• Tag Archives Third Person Perspective
  • FINAL FANTASY XIV: ONLINE – Healing

    Decided to go with the second option, which is to say switched over to Conjurer/White Mage to continue the main questline… and yet again I hit level 50 before finishing it. After the level 41 quest this time.

    The healer role is quite a bit more involved than the DPS role. Rather than simply attacking the weakest target(s) until they die while trying to avoid telegraphed attacks, you have to watch your party’s status while at the same time hopefully getting in a few hits of your own. Moreover, unlike DPS which mostly just has to worry about accidentally drawing too much aggro, the healer has to worry about both the tank and DPS classes drawing too much aggro.

    There’s nothing quite so annoying as a tank running ahead to pull 6+ enemies and getting themselves killed in less than 5 seconds. Seriously, how exactly am I supposed to react to that?

    On the positive side of things there really does seem to be a dearth of people playing healers, as the mandatory party quests (in addition to the ones I mentioned earlier, there are more at levels 24, 28, 32, 34, & 41) launched almost instantly this time around. It’s also pretty easy to rake in player commendations so long as you display the slightest bit of competence.

      My strategy as a White Mage ended up being quite simple:
      1) Cast Regen on the tank and any melee DPS.
      2) Cast Aero on any enemies.
      3) Cast Cure on the tank if necessary, otherwise use Stone if it’s a boss/miniboss.
      4) Repeat from the top.

    You’ve got to watch out for unavoidable AOE attacks of course and the lack of fast mana regen can certainly be an issue if you spam Cure II too much (Lucid Dreaming helps). This is the reason to not bother casting Stone on basic enemies in the dungeon; the DPS classes should be able to handle them fine (especially with Aero support) and that mana may be necessary to spam Cure II or Medica if the tank gets overzealous.

    All that aside, since I just hit 50 again it seems time to switch to another class. Arcanist is all that’s left of the basic magic classes, and interestingly enough it has both a DPS and a healer specialization. Which fits quite nicely into this character‘s theme.


  • FINAL FANTASY XIV: ONLINE – Duty Finder

    Of course shortly after I posted about not having to join a party I run into the mandatory party quests: There are 3 immediately following the ‘visit the other two starting cities’ main quest (for levels 15, 16, & 17) and another as the first level 20 main quest.

    They’re… not great. While it helps quite a bit that apparently any player who’s completed the quest before can join up, there’s still notable wait times (expect at least 10 minutes for a DPS class) and playing with random people who may or may not know what they’re doing (and I include myself in that group) is less than ideal. I don’t like the rigid 1 Tank, 1 Healer, 2 DPS party requirements either. I’m not looking forward to future instances of the mechanic and wish they had added that NPC party option introduced in the most recent expansion to the earlier content.

    In other news I tried out crafting; it’s a little overwhelming with all the various quality-related abilities. The way the system is set up, making a high-level item is almost like fighting a turn-based battle. It’s a bit odd really and kind of annoying in regards to crafting low level items even despite the ‘quick synthesis’ option.


  • FINAL FANTASY XIV: ONLINE – First Impressions

    Long have I ignored FFXIV despite hearing nothing but good things about it. Partly because it’s an MMO game, and partly because it’s unusually expensive; generally you’ll have to either pay for the game/expansions and not have a re-occurring cost, or be able to download the game for free but have to pay a re-occurring cost. This requires both buying the game and paying a monthly fee on top of that.

    Recently however I found out that the Free Trial gives you access to both the default game and first expansion for free (albeit with certain restrictions). So I figured now would be as good a time as any to see whether all those claims of high quality and being able to play it solo it were true.

    After ~10 hours I’m at level 24 in Thaumaturge and 17 in Miner and enjoying myself quite a bit. The server-specific doubled experience for low-level characters plays a large role in that though, as without it the game seems like it would be quite grindy (hence all the random FATE quests popping up all over, which I’ve mostly ignored). I have yet to be forced to find a party and it does in fact look like you can solo the majority of main quests.

    Said main questline has been mildly interesting so far, but the Thaumaturge questline took a hard turn into idiocy during the level 15 & 20 quests. There is also of course a large focus on fetch/deliver and generic monster extermination quests in the early game. If you’re the type who complained about having to “collect bear asses” in DA: Inquisition for example then you probably won’t have much fun here either.

    Visually it’s quite impressive and I’m shocked at how much variety they fit into an action as simple as mining. Like, Miner is a full-blown class with tons of abilities. Combat is a bit more complex than I expected as well, with there even being a focus on avoiding powerful incoming attacks. I haven’t tried any of the crafting classes yet, so I’m not sure how they compare, but even just switching back and forth between blasting things with Fire and chipping away at mineral deposits seems like it will keep me occupied for some time.

    We’ll see how things go at level 50.


  • WARHAMMER: CHAOSBANE

    I had been waffling on this game for some time now when I saw it was once again on sale for $20. Which seemed like an acceptable price for the base game plus all the DLC.

    Ended up… decent, I guess? Rather than Diablo, it reminds me more of Shadows: Heretic Kingdoms in structure, gameplay, and visual style. It does a few interesting things, such as having all skills unlock as you level (you can only equip a limited number), not having a level cap (legendary levels go into increasing a unique set of triggerable passive abilities), and not having any merchants (you donate equipment in exchange for progress toward unlocking extra skills).

    And while repetitious enemies and backtracking are still a problem, fortunately many of the early complaints about the game appear to have been addressed over time. The only issues I’ve had with it so far (just completed the base game with the archer; Health Regen/Poison build) beyond the repetition issue were not being able to re-enter areas if I accidentally left them, and one time it looked like my character had been deleted. Turned out the game just created a new profile and copying over the data from the old profile (in the “Warhammer Chaosbane/Data/Save” directory) to the new one restored them.

    Some things to be aware of:
    – There’s little reason to wear +Loot Quality gear. Save a set for opening chests though.
    – The 3rd level of a skill is not always better than the 2nd level.
    – On the inventory and skill screens, take note that some functions (appearance changes, DLC skills, Legendary skills) appear via small tabs on the very bottom.
    – Raise the difficulty as soon as possible (the difficulty system here is like Diablo III‘s). I started on Normal and raised it one level each chapter.


  • CodeVein – Endgame

    So I just beat the game… at level 1, with everything cleared/collected (aside from the four bad end classes) and all equipment upgraded to +9 or higher.

    Hardest fights were Gilded Hunter (his power-up has a limited duration and can be guarded through), those twin Yetis in the Deeps (Fire Weapon & Ice Guard), the Spire Fire/Ice boss fight (used this build), and the final bosses (used this build, swapping Blood Guard for Hasten after Skull King fell).

    I’ve never really seen the appeal of low-level challenges, and honestly there were more than a few frustrating moments… yet after beating the game and leveling up to 90 for NG+ everything suddenly dies so satisfyingly fast. The contrast made it almost worth the effort. Ironically though, it seems I didn’t have to go through all that trouble in the first place since the level caps are much more generous than I thought. Wish I found that page earlier.

    Some other complaints would be:
    – Unlimited Queen’s Steel unlocks far too late.
    – The vestige scene walking speed is far too slow.
    – The Good/True ending doesn’t make a whole lot of sense.

    A mixed experience overall for sure, but an ultimate net positive I think.


  • HELLPOINT & CodeVein

    Hellpoint is essentially Dark Souls on a space station. Aside from the atmosphere, the main defining features are the additions of secret doors (if you see an otherwise smooth wall with two vertical indentations appearing to make a doorframe; chances are it’s a secret door) and the ability to jump. Many games including a jump feature don’t really do anything with it, this game however has quite a few platformer sections leading to loot/secrets along with a specific jump attack.

    The only notable flaws, beside the intense similarity to DS, is the kinda illogical leveling system (cost should be based on attribute level rather than total level) and somewhat janky menu system; clicking occasionally won’t work (you’ll have to use the Enter key) and dismantling/upgrading requires far too many confirmations.

    Also taking cues from Dark Souls is Code Vein, a heavily Anime action RPG which combines Souls‘ general structure and gameplay style with a job/class system. Assuming you don’t hate Anime character design it’s pretty damn good… so long as you don’t fall into the trap of actually leveling your character. See, turns out each area has a hidden level cap, and going over it results in extremely slow to nonexistent progress toward unlocking class abilities for universal use. You also don’t get much from leveling up besides more health. It’s far more effective to spend your currency on weapon/armor upgrades and ability unlocks.

    All that said, there’s an extra hurdle to enjoying the game: Actually getting it to launch. Numbers 6 & 8 on that list are ultimately what got it working for me (24bit 192000 Hz for the sound setting). Sometimes though it will simply refuse to launch no matter what, in which case you can try setting your system clock to UTC +9 (Osaka; and no, I have no clue why this works). Once you do manage to get to the title screen (if you do), be very careful with the settings… as changing some of those may cause it to stop launching again (in which case you’ll probably have to delete everything in the “AppData\Local\CodeVein\Saved\Config\WindowsNoEditor” folder).


  • Dungeon Siege II & IRON DANGER: Shard of time

    In a fit of nostalgia I decided to revisit Dungeon Siege II… only to discover I’d never played it before. What I thought were memories of II were in fact of the first game in the franchise.

    While notably better than that first game in the gameplay department, it suffers rather badly from some of the worst character interactions ever conceived. And though better than DS I the gameplay is still not particularly engaging. Rather than Diablo, it instead brings to mind a proto Titan Quest. There’s just a certain emptiness/soullessness about the enemies and loot situation which, when combined with the limited ability system, makes progressing past a certain point far more trouble than its worth.

    Sharing the malus of atrocious writing, Iron Danger takes a notably different path where gameplay is concerned. It’s a ‘real time with mandatory pause’ tactical RPG featuring a time manipulation mechanic you’d expect to see in a puzzle game. Rather than simply take turns acting, characters move about in segmented (paused) real time which you can advance or rewind at will even if your characters die. So every combat encounter essentially becomes an equation to solve by finding the right actions to take during the right segments to most efficiently eliminate the opposition. It’s pretty cool.

    The problem is of course the aforementioned writing; it’s infuriatingly bad. If this were an action RPG where the storyline didn’t matter it would be an acceptable price to pay for the innovative combat system… but that’s not the case. The game’s very clearly story/character driven, and that story and those characters are insufferable.


  • BATMAN: ARKHAM ASYLUM & ARKHAM CITY

    I heard lots of good things about these two games over the years, alongside seemingly never-ending comments about this or that game using “Arkham-style combat”.

    So perhaps my expectations going in were too high: Neither game is particularly impressive and the much vaunted combat is just your standard beat ’em up fair. Streets of Rage was released over a decade earlier for fuck’s sake.

    I will however grant that they both earn top marks for visual quality and implementing that age-old combat system flawlessly… but that’s not really enough to counteract the somewhat clunky non-combat movement and the complete and utter absence of any loot/pick-ups. Batman basically has everything he needs right at the beginning and doesn’t use conventional weapons so you’re just moving from point to point through static environments beating/creeping up on generic mooks.

    If you’re a beat ’em up fan this obviously won’t be an issue, but personally I need more than button-mashing for button-mashing’s sake to keep me invested in a game.


  • Fae Tactics -THE GIRL WHO DESTROYED THE WORLD-

    A mobile iteration of Final Fantasy Tactics‘ gameplay with a bright, cheery visual theme (as well as protagonist) along with some fairly dark storytelling, Fae Tactics ends up a pretty decent tactical RPG.

    The gimmick here is that you only have 3-4 actions available at any given time; attack, assist, or wait with the possibility of casting one spell per round (depending on cooldowns). Some things can modify those base actions (Ultra attacks/assists unlock at level 10, which will replace the default action with a more powerful version), but essentially what you have at level 1 is what you’ll have at level 20. Character customization comes in the form of summon, accessory, and weapon choices (leveling simply lets you choose one of three stat groups to increase). While there are a wide range of accessories and summons acquired through combat drops, each main character only has a maximum of three weapons (unlocked through quests) and accessories usually just amount to a specific stat increase.

    So the game pretty much comes down to summons… which is a bit of an issue since you can only summon 1-2 decently powerful units per battle.

    The limited summons combined with only being able to field 3 party members at once means you’ll often be heavily outnumbered. With the universal action system on top of that battles end up fairly challenging and almost puzzle like; you have to figure out the best ratio of allied-to-enemy element types in order to maximize outgoing damage and minimize incoming damage (elemental affinity has a sort of rock-paper-scissors dynamic).

    Currently I’m conflicted: I don’t like the visuals/protagonist or overwhelming simplicity, but the storytelling is pretty good (albeit heavy on loading screens). I like the non-linearity of the quest selection, but find the implementation overly haphazard/disjointed. I want to keep playing to see where the storyline goes, but I also don’t want to have to re-arrange my party every single battle to take advantage of element synergy.

    I guess the safest thing to say is that it’s an acquired taste.


  • Mordheim: City of the Damned

    Whereas Warhammer proper has you building armies to face off against one another, Mordheim narrows the focus down to skirmishes between two groups of 10 individuals or less.

    Visually, it’s pretty dire. Mechanically… it’s not much better.

    The concept of building/managing a warband is solid and the roguelike elements (Veteran achievements give bonuses across all warbands) are decent enough. The integration between the combat and exploration aspects however is sorely lacking; you basically have to focus on killing the enemy (since numerical superiority is essential) which means you won’t have time to loot anything notable from the battlefield. It’s almost like you’re being punished for success. The winning warband getting to loot everything in their direct line of sight or receiving an extra turn or two after a win to loot would’ve worked far better.

    The other, more significant, issue is that the combat isn’t any fun. Since all offensive actions draw from the same resource pool most of the time you end up standing in place trading basic attacks until someone misses once too often (which is often just once due to the similarity between enemy and ally health/damage totals). It’s incredibly dull and the spellcasting system being actively antagonistic certainly doesn’t help.

    In a sense the game is reminiscent of Darkest Dungeon in that you probably have to be a masochist to get any significant amount of enjoyment out of it.