Ys: Oath in Felghana, VI, & Origin

    People like to claim the Ys series is skill intensive, and to a degree it is. To a much larger degree however it’s luck-based; whether you win or lose a boss battle (assuming you’re not overleveled from grinding) often depends upon which moves they decide to use… which is partly random.

    Oath in Felghana is a remake of Ys III which has no notable connection to the first two games. It doesn’t do anything unexpected and only really stands out for having extremely quick combat, an awful storyline, and an inability to use items in boss battles. I finished Normal difficulty at level 51 with level 3 equipment in ~7.5 hours (not having bothered to upgrade any of the earlier equipment) and the most difficult fights were the two Dularn encounters (random homing swords are tough to dodge) and the 2nd Chester one (very few openings).

    The sixth main game in the series, Ark of Napishtim, changes things up a bit. The boost and magic functions have been merged, healing items have been added (which can be used in boss battles), combat is a bit slower due to the lesser combo ability, bosses are far easier (even the hidden optional boss is only difficult due to its high stats), and it’s not quite as linear. I finished it in ~8.5 hours, skipping that one optional super-boss, at level 50 with the red sword at 11 and the other two at 10 with practically no grinding required. The storyline is a bit better, but this time around does make some pretty notable references to previous games: The first Ys and Ys V (which currently does not have an official English translation).

    Remember that terrible final dungeon in the first Ys? Well Origin certainly does and wants you to run through it again not once, but three times with three different characters. Joy. The environs in this iteration are more varied though, which is nice, and mechanically it’s identical to Oath in Felghana with boss difficulty that lands somewhere between that game and Ark of Napishtim: They have the attack variety of Felghana‘s with the predictability of Napishtim‘s.

    The first character is Yunica, an extremely talkative Adol clone with very similar magic ability. I finished her story at level 50 with maxed equipment after ~6.5 hours. The second available character (Hugo) plays much differently, being a ranged fighter his attacks evoke Gradius‘ gameplay (and so combat is insanely quick). Finished his story after ~6 hours at level 50 with only the final equipment upgraded (SP went into raising magic & boost recovery). Toal is kind of a combination between the two gameplay-wise (insanely quick but next-to-no range) and his version of the story was completed after ~5 hours also at level 50 with only the final armor upgraded (you should max out Boost recovery). The general plotline is pretty bad, each of the individual stories features something incredibly dumb, and if you were to only play through the game once I’d suggest going with Yunica (her version is almost entirely stand-alone while Hugo and Toal’s are linked, Toal’s being the True End which leads into Ys I & II).


  • Shadowrun: Hong Kong

    The third Shadowrun Returns game once again enhances the mechanical and storytelling elements of its predecessor.

    The enhancements this time around are a bit more pronounced (massively improved matrix segments, a cyberware affinity skill, overhauled inventory management, a few noteworthy results for following certain NPC stories to the end), but they come with a trade-off of increased instability. I’ve seen inventory GUI corruption, repeating/blank dialog options, installing the Pain Editor making it impossible to raise Intelligence, a perpetual NPC movement turn softlock (opening the console with ctrl+f1 and using the verbose->hardsave option, then loading the save, will let you get around that particular issue), and broken Int checks in the bonus campaign.

    Gameplay is basically the same with the notable exception of matrix excursions; with its new makeover they often play like stealth sequences. The bonus campaign is a bit different though in that pretty much all of its missions involve unavoidable large scale combat at some point. So if you plan to eventually run through that you may want to avoid making a ‘face’ character who’s only focused on passing dialog checks.

    Some minor notes:
    – If you want the best cyberware money will be very scarce until the bonus campaign.
    – Max Charisma check is 7, to avoid a fight in the second to last mission and bonus campaign.
    – This time around Gang and Academic are arguably the most useful etiquettes.
    — Shadowrunner is useful in the bonus campaign.
    – You’ll always have access to a decker.


  • Hand of Fate 2 & Shadowrun: Dragonfall

    The second Hand of Fate game is essentially a slightly refined/expanded version of its predecessor. If you’ve already played that then you’ll know whether or not you’ll like this, and if you haven’t then you may as well just start here.

    As for its recently released DLC… well, you might as well grab that too. While the new cards aren’t really anything to write home about, the new companion is remarkably useful.

    Similar to the above, Shadowrun: Dragonfall is mechanically just a refined Shadowrun Returns and you’re basically paying for the base campaign. Which, granted, certainly does feature more roleplaying opportunities and choices than the earlier game. What’s a bit odd though is how most of the various NPCs in your central hub have evolving storylines which don’t actually go anywhere; they’re pure flavor text.

    A few quick things about it:
    – Your PC has to be a Decker to access everything.
    – Decking and Charisma don’t need to be higher than 6 for dialog checks.
    – The Security and Corporate etiquettes are both useful for avoiding annoying fights.
    – Bonuses (such as those from cyberware) can’t raise your stats above 11.


  • ELEX

    If you’ve ever played a Gothic or Risen game before, then the content of ELEX won’t be much of a surprise: Clunky melee combat which deals notably more damage than ranged or magic attacks, no character respec option, large open world with pre-leveled enemies, uneven voice acting, and a choice between several joinable factions.

    I’m almost level 17 at the moment, having explored a chunk of Edan, some of Abessa and the Volcano area, and a small part of the Desert… and I do not think I’ll get much further. The main problem is the combat, which is the second worst out of the developer’s catalog (Risen 2‘s being the worst). You see, in addition to the clunky combo system they’ve added the requirement that attacking, dodging, and blocking all use Stamina… meaning you’ll often find yourself utterly helpless to avoid enemy attacks which, and here’s the real killer; do not require Stamina. Creatures don’t lose Stamina from attacking period, and NPCs can attack/parry even at 0 Stamina (though, admittedly, they usually won’t).

    Ranged attacking does not require Stamina, but the trade off is that those attacks are only as strong as an equivalent melee weapon’s fast attack. There is no equivalent to melee’s strong/heavy attacks, which is a major problem since that’s where most of your damage is coming from. So ranged, at least in the early/mid-game, is worthless unless you want to spend like 5 minutes slowly whittling something’s health down.

    Even were the combat less unfun though, there’s another issue: The conversations and quests. You literally have to exhaust all dialog options in order to receive and/or advance quests, and the dialog choices range wildly in tone. Aggressive lines that sound like you’re trying to pick a fight are all mixed together with understanding/passive and uncaring/cold responses making the protagonist come off as schizophrenic at best. In a way the dialog is nearly as painful as the combat.

    So I can’t really recommend playing this game.

    Speaking of which: The Age of Decadence. I heard a lot of good things about it and finally got around to playing a bit earlier. Didn’t get very far though because while the combat is fine the way text-adventure-like events kept popping-up almost like QTE‘s quickly became infuriating.


  • Battle Chasers: NightWar

    I’m about halfway through this game (based on a short comic series) at the moment, at level 18/19 with the main party of Gully/Monika/Alumon (Tank/Support, CC/Striker, Healer/Striker) at the steps of the fifth dungeon (out of eight). There are a lot of things to like and only a relative few annoyances.

    I’ll list the issues first since they tend to be what people focus on:
    – It’s very strange you can’t click to move.
    – The voice acting is… highly questionable.
    – There’s a notable amount of re-used assets where the enemies and even the dungeons to an extent are concerned.
    – Switching party members is needlessly restricted (and illogical as well, since the entire party is constantly traveling together based on event dialog).

    That’s it really. Aside from those hiccups it’s a remarkably fun turn-based RPG with quite a bit of content, a large number of fairly diverse combat abilities, and engaging visuals. A couple things in particular to keep in mind are that Attack Power affects the strength of all abilities and you can break through certain dungeon walls (they produce a little static dust cloud vfx) to find treasure with Gully’s Groundsmash ability. And though I’ve heard complaints about grinding, so far simply running through each dungeon twice (on Legendary; only the first dungeon had to initially be completed on a lower difficulty) while completing the various side-quests has been enough to stay equal to or above the enemy levels.


  • Pillars of Eternity II: Deadfire – Endgame

    At the end of the journey I find myself with the same opinion now that I had after finishing the prequel: The game isn’t bad, but you should wait to play it until after a major patch or two has been released.

    Once again there’s a collection of bugs that range from the baffling (how did no one notice that reputations maxed out after only a couple choices?) to the more insidious (save import inconsistencies and quest-step completion order conflictions) which can really ruin your day… particularly if you’re any flavor of completionist. However, at least those issues can be fixed in theory; a more permanent problem is the abundance of quests that force you to run back and forth between city districts.

    The character selection though is pretty solid, there’s quite a range of unique equipment (although heavy on sabers and I don’t think I ever found an estoc), zipping around the world map is remarkably engrossing, and there’s a fairly large amount of character banter. Another thing worth noting is that the game can at times get remarkably sexual. While the first PoE had Hiravias, in here not only are both Serafen and Tekēhu overflowing with innuendo, but there’s also fully-nude models present in the bathhouse location along with Ondra’s fertility-deity-like vignette portrait (the content isn’t ill-fitting mind you; just surprising).

    When all’s said and done, while I did enjoy myself for the most part, just as with PoE I I’m likely not going to touch this game again until the eventual/potential expansion is released.


  • Pillars of Eternity II: Deadfire – First Impressions

    While similar in many ways to its predecessor, Deadfire ends up bearing a nearly equal resemblance to Storm of Zehir.

    The way companions can now weigh-in on dialog skill checks, the new style of world map (though there’s no random encounters here), the collection of resources (ship-based here instead of trader-based there), ability to find pseudo-companion henchmen, and the encounter style (small maps and auto-refilling health) all bring Zehir to mind. The text-adventure vignettes, general class abilities and leveling system (though expanded), and the core combat mechanics on the other hand are pure PoE.

    I’ve only cleared the first island, Deadlight, and two small islands on my way to the capitol city so far so I can’t say much about the story or companions just yet. What I can comment on are the expanded class/skill system, reduced feat system, and overhauled combat:

    The multi-classing options are pretty fantastic, the new skill setup (while a bit overwhelming) is a definite improvement over how generally superficial they were in the prequel. The greatly reduced feat selection on the other hand hurts a little (though only a little, as most general ones were useless/ineffective for most builds). The combat changes could be viewed either way, but I’m greatly in favor of it having adopted a more NWN2 style of encounter setup with health being automatically refilled after each battle (which makes healing abilities more useful since you no longer have to worry about them causing accidental perma-death).

    It actually goes a step further though and makes the wizard/priest spells encounter-based as well, greatly enhancing their usability at the cost of versatility. Priests for instance no longer get access to all spells and now have to pick them as feats, while wizards can no longer learn every spell they find (they also learn spells as feats and can use the spells found in spellbooks only while they’re equipped). So far I like the change overall, but it leads to some oddities like the ability Grimoire Slam now being considered a spell.

    Not all the changes are so drastic however. One particular minor yet incredibly useful change from PoE I would probably be the decoupling of Mechanics, Hidden Items, and Scouting Mode. Stealth is now purely for sneaking (which has been upgraded with visible detection radii and distraction options) while the checks to find hidden items occur even when walking around normally and are now based on Perception. The inclusion of a pickpocketing mechanic is another minor change that serves to make things feel a bit more dynamic.

    Pros:
    – Far more character creation/development options.
    – Enhanced stealth system.
    – Greatly enhanced party AI system (akin to Dragon Age: Origins and FFXII)
    – Party-wide skill checks.
    – Expanded skill system.
    – Customized weapon/armor enhancement options.
    – Expanded crafting system.

    Cons:
    – Combat seems a bit too hyper/fast.
    – Limited feat selection.
    – Many local area maps are pretty small.
    – Ship to ship combat seems wonky (vignette says they have 2 crew, board them and they actually have like 10).
    – Smaller party size.
    – Resource management, minor as it is, is a hassle I could do without.
    – Playing in fullscreen mode with vSync enabled can cause system-crashing freezes.