Showing posts with label RPG. Show all posts
Showing posts with label RPG. Show all posts

Tuesday, August 18, 2020

Secret of Mana Review


There aren't a lot of good things you can say about the year 2020, but if I had to find a silver lining, it's been that I've had plenty of time to tackle my gaming shames and backlog. One of the glaring oversights in my background as a retro gamer and RPG buff was the Squaresoft classic Secret of Mana. Part of what has kept me from getting to this game was not having a convenient way to play it. Thankfully the Collection of Mana for Switch went on a steep sale earlier this year, providing a cheap and easy opportunity.

Background:
Secret of Mana is a fantasy action RPG that was originally released for the Super Nintendo in 1995. The game tells the story of a boy, a girl, and a forest sprite who are on a quest to stop an evil empire from activating an ancient weapon called the Mana Fortress. Combat in the game takes place in real-time but uses a cooldown meter for physical attacks and a ring menu system for casting magic. This review is based on the UK version of Secret of Mana which was included in the Collection of Mana for Nintendo Switch.

Pros:
  • This is an especially pretty game, especially considering it came out in 1993. I loved the cute sprites, bright color pallet, and rich, varied environments.
  • As you would expect from a 16-bit Squaresoft RPG, this game features a great soundtrack. It features everything from traditional fantasy pieces to some interesting experimental tracks. A few of the tracks have loops that are a little too short for my taste, but overall, it's a great listen.
  • Some of the writing is pretty amusing. While the dialog can be a bit stilted at times (more on that later), each character has a distinct personality that shows through. I also liked the way some of the characters inverted traditional RPG tropes (e.g. NPCs being prejudicated against the legendary hero and a princess on a quest to rescue a knight).

Cons:
  • For lack of a better word, the gameplay of Secret of Mana feels janky. The hit detection in combat always seems little off and the AI for your party members is wildly inconsistent. I often ran into issues with my characters getting stuck on objects in the environment or zoning out in the middle of a boss battle.
  • Combat doesn't flow smoothly due to having to wait on a cooldown meter for basic attacks and the action freezing every time you open the magic menu. This game is ambitious for attempting to do party-based action combat with a magic system in 1993, but we've come a long way in terms of action RPG battle systems since then.
  • While some parts of the dialog are entertaining, the overall story and script are very disjointed. As a result, certain lines of dialog and, even a few major plot events, feel like they are coming out of nowhere. (Upon reading about this game's development, I found out that this may be the result of some rather extreme constraints placed upon the English localization staff.)
  • The nested rings that serve as the game's menu system work ok for battle but I would have liked more organized traditional menus for use outside combat. The ring menus off so little information that it makes it necessary to use the game's manual to look up the attributes and effects of items and spells. Several of Square's RPGs that predate this one offered more informative and practical menus.
  • The world of Secret of Mana is very large and intricate, but there are no maps in the game. I'm pretty good at memorizing the layout of areas in games so I was able to work around this (I am far too stubborn to draw maps, however). I just don't understand why in-game maps were omitted when most other SNES games had them.
  • The ability to save your game is very limited in this game, which can lead to a lot of frustration and lost progress if you're not careful. Since I was playing via the Collection of Mana, I was really glad that save states were also an option.

Secret of Mana's strong presentation and personality helped a lot with this game's appeal and were just enough to balance out the gameplay issues to make it a decent experience. I can see why this game made such an impact back in the day but it doesn't hold up nearly as well as other 16-bit RPGs like Chrono Trigger, Final Fantasy 5 & 6, or Terranigma.

Score: ⭐⭐⭐
Completion Time: About 30 hours

In classic fantasy fashion, pulling the sword from the stone signifies that you are The Chosen One.

Unfortunately, being The Chosen One doesn't make you popular in this game.

The full party: Boy, Sprite, and Girl (they don't come with default names)

Every good SNES RPG needs some Mode 7 aerial travel. 

Wednesday, August 5, 2020

Nier Automata Review


2017 was a huge year for games. With the release of the Switch and behemoths like Breath of the Wild and Mario Odyssey taking up so much of my time, there were a lot of other great games that piqued my interest but ended up never making it into my queue. In fact, I even made a Missed 2017 Games list to help me keep track of all the games I wanted to circle back to in later years. Among these was Square Enix and Platinum Games' award-winning sci-fi action RPG Nier Automata. Finding myself with extra time to stay home and play games lately, this year turned out to be the perfect time to finally experience this open-world post-apocalyptic epic.

Background
Nier Automata set in the distant future thousands of years after a successful alien invasion has forced humankind into exile in space. The story follows two android soldiers, 2B and 9S, who are dispatched to Earth on a mission to reclaim the planet from machine lifeforms that have been maintaining control of the planet on behalf of the aliens. By playing through the campaign three times, players can experience this proxy war between the human and alien's respective robotic armies from the perspectives of 2B, 9S, and a third character that is encountered later.

Aesthetics
When you think about it, Nier Automata's setting is rather bleak, but I'm ok with that. There's something about exploring a crumbling post-human world, a world torn apart by a pointless war, that's deeply compelling: it's as beautiful as it is sad. It's an experience I wasn't entirely sure I would be comfortable with given current world events, but I'm glad I did it.

Nier Automata feels "directed" in a film-like sense during gameplay in a way that 3D open-world games rarely do. In many cases, this is accomplished by taking control of the camera away from the player to force a cinematic camera perspective.  The game's ability to adapt its mechanics for behind the back, side-scrolling, and overhead perspectives on the fly makes the whole thing feel remarkably smooth while still showing off major setpiece moments from the best possible perspective. Older pre-rendered 3D games like the Resident Evil attempted to have dramatic camera angles like this, but it would often have an awkward or jarring effect on the feel of the game.

The incredible musical score sets the tone perfectly: haunting, mysterious, sad, with just a little bit of wonder mixed in. The fact that the lyrics of the music are in a made-up language gives the world a mysterious alien quality even though it takes place on our planet. This dovetails nicely with the game's themes of returning to decimated occupied earth thousands of years after humans have left it behind. The strange multicultural mishmash language gives the sense that though this world was once the domain of humans like us, the humans of Nier's world were far removed from us by the passage of time.

Every movement the characters make has a distinct style. While I expected this to be the case during battles, it's kind of the norm for games with action combat, it was the personality injected into the more minor animations that really struck me; 2B and 9S have a way of turning simple actions like climbing a ladder or sliding down a sand dune into cool and flashy maneuvers. Each type of enemy also has a unique and vividly animated form of locomotion based on the configuration of their bodies; I particularly liked the bouncy and jerky movements of the stubby robots and the skittering of the insect-like machines.

Nier Automata's character and costume designs may feature very limited color pallets, but this ties them together in a cohesive yet very stylish way. The figures of 2B and 9S clad in black and with their eyes covered by blindfolds is bold and iconic. The one downside of this is that cut of 2B's outfit combined with the game's fabric physics and camera angles can lead to some "fan service" imagery in places where it feels inappropriate (anime fans will know what I'm talking about). Having a character's underwear being prominently featured in an otherwise serious scene detracted from the dramatic weight for me. I think this could have been avoided with a few minor tweaks that wouldn't have sacrificed much from the character's style.

Mechanics
Combat in Nier Automata takes the form of fast-paced real-time battles that play similar to a character action game with some RPG systems layered on top to make the action a little more forgiving. The mechanics work a little differently depending on which character you're playing. As a combat specialist, 2B wields two swords, gracefully flips through the air for aerial combos, and polishes enemies off with flashy finishing moves (imagine a simplified version of Devil May Cry and you get the picture). On the other hand, 9S, as a scout, only has access to a limited set of these combat capabilities but can make up for it by being able to hack into his foes to take them down from a distance. Hacking success is contingent on winning a shoot 'em up minigame similar to Geometry Wars. As someone who enjoys both character action games and shoot 'em ups, both of these mechanics worked for me and helped keep combat feeling fresh when playing through each character's routes.

Nier Automata uses 3D action combat, top-down hack-n-slash, side-scrolling, and shoot 'em gameplay in concert with each other to keep the action as fast-paced and stylish as possible. Amazingly, it juggles all of these and makes them feel natural. As someone who plays a fair amount of shmups, I thought some of these segments were a little too easy; I could often spot ways to cheese my way to victory. However, I'm thinking it was a deliberate design decision to lower the friction when switching back and forth between gameplay styles and to ensure no one mechanic creates a stumbling block for players. On the whole, it's very impressive the way this game manages to implement so many types of mechanics so effectively. 

To truly complete Nier Automata, you have to play through the campaign three times. Each time you experience a different character's route and gain new information and perspectives that make the whole story come together. While this is an interesting concept, I had mixed feelings about the execution. The first route, in which you play as 2B, is by far the freshest and most exciting from a gameplay standpoint because every enemy you encounter and area you gain access to is a new discovery; however, her story is somewhat unsatisfying. In the second route, you play as 2B's companion, 9S. Since these two characters spend the majority of the campaign together, 9S's route is largely a retread of 2B's route, but with a few new scenes interspersed throughout that provide more context to the story. The fact that 9S's mechanics differ from 2B's helps keep things from getting stale but I still couldn't help but feel like I was repeating a lot of scenarios I had already done in order to get a small amount of new content. The third route covers entirely new ground from the first two routes and provides the story with a conclusion that brings everything together, it's just a shame that it takes so long to get to it. I think it would have benefitted this game to abridge 9S's route so that more players would have made it the far more interesting third route. Based on Steam statistics, only about half the players that finish 2B's route end up playing through the third route. (My feelings about Nier Automata's three-route structure mirror my though's in my review of the similarly-structured Ys Origin.)

Nier Automata's save system is inconsistent. In the opening mission, which takes about 45 minutes to complete, you can't save your game at all. In other parts of the campaign, you must manually save your game at marked save points on the map. In other circumstances, getting killed doesn't result in a game over but revives you in a new body; you must then go find your previous body to collect any of the stat-buffing items you had equipped when you died. There's an in-universe justification for the save system's inconsistency that works from a narrative perspective, but it still led to some frustration on my part when I would wander into a high-level area by mistake and end up losing progress. I recommend that most players temporarily drop the difficulty to Easy in the game's opening mission to get the best experience.

Like any open-world game, Nier Automat provides plenty of opportunites to engage in sidequests. Most of these were pretty bland fetch quests, though the fact that they added to the lore, supplied considerable XP and crafting supplies, and provided an excuse to explore the world more made them worthwhile. It also helped that your side quest completion carries over each time you play through the campaign, meaning you can spread the sidequests out between routes to keep them from feeling too repetitive.

Conclusion
By combining a rich world, a strong sense of style, and a variety of gameplay styles that feel good individually and work even better in concert, Nier Automata's strengths far outweigh any of the game's minor negative attributes. The game is both aesthetically and mechanically an artistic achievement that deserves to be experienced by anyone that enjoys action RPGs and science fiction.

Score: ⭐⭐⭐⭐⭐
Completion Time: 48 hours (all three routes, medium difficulty, 82% sidequests completed)

Nature taking over urban areas is a common theme
Nature taking over urban areas is a common theme.

The creepy old amusement park was one of my favorite areas

Scrolling shmup gameplay

Geometry Wars-like hacking sequence

3D flying shmup battle


Monday, July 27, 2020

Chantelise Review


It's been pretty well-established on my Twitch channel that I'm a big fan of the Ys games. Last year when I was streaming Ys 4 Memories of Celceta, a viewer said "Wow, this reminds me of Chantelise!"; of course, I was immediately intrigued. Since then, the game has sat in my Steam wishlist waiting until a Steam sale and an opportunity to fit it into my queue aligned. This #JRPGJuly ended up being just the right time.

Background:

Chantelise is an indie action RPG by EasyGameStation (best know for Recettear An Item Shop's Tale). The game tells the story of two sisters, Chante and Elise, who have been whisked off to a fantasy world. Upon their arrival, Chante is turned into a tiny fairy and Elise finds out that she has been chosen to be this land's next sword-wielding hero. The structure of the game is very simple: with the exception of a small hub town used for buying supplies, gameplay consists almost entirely of tackling several dungeons that are selected from a map screen. Each dungeon is comprised of about five monster-infested rooms followed by a boss room. To beat a dungeon, players must be able to clear all the rooms and beat the boss in a single attempt. The game makes this a little easier by allowing players to practice each room and boss battle individually to prepare for their run through the whole dungeon. 

Pros:
  • The game's graphics combine large detailed 2D sprites and simple 3D environments. Imagine Street Fighter 2 sprites wandering around landscapes of Ocarina of Time's level of detail. I liked this combination of styles, but it's bound to be polarizing.
  • I really liked this game's unique magic system. Damaging or defeating enemies drops gems of various colors. Picking these up allows Chante to cast various magic spells. You can only hold six gems at a time and the quantity and combinations of colors you have completely changes the effect of the spells. This means the player must put some thought into which gems they collect and when to use them, thus providing much of the game's strategic depth. 
  • Chantelise's regular combat requires the player to stay on their toes and the boss battles present a very high level of challenge. When researching this game, I remember someone describing it as "anime Dark Souls" and thinking that they were making a joke. They weren't. Getting the hang of the combat took some practice but I found my eventual victories to be quite rewarding.
  • Considering how tough this game is, the inclusion of a practice mode was very wise on the part of the game designers. Getting to learn each room of the dungeon, and more critically, having a low-stakes way to master the boss battles, was very helpful for getting used to the combat system and being able to make progress through the story with reduced frustration.
  • While generally being combat-focused, the rooms of the dungeon contain puzzles and secret items that are mostly optional. Looking for these secrets was fun, though some of them were so obscure that I had to resort to using a guide to find them.
  • Chantelise's dialog features some great comedic writing. I laughed out loud on several occasions when reading it during my Twitch streams of this game.
Cons:
  • Music in video games is very important to me. Chantelise features some good individual pieces but there is little consistency in how they are used. One issue that stuck out to me like a sore thumb was that the boss battle music continues playing after the fight is over. It's very jarring to be reading "Yay! We won!" dialog while still hearing intense battle music.
  • Between the game's simple structure and the need to practice each dungeon prior to making a final run, the game can feel repetitive after a while.
  • Moving a 2D sprite character through 3D polygonal environments can create some depth perception issues when landing jumps or trying to evade enemy attacks. After a little while, I managed to get used to it but it still felt somewhat imprecise.
Being a pretty popular game genre, I can often give blanket recommendations when I find an action RPG that I enjoy. In the case of Chantelise, it's not quite that simple. This game's narrow scope, considerable difficulty, unique mechanics, and cutesy graphics make for a highly unusual combination of characteristics that won't appeal to everyone. However, as someone that plays a lot of RPGs, I found what Chantelise had to offer was a refreshing break from the type of experiences the genre usually provides.

Score: ⭐⭐⭐⭐
Completion Time: 17 hours, 32 minutes

Note: This post is part of the Chic-Pixel community's #JRPGJuly event. For more info and their full list of events, check out this page: Community Game-Along Master List 2020



Monday, July 20, 2020

Final Fantasy 15 Review


As I mentioned in my Final Fantasy 1 review, I've been slowly working my way through Square Enix's Final Fantasy franchise over the past 15 years. Now that I'm mostly caught up, I was pretty excited to see what Final Fantasy 15 would do with cutting edge technology and all the lessons learned over the past 14+ entires. I had initially planned on picking the game up as soon as it became available on PC. However, the more I heard about its convoluted release schedule, which included multiple expansions that were still in development at the time, I found myself repeatedly kicking the can down the road. Eventually, the complete Windows version ended up being released via Xbox Game Pass.

Overview
Final Fantasy 15 represents a considerable departure from the previous entries in the series, both in terms of gameplay and aesthetics. With real-time action combat and a setting that more closely resembles the real world than the fantasy and sci-fi locations of its predecessors, FF15 goes to considerable lengths to redefine what a Final Fantasy game can be. The story focuses on Prince Noctis and his three bodyguards who are on a road trip to retrieve a set of ancient sealed weapons that they need to liberate their kingdom from an invading empire. This review is based on the PC version of the game that was released via Xbox Game Pass. 

Pros
  • As you would expect from a game that spent 10 years in development and had a seemingly limitless budget, FF15 is a beautiful looking game. The downside of this is that it's pretty demanding on your hardware. My PC handles most games without issue on the higher graphics pre-sets, but for this one, I had to tweak the individual settings to get an ideal balance of visual quality and performance.
  • FF15's action combat is really cool. I found it was both fun to execute and looked stunning. I especially liked using Noctis's warp strike move, which reminded me of Night Crawler from X-Men. Sometimes the input response time and hit detection felt a little off, this is certainly no Devil May Cry, but I generally had a smooth experience pulling off fancy acrobatic moves.
  • Dungeons in FF15 have a nice sense of atmosphere to them; they legitimately feel like dangerous monster-infested environments rather than just mazes to get in between the player and some treasure.
  • I initially didn't like Square Enix's decision to go with an all-male party for FF15. However, the themes of brotherhood, the nature of male friendship, and family were covered on a level that proved to be far more engaging than I expected. There are also a few interesting supporting female characters as well, but I wish that they had gotten more screentime (more on this later).
  • The game's dialog features strong vocal performances in both English and Japanese.
  • Being a game about a road trip, upgrading and customizing your car is something your characters can work on between larger story beats. I'm not a car guy but still had fun playing around with different paint jobs and upholstery colors.
  • While the overall plot can be uneven, I found the lore and world-building that was woven into it to be pretty interesting.
  • When I heard that Yoko Shimomura was composing FF15, I wasn't quite sure what to expect. She is one of the all-time great composers for her work in games like Street Fighter 2, but how would she approach composing an RPG? I'll say right now that any of the doubts I had were completely unfounded. She knocked it out of the park with FF15's score which is full of varying styles and sounds that were always effective at setting the mood of each scene and locale.
  • FF15 makes a pretty bold design decision that was bound to split the fan base. The game begins with an emphasis on open-world exploration but a little more than halfway through, the structure becomes almost completely linear as the story ramps up toward the climax. For me, this design decision worked out very well. Once I had gotten my fill of exploring and sidequests, I was ready to see how the story would end and was thankful that the game provided me with a direct route to do so without inserting any unnecessary filler just to pad the game's running time (something that many RPGs seem to love to do). Considering this structure is pretty much the exact opposite of Final Fantasy 13's, I'm thinking FF15's design was the product of lessons learned from that game. 
  • The game's story, world, and music come together to create something that has a sad, yet hopeful tone. I found this very compelling.

Cons
  • It may be a road trip game, but driving the car is not very enjoyable. Instead of driving it myself, I just made one of Notis's AI-controlled companions, Ignis, do it. While Ignis drove my characters to the next waypoint on the map, I would usually divide my attention between admiring the scenery in the game and checking my email on my phone in the real world.
  • Being a mostly open-world RPG, there is no shortage of side quests to complete. However, these tasks don't feel meaningful; they're mostly just busywork. I would have preferred to see side quests categorized as major and minor, with the major ones having their own stories (similar to how side quests are handled in The Witcher or Xenoblade).
  • Final Fantasy 15 features product placement with several real-world brands (e.g Coleman, American Express, and Cup Noodle). In some cases this was supposedly done to make the game world feel "more realistic" and in other cases, it's used for humor. To me, it mostly just felt tacky. I'm hoping it's not a trend that continues into Final Fantasy 16.
  • While most of the game's female characters are unfortunately sidelined, I found the most prominently featured female character to be kind of troubling. The road trip boys' on-call mechanic, Cindy, has a design that is so blatantly pandering to teenage boys that it comes across as silly. Her mechanic's uniform looks more like something from a sexy Halloween costume catalog than anything even remotely resembling something someone would wear while fixing a car. In a game that generally strove for more grounded character designs than previous Final Fantasy entries (Notis and pals all wear simple black shirts and pants), Cindy looks completely out of place.
  • The biggest issue with FF15 is the one that made put off playing it to begin with, its disjointed delivery. In order to make a sensible story out of Final Fantasy 15, I had to watch a feature film, a series of anime shorts, and play through several DLC packs on top of the 40+ hour main game. Exacerbating this issue is the fact that events of the DLC take place during the main campaign but are not at all integrated into the game; DLC can only be accessed from a separate menu on the title screen. To get a complete experience, I had to research when in the story each DLC chapter took place so that I knew when I should pause my main campaign progress and switch over to the DLC menu. All of this content really should have been in the game from the start. The fact that it takes so much effort on the player's part to assemble all these components makes it seem like the whole FF15 project was mismanaged.

As an avid Final Fantasy fan, I was able to get a very enjoyable experience out of FF15 but it took a considerable amount of work on my part, synthesizing its disparate content and overlooking a few unfavorable parts. There is an interesting story to unravel, expansive world to explore, and fun gameplay to be had here, but you, as the player, have to be committed and receptive to it in a way that few other modern games require. For me, jumping into Final Fantasy 15 with both feet ultimately proved to be worth my time and satisfying but I couldn't help but feel like it could have been so much better with a more focused vision.

Score: ⭐⭐⭐⭐
Completion Time: 42 hours for the main campaign + 7 hours of DLC

Note: This post is part of the Chic-Pixel community's #JRPGJuly event. For more info and their full list of events, check out this page: Community Game-Along Master List 2020


Road trip boys in the car
You take a lot of scenic car rides in this game.

Gondola rides
It's like every city in Italy all mashed together.

Cup Noodle shop
Final Fantasy 15, presented by Cup Noodle

Gladio loves Cup Noodle
Before you get uncomfortable, he's talking about his first time with Cup Noodle.

mid-battle screenshot
This is what it looks like when you get wrecked by a boss.

Campfire scene
Camping provides quality bro bonding time. (Brought to you by Coleman)

Chocobo riding
Since they all wear black outfits, I thought they should at least have colorful chocobos.

Ironically, I think the sexy Halloween costume is more practical clothing for auto repair than Cindy's outfit.

Monday, July 6, 2020

Final Fantasy 1 Review



Back in the late 90s, my lifelong love of Square Enix's iconic Final Fantasy series began when I got hooked on Final Fantasy 7. It quickly became a long term goal of mine to play every mainline entry in the franchise and I've been working my way outward through the series ever since. Having nearly completed that goal now, I find myself at the extreme ends of the franchise: FF1 and FF15. This week I'll be reviewing Final Fantasy's origin point; my next post will cover its most recent entry.

Overview:
Final Fantasy is a turn-based fantasy RPG that was originally released on the NES. It tells the story of four warriors on a quest to restore balance to their world by reactivating four magic elemental crystals. Final Fantasy has been ported and remade on a variety of platforms over the past several decades.  This review is specifically based on the Android version of the game, which I received for free by using Google Play promotional credits.

Pros:
  • All the core elements of Final Fantasy gameplay and themes are here. It was an interesting experience to see the genesis of concepts that Square Enix has iterated upon over 15 times now.
  • Considering this was originally an 8-bit game, it features surprisingly rich music with nice arrangements on mobile.
  • The remastered graphics look pretty good and display nicely on a cellphone or tablet screen. The style is a little different from the original 8-bit game, but the designs are still all easily recognizable. 
  • With the exception of landing the airship on small pieces of land, I found that I had no difficulties with FF1's touchscreen controls.
  • Some of the NPCs say bizarre or amusing things. This injected some humor into an otherwise pretty dry fantasy story.
  • Without spoiling anything, I'll just say that the conclusion of the story was far more interesting than I expected it to be. 

Cons:
  • While there is some interesting lore at the very beginning and ending of the game, FF1's story is pretty sparse.
  • The dungeons in this game are quite long and feature very high encounter rates; at times your character can only walk about 5 steps between battles. This can make completing dungeons a test of patience.
  • FF1 could have benefitted from an auto-attack feature like the mobile version of FF4 had. A feature like this makes playing a mobile turn-based game more comfortable and convenient.
  • There is little depth to the strategy of FF1 combat; I mostly breezed through it mindlessly with the exception of the final boss difficulty spike.
  • On Android, FF1 requires a DRM check (anti-piracy measure) every single time you launch the game. This makes this version poorly suited to playing while traveling since you can't get past the DRM check if you don't have a signal (such as when on a plane). Measures like this make a worse experience for paying customers just to potentially prevent a few people from stealing an $8 game.
  • At the time I began my playthrough of this game earlier this year, the FF1 app wasn't capable of multi-tasking, meaning there was no ability to open a guide or anything else on your phone without resetting the game (and thus initiating the DRM check again). Apparently, this was fixed in a patch very recently, but the fact that this issue went unaddressed for many years doesn't reflect well on Square Enix's mobile support. In fact, even now the listing for the game in the Google Play Store includes a warning that there may be compatibility issues with the more recent versions of Android.
FF1 on Android suffers from some limitations that can make playing the game inconvenient. However, once you're actually in the game, the gameplay has been adapted well to the mobile format. As to FF1's content more generally, I think this game is worth playing for people interested in Final Fantasy or JRPG history but the gameplay and story are so basic that I would primarily only recommend it to players who are already invested in the FF series or are avid retro gamers.

Score: ⭐⭐⭐
Completion Time: 16 hours and 30 minutes

Note: This post is part of the Chic-Pixel community's #JRPGJuly event. For more info and their full list of events, check out this page: Community Game-Along Master List 2020

In context, this dialog eventually makes sense.

The battle artwork looks pretty cool and the menus work well with a touch screen.

Based on how often you're greeted by this screen, you would think the financial stability of the entire Square Enix corporation rests on the sales of this one cheap app.


Monday, March 30, 2020

Bravely Default 2 Impressions


As someone who is a massive fan of Final Fantasy 5, its successor series, Bravely Default, has been recommended to me countless times. However, every time a game in this series is brought up, there's always some kind of caveat like "This game is great, but that second act is a doozy!" or "That game improves on some aspects of the original, but downgrades in other areas." As a result, I've been waiting for an ideal jumping-on point for this franchise for a while. When I saw in the recent Nintendo Direct that a demo for the newest game in the series, Bravely Default 2, was available, I figured that the time had finally come to get on board.

Background
Bravely Default 2 is a turn-based RPG in the style of classic Final Fantasy and Dragon Quest games. One of the game's defining features is a job system that lets each character mix and match skills from a variety of classes. The demo features four classes: White Mage, Black Mage, Vanguard (knight), and Monk. The other major feature is the "Brave" and "Default" system that allows you to take extra actions in one turn at the expense of subsequent turns; which creates a risk-reward dynamic to the battle strategy. Despite its somewhat misleading name, Bravely Default 2 is actually the third game in the series and begins a new story with different characters than the previous games.

Pros
  • I found the game's graphics appealing, both in terms of art style and use of textures. The very detailed textures on somewhat simple-looking stylized character models made the gameplay and cutscenes look they were being enacted by dolls being posed in a playset. I thought it was kind of a neat look.
  • The game has nice battle animations that are distinct for each character and enemy. It's impressive considering how many types of monsters you're likely to encounter.  For example, I like the way defeated enemies slump over and collapse; in most games of this type, they would just fade away.
  • On the topic of the doll-like quality of the game's graphics, I had a lot of fun playing dress-up with my characters; each character has a special costume for each class. I spent several minutes in the Job menu cycling through the classes for each character just to admire the costume designs.
  • No two characters in the main party speak with the same type of accent. I like this voice casting decision because it conveys that the characters come from a multicultural world.
  • The FF5-like job system has the potential to be a lot of fun, especially later on once more than four classes are available. 
  • The music in the demo features pieces influenced by classical music, traditional Middle Eastern music, and rock. It was effective in giving the impression that the final game will have a great score.

Cons
  • The game's user interface can be a little unclear or inconsistent in layout. I sometimes felt like it was hard to display the info I needed both in menus and during battles.
  • Bravely Default 2 eschews traditional random battles for having enemies visible on-screen. The problem is that the enemies respawn too quickly; after defeating an enemy, all I would have to do is walk a short distance and then turn back to find that same enemy was alive and well again. Usually, the nice thing about having on-screen enemies is the ability to clear a room and explore freely; this demo did not allow me to do that, which I found frustrating. 
  • After coming out of a battle, other enemies in the area can engage you immediately. I had many situations where I had to fight multiple groups of enemies consecutively without a break, making the effective frequency of combat higher than what it would have been with random encounters.
  • By far the biggest issue with this demo was its extremely imbalanced difficulty level. Just to make a modicum of progress into the dungeon in the demo's quest, I had to grind for a considerable amount of time. After playing for several hours, I managed to make it to the dungeon boss only to find that I could barely deal any damage to him; I would likely have to grind for several more hours just to be able to finish this demo, which just didn't seem worth it to me.
Ultimately, this demo had the opposite effect than what was intended; it made me feel less inclined to pick up the full version. Why would I pre-order the full game when the demo was so discouraging to play? Since there seemed to be potential in the game from an artistic and mechanical standpoint, I'll probably give it a second look if reviews indicate that the final game has been drastically rebalanced to offer a less grinding-focused experience.

The demo warns you that the difficulty has been turned up "a little higher", but to me this seemed extreme.


I found the dialog in the demo to be fairly entertaining.


Be prepared to spend a lot of time staring at the battle screen if you decide to play this demo.

Sunday, August 25, 2019

Tales of Symphonia Review


While it didn't quite make my original list of gaming shames, getting into the Tales series has long been on my to-do list. After all, it's the number #3 JRPG series (after Final Fantasy and Dragon Quest), so it represents a pretty big hole in my gaming experience as an RPG aficionado.

I consulted with a lot of Tales fans to find out where I should start this prolific series. The responses I got varied wildly; often one fan's favorite entry would be a game another fan despised. However, almost no one seemed to object to the 2004 GameCube hit, Tales of Symphonia. It also helped that the remastered version was on sale on Steam for $5. 😁

Background:
Tales of Symphonia is a fantasy action RPG that uses a combo-based combat system, similar to a fighting game. The story follows Lloyd, a teenage boy serving as a bodyguard for his childhood friend. Collette, who has been selected to go on a cross-country religious pilgrimage. While this game is a part of the long-running Tales series, its story is completely approachable on its own.

Artistic Qualities:
  • This game went the extra mile with character design. Not only are the main characters all a distinct cast of anime people, but even the most basic enemies have detailed models and unique animations. Part of the fun of entering a new dungeon was seeing what new monsters I would encounter.
  • The characters, while fairly tropey by today's standards, are well developed and likable. The dialog is generally solid but at times can be a bit too chatty, especially considering the huge volume of dialog in the game as a whole. 
  • The story has interesting themes; it heavily focuses on discrimination and WW2 allegories while also mixing in some Norse mythology and sci-fi. The tone, however, is all over the place. At times the game jumps back and forth between grim drama and very light anime comedy. It was often jarring but did keep things from feeling stale.
  •  I tried my best to keep up with Symphonia's lore and backstory. After a while, I began to feel like the game's writers made it complicated for the sake of being complicated (there are lots of alliances and betrayals, secret organizations, conspiracies, etc).
  • There are fully voiced story-centric cutscenes as well as dozens of text-based support conversations. Sometimes after a long cutscene, it was frustrating to immediately get pushed into several additional heart-to-heart scenes in which the character reacted to the major events of the previous cutscene. Many of the support conversations were amusing but sometimes felt like too much.
Gameplay:
  • This game has a very smooth difficulty curve. While there were a few bosses I had to try more than once, I never once had to grind. As those who have read my previous RPG reviews probably know, this type of balanced difficulty is something I highly value.
  • Symphonia's battle system is fast-paced and mostly fun but has little strategic depth. Most enemy encounters, even boss battles, are just a matter of spamming your best combos and healing. I could see a lot of players liking the combat's simplicity, but for me, I would have liked something with a little more substance in a game of this length.
  • This game featured lots of systems that I barely used. For example, you can cook food and have characters get assigned special titles. Whether or not I used these seemed to be of little or no consequence.
  • Symphonia's campaign offers a few sidequests but is a mostly linear experience. That worked out well for this game; I liked feeling that I was always making progress (especially since I streamed the whole game on my Twitch channel).
  • Like many older JRPGs, you can only save on the world map or a few specific save points. In dungeons, save points have to be unlocked using an item called a Memory Gem. Each dungeon has one Memory Gem that is dropped by one random enemy somewhere in the labyrinth. The game designers probably set this up as a way of ensuring that a player thoroughly explored the dungeon and had reached the necessary character level before advancing. However, I found this frustrating if I needed to stop playing mid-dungeon and couldn't find the Memory Gem. 
  • I really liked how dungeons featured puzzles instead of just combat and treasure. Not all the puzzles were executed well, but I generally liked what they were going for.
Conclusion:
As I got into the game's later acts, I was feeling like the campaign was padded to be much longer than it needed to be. However, as Symphonia's credits rolled and I reflected on the 50+ hours I had spent with the game, it still left a positive impression; it was certainly a fun ride overall. It'll probably be a while before I play another Tales game (next year at the earliest), but I can see why this series is so popular and I will certainly return to it someday in the future.

Score: ⭐⭐⭐⭐
Completion Time: 56 hours, 27 minutes (main campaign and a few sidequests)

Note: Streaming a full Tales game, as I did with this one, is a big commitment. It took almost four months of streaming nothing but Tales of Symphonia every week in order to finish it. I will likely stick to streaming shorter games from now on.

Acknowledgment: This post is part of the #Blaugust2019 event held by Tales of the Aggronaut. For more info about Blaugust, check out this article.






Wednesday, July 17, 2019

Final Fantasy 13 Review


In my quest to play every Final Fantasy game, I was particularly excited to try Final Fantasy 13 because it's one of the most divisive entries in the series. Now that I've finished the game, I can see why that is: even my own feelings on 13 are very conflicted.

Structure:
Final Fantasy 13 presents a distillation of modern Final Fantasy: the game is broken into 13 chapters, each of which consists of battles, cut scenes, and short walks in between. The level design is almost completely linear with little opportunity for exploration. There are no NPCs, towns, and very limited side quests. 

The bright side of this linearity is that that for the first 10 chapters of the campaign, the game always knows exactly which items, characters, and abilities you have at any given moment. This makes for well-balanced boss battles that are challenging and strategic yet require no grinding or item farming to come out on top. This linear design also makes the pacing of the game feel fairly quick since you're always making forward progress in the campaign. The negative side of the linear structure is that once you've fought every possible permutation of a given area's enemies, the gameplay is essentially a rinse and repeat cycle until you reach the chapter boss. As a result, I found myself excited to start a new chapter to see a new area and encounter a new mix of enemies (as well as advance the plot), only to start getting bored around the chapter midpoint as the game became repetitive again.

In Chapter 11, the game attempts to change things up by introducing a few non-linear areas to explore. This initially feels very freeing and dovetails nicely with the game's themes of free will and fate (more on that later). Unfortunately, this freedom comes at a heavy cost to the game's pacing and balance. The non-linear areas introduce the opportunity to take on sidequests in the form of hunts (i.e. taking down a specific type of enemy). The problem with this is, after spending 35 hours to get to this point (much of which was spent in battle), the prospect of taking on entirely combat-based sidequests was not particularly appealing to me. Since the non-linear areas and sidequests increase opportunities for grinding, the game makes enemies, especially bosses, extra spongey going forward to compensate. This dragged battles out and slowed the game's pacing to a crawl. By the time I neared the end Chapter 11, I was so burnt out that I ended up dropping the game difficulty to Easy and activating a few cheats to shorten or skip battles so that I could speed through the rest of the game and get to the ending.

Systems:
Regarding the battle system itself, FF13 uses an interesting sped up variant of the Active Time Battle (ATB) system from previous games in the series in conjunction with a unique take on class-based strategy. The AI controls all but one character in the party, so much of the control the player has comes in the form of mid-battle character class changes (think a fusion of FF10-2 and FF12). By changing between different sets of classes called Paradigms, your party can switch between offensive and defensive tactics nearly instantaneously. Observing the enemy to time your tactical transitions and selecting the right combinations of classes for your Paradigms is the core of the battle strategy. The game initially restricts the characters and abilities you can use, which makes battles feel kind of dull, but once the combat system opens up (in about the 3rd chapter), I found this system to be one of the most engaging in the series, at least for the first 35 hours or so. 

Spending so much time with this battle system got me thinking: With a timing and speed-based ATB system, is rapidly navigating combat menus really all that different from an action-based system? I wonder if a similar line of thinking is what lead the FF series to true action combat in later entries such as 15 and 7R. The other thing that struck me is that the way this game focuses heavily on combat and gives you a star rating after each encounter, I couldn't help but be reminded of Mobius Final Fantasy, which debuted smartphones a few years after the release of this game.

Final Fantasy 13's other system is its character upgrade system. Instead of earning XP and money from battle, spoils come in the form of crystal points (CP) and crafting materials. CP is a pretty straight forward system that unlocks stat increases and abilities along a skill tree for each characters' classes (similar to Final Fantasy 10). Crafting, however, is a needlessly fiddly system that involves dumping monster claws and minerals and such into your weapons to level them up. Often this involves using hundreds of craft items or combining them via trial and error to see what yields the most upgrade points. Using crafting materials in a suboptimal manner could mean having to grind for more crafting material later on to fully upgrade a handful of your preferred weapons in preparation for the endgame. I found this to be so tedious that I largely avoided it for most of the game. When I broke down and used cheats in Chapter 11, I gave myself unlimited crafting supplies so that I could knock out all the upgrading in one shot and not have to deal with it again.

Artistic Qualities:
Final Fantasy 13 drops you straight into the story with very little in-game explanation of what's going on. The game also throws lots of jargon at you from the get-go. The game's way of bringing the player up to speed is that after every cutscene, a "datalog" in unlocked within the menu screen. These text documents explain the backstory of each character, define terminology, and provide context for the story. I can't really decide how I feel about this "watch the lecture and then do the homework" format. Would I have preferred lengthy scenes of characters standing around explaining things to each other, or an omniscient narrator offering context before each story beat? Not really, but I still have to image a more elegant solution exists.

The crux of the story is that our heroes have been tasked by a god-like being to destroy the world; if they fail to comply they will be turned into mindless zombies. From there the characters spend the rest of the adventure struggling with their fate while on the run from the authorities that are aware of their divinely-assigned task. Each of the game's six characters also has their own personal struggles that cover topics such as family discord, prejudice, and revenge. The characters are fairly one-note and the execution of both the larger and smaller stories can be pretty clumsy at times, but I still found myself generally invested in each cutscene and interested to see what would happen next.

In terms of aesthetics, Final Fantasy 13 is visually and aurally stunning. Even though this game is nearly a decade old, it offers some incredible vistas in-engine and pre-rendered cutscenes that I could only describe as resplendent. I never would have guessed I'd be mashing the F12 (screenshot) key nearly so frequently in a game of this age. The music may be less varied than some earlier Final Fantasies, but the main pieces that play throughout the game sound great and this game's battle theme stands as one of my favorites in the series.

Conclusion:
Final Fantasy 13 presents itself as a streamlined Final Fantasy experience but still takes over 50 hours to complete. The combat, graphics, and music are all high quality and could have easily sustained a 20-30 hour game, but are just not substantial enough to keep a game of 13's length engaging the whole way through (as evidenced by the shortcuts I felt compelled to take). As a Final Fantasy fan, I felt like playing this game was still a worthwhile experience and would recommend that other fans give it a shot with an open mind. However, to general RPG fans, I'm not sure Final Fantasy 13 offers what they would be looking for.

Score: 
Completion Time: 54 hours

Note: With this game completed, I now only have Final Fantasies 1, 2, 14, and 15 left. I will likely play 1 next since I like to alternate between retro and modern entries. At this point, I'm not sure if/when I'll play the direct sequels to FF13. I would be curious to hear what readers who have played the FF13 sequels think of them.






Monday, July 1, 2019

Cris Tales Impressions


 As I had mentioned in one of my E3 posts, one of the games that came out of nowhere and caught my eye was the indie RPG, Cris Tales. Since a demo became available on Steam during the expo, I made a point of downloading it and giving it a shot while it was still fresh on my mind.

Overview:

Cris Tales is a turn-based RPG in which the main character, Crisbell, works to prevent a calamity from striking her town by using her powers as a Time Mage. Cris can see the past, present, and future at once and manipulate one time period to affect the others. This ability can be used during combat as well as during interactions with NPCs and the environment.

Observations:
  • I love this game's art style. It's a nice hybrid of anime and the illustrations in a kid's storybook. The way the game visually divides the different time periods on a screen is a pretty neat effect. The game also does a good job of working its 2D designs into 3D environments.
  • The animation looked a little choppy. I'm not sure if this is a style choice or a limitation of this early build of the game. I have a fast PC and was running the game on the low settings, so I don't think it was a performance issue.
  • Combat is turn-based but also allows for timing-based button inputs to get critical hits (similar to the Paper Mario series). I think this has the potential to make battles more engaging, but I found the timing to be hard to judge. This may be due to the choppy animation.
  • Using the time manipulation powers could lead to a lot of interesting possibilities in the full game. At one point in the demo, Cris sees that two NPCs homes will collapse in the future but only has the resources to save one of them with her time powers. The game makes it clear that who you choose to help will have consequences later. I'm curious to see how this will play out in the full game and what the true scope and impacts of decisions will be.
  • In battle, the use of the time powers is usually pretty straight forward. Against standard enemies, you can increase or decrease their age to make them weaker. The boss in the demo, however, exhibits puzzle-like elements in battle. In this case, the foe is wearing impenetrable iron armor, but if you get it wet and move forwards in time, it will rust, making the enemy vulnerable. I'm interested to see what other kinds of time puzzles the full game will incorporate into boss battles.
  • I had mixed feels about the story and dialog. Some of writing was entertaining, but I kind of felt like the characters were over-explaining things or talking down to the player. However, since this game seems to be going for a kid-friendly vibe, it could just be that I'm much older than the target audience for this game. Cut scenes are fully voiced but sounded a little stilted. I suspect this is because the game requires the player to press a button after each line of dialog, which adds extra pauses (Octopath Traveler had a similar issue). An auto-play option in cutscenes would definitely be nice.
  • I played this demo on PC, but I think this game would be a good fit for Switch, so that will probably be my platform of choice if I end up getting the full game when it releases.
I came away from this hour-long demo really impressed by its art and intrigued by the possibilities its mechanics present. While I have some reservations about the story, I think it could improve as the game progresses.  Cris Tales is slated to come out sometime in 2020, so I'll be sure to check in on it again then.

If you're interested in trying the demo of Cris Tales for yourself, you can find it on the game's Steam page.