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So I continued Dragon Quest VIII after a break of a few days. Or is it more like a week? I think I'm nearly done now.

Much to my surprise, I've been met with a string of puzzle bosses. I don't recall these ever being a thing in other entries, but I could easily be forgetting. Cap'n Crow does one thing, and it's pretty damn effective, but figure out how to play around it and that's it. I wouldn't want every fight to be like this, the unpredictability of DQ combat is kind of the point, but it was an interesting concept to explore. Then I got to Empyrea. That fight was a complete mess. My first attempt I was destroyed by confusion, my second played so cautiously around this that my party fell apart trying to survive, and I only barely pulled off a win by calling in my monster team with only the hero left standing. I could definitely have refined my strategy more and theoretically done better on a third attempt, but I was just glad to see the back of her. I honestly got insanely lucky the second time around, I was only hit with confusion twice and it was on one person each time.

I was worried going into the dungeon immediately after since I didn't stop to heal or anything, but that boss was a huge breather. He could hit hard, but that was about it. He never even dispelled my buffs! I did the Dragon Graveyard sidequest after this, and that boss was even more of a breeze, since at this point I think I was pretty overleveled for it. Now that I have access to Metal King Slimes, the rest of the game is not going to pose much issue.

There were some cool sequences in here, like the prison (though I find the idea that they could actually capture and contain a party with powerful magic and a key that can open any door by putting them in a hole with one buff guy guarding them really stretches belief). The floating castle was another big similarity with DQXI, but this too was pretty interesting to go through, and I was so overleveled that it was a leisurely exploration with Holy Protection.

Now I'm on a hunt for some heretofore unmentioned plot devices to destroy a barrier. As much as I'm glad they didn't make me explore the laziest dark world of all time in its entirety for a second act to the game, I'm not sure whether or not I want it to just be over at this point. On the one hand, they're really drawing out the conclusion. On the other hand, I don't know if we've actually built to a satisfying conclusion. The game suffered throughout from the sheer predictability of its overarching narrative. It's usually minimal in Dragon Quest, but there's more focus put on it here than usual, and as soon as you know what's going on you can see exactly how it's gonna play out. Chasing the villain around the world utterly failing to ever actually stop him from doing anything. The one disruption comes from actually beating Dhoulmagus, but then as soon as Leopold gets the staff it's unfortunately right back to the status quo. So I just get this sense like there's something still missing, but maybe that's just DQVIII.

Having been to all of them, I have to reiterate that the towns of all things really suffered here for some reason. There were a few cool ones, like Pickham or the snow one, but the vast majority are so tiny and forgettable. I wonder what happened there, it's not like the dungeons are smaller and less complex than the older games too or something.

Also, I have to bring up how this is surprisingly clunky to play for such a recent port of a relatively modern game. Why do I need to move with the circle pad and use the D-pad for menus? And the camera is pretty bad for similar reasons, plus how it coming into physical contact with the world can knock it out of whack. I keep forgetting the Equip menu is super fucked for some reason too and accidentally try to use it only to immediately regret selecting it.

I try to access the party chat decently often, but there's only so far that will go in this game. I fucking love party chat, but VIII and XI nerf it from its former glory to mostly being the characters talking about what just happened in the plot and reminding you where to go, like a bunch of Navis with personality. Tatls, then.

None of the party members besides Yangus have really grown on me over time. There's a reason he got the spinoff. Even the devs seemed biased towards him. I feel like he gets way more dialogue than the others, and he's always the one who has a back and forth with Trode. Trode hardly ever interacts with the other two.

Oh, right, four technically. I wrote this whole thing and forgot to even mention the 3DS exclusive characters. From a writing perspective, they really aren't worth mentioning. They're pretty one dimensional, especially Morrie, whose entire personality can be summed up in the words "PASSIONATE" and "Italian". I swapped Yangus out for Morrie after I got him because Yangus basically carries for the first half of the game with high stats and then immediately craters once the other characters can actually do something while he doesn't get any good abilities to keep up. Ironically, using Morrie has made me much more reliant on Tension in these later fights against bosses who can instantly dispel it whenever they want. By the way, it's a little weird how Red becomes playable right after the game points out that she isn't good at fighting compared to your party. Really selling us on using her there! I don't think she's actually even bad either...

So, Angelo is a fuckboy, and not an especially charming one like Olivier in Trails in the Sky. I kind of like that he's actually horribly messed up by his upbringing and his persona is transparently a two-faced coping mechanism to give him an outlet for his bad home life. Despite everything he's trying to do the right thing anyway, but that doesn't necessarily make him likeable. If you came out and your parents disowned you, Angelo would help, but he'd casually call you slurs when you weren't in the room. His highlight is definitely his emotionally complicated relationship with Marcello, but he mostly talks about poker or smelling the pheromones of women.

Jessica has a party chat line in the Dragon Graveyard where she tells Carrie to make up with her brother after this is over, and Carrie is just annoyed and tells her to butt out and where does she get off treating her like she's her mother? This is the kind of subtle, thoughtful, "show don't tell" character writing that makes Dragon Quest so great in a genre full of characters who all stop to emptily react to every event, talk in circles constantly rehashing the same points, and repeat the same unfunny gags ad nauseum (which were already unfunny when some anime first used them 30 years ago).

Of course, I say that, but an indirect expression of how her brother's death impacted her is probably the most nuance Jessica has been given the whole game. Jessica as a character talks about the subject of revenge a lot, and I'm not exactly sure if she has anything else going on? She seems frequently pessimistic? But man, I think this is the low point for the series' treatment of female characters. I hope it is. Because Jessica as a sex object is what she really seems to be about.

Jessica gets it so much worse than Jade did, and Jade didn't have it great. Her design alone is pretty bad in-game. I mean, I knew she had cleavage, but it's like, really out there, and she jiggles whenever she moves. There's this weird, uh, gameplay and story segregation surrounding her sexiness, which is a sentence. In addition to three weapon trees and fisticuffs, each character has an exclusive skill tree which basically represents their main trait. Jessica's is Sex Appeal, which is generally about realizing her sexiness and weaponizing it. And she wouldn't be the first whip-wielding over-the-top horny-sink dominatrix character in a JRPG or anything. Trails in the Sky had one of those too! Except that wasn't where they took it at all. She's actually fairly serious and no-nonsense, nothing about her behavior is provocative and she's just wearing a dress that doesn't fit her right. A character who uses sex like that is probably the number one thing I actually don't trust Dragon Quest to write based on its track record, but Jessica is just an exploitative mess without internal consistency.

I thought XI was for sure the worst in the series about sex, but it was mostly just unfunny, this one actually veers into being kind of gross about it. There's a ton of boy's club stuff in the middle part of the game, including that one area in Baccarat that's one step removed from being a strip club. There's some leering, this one guy keeps calling her a bimbo... Just really ramping up the amount of passive moderate sexism.

Lastly and not really least, there's Trode. I think this is the first time the series did a non-combatant party member like this, and he's got more going for him than most of the combatant party members. I mean, he'd better; as impotent as he is he's really the one driving the plot, and the subtitle is Journey of the Cursed King and everything.

There's a weird sort of dissonance to kings (and specifically kings, though I suppose it applies to the occasional queen as well) in Dragon Quest, maybe it's just a me thing, but normally they don't get a lot of screentime anyway so I've never given it a lot of thought until now. It's got to do with how, in Dragon Quest, the king is always Just Some Guy. There's usually at least a little decorum, it's rarely the case that they're actively trying to make him a ridiculous character, but they just lack the kind of formality and seriousness the king has in Zelda or something. The king in Dragon Quest is very literally approachable. You can just go up and talk to him, he's just hanging out in his chair, even if he's swamped with responsibilities or facing a crisis he's usually still weirdly down to earth and reasonable for a guy coming from a bloodline wielding absolute authority.

Anyway, this makes it all the stranger when the two seemingly mutually exclusive concepts of the king being a funny little goblin man you're traveling with and the whole weird-ass arranged marriage situation subplot collide. That's such a strange fairytale justification for a political situation that we get to see a relatively grounded perspective on. "Our parents couldn't be together, so wouldn't it be romantic if our children married in their stead?" I guess it's the sort of thing these silly Dragon Quest kings would come up with, but reality sure isn't lining up with their romanticism. I feel like Dragon Quest often does run on that kind of logic though, so I'm not sure if this is intentional subversion or...

Thing is, Trode is so protective of Medea, but I don't think he ever actually voiced any discontent with the idea of her having to marry Charmles, even after seeing firsthand how awful he was. It's hard to believe he'd be happy about the arranged marriage in the first place, giving his beloved daughter away to some man she's never met. He's self-important, but he's not the type of royal who seems to value status as everything and would actually think this is what's best for her. And it's weird that a character like this is dealing with this kind of Weird Monarchy Shit to begin with. He's just a little guy, you're telling me he's beholden to the promises of his dynasty? Dragon Quest kings are weird.

Oh, right, Medea. Suddenly, she becomes an actual character, and starts talking. I don't know if they've convinced me yet. What I mean is, I'm not sure she isn't just a means of jerking off the player. Actually, I'm pretty sure that's exactly what she is. IIRC the original ending of the game involves the hero marrying her, and so far I feel like this whole affair is mostly just in service of making her Waifu Material. She just told me that she used to think of him as an older brother, but now sees him as a man, which is uh...

I guess she serves as a means of learning a little bit about the hero's past. He's been a complete non-entity otherwise. It's the endgame and all we really know about him so far is that he has a weird mouse and he's immune to Dhoulmagus's cursed thorns somehow. Could go off on a rant about silent protagonists and why they're so frequently a waste of space in games like this or XI (as opposed to DQV, which I consider the most masterful use of a silent protagonist I've ever seen), but this is long enough already.
 
I'd love more one off RPG's like Hexyz Force and Radiant Historia. I think storied franchises are cool, but more games that just present themselves as a one shot are just as cool in my book.
 
Over the past two months, I played Persona 3 Reload and Final Fantasy 7 Rebirth back to back. Something I noticed:

Both games have very sad endings. Whatever I play next, I hope it's not so depressing.
 
Over the past two months, I played Persona 3 Reload and Final Fantasy 7 Rebirth back to back. Something I noticed:

Both games have very sad endings. Whatever I play next, I hope it's not so depressing.

Try The Last of Us!

<_<;
 
It's spring. It's warm outside. It's sunny. To me, it feels like RPG weather. I'm sure a lot of people associate winter or fall with RPGs since you're more likely to be indoors playing games but for me, spring recalls memories of playing RPGs back in middle school and high school in the early 2000s. I remember days in room, sitting on the floor against my bed, playing games like all the Final Fantasys, Tales of Symphonia, and Dragon Quest VIII as the bright sun beamed through the window. Now I played these games all throughout the year but I associate playing these games with this type of weather.

It might have to do with lushness of many games from that era. Final Fantasy X in particular brings in feelings of hanging on a sunny day. Most games didn't have day and night or weather cycles back then as well. So most of the environments you visited were set in the day time with night only being reserved for specific story sequences. So you're basically spending hundreds of hours in worlds that are perpetually bathed in sunlight.

I guess it's fitting that I started Persona 3 Reload today to take me back to those early 2000s years.
 
Been making some good progress on FFIX, sheesh
Branha just nuked Cleyna with Odin. She’s as monstrous as she looks. Was wondering why the series staple summons hadn’t shown up yet. Gutsy move to make them a major plot point for this one, but makes way too much sense with their implied power over what I’ve done of the series so far. No idea how far in this puts me tho, game is very on the whimsy side.
 
Been making some good progress on FFIX, sheesh
Branha just nuked Cleyna with Odin. She’s as monstrous as she looks. Was wondering why the series staple summons hadn’t shown up yet. Gutsy move to make them a major plot point for this one, but makes way too much sense with their implied power over what I’ve done of the series so far. No idea how far in this puts me tho, game is very on the whimsy side.
I love how the summons are integrated into the plot of FF9, and just how powerful they are. It's still my favorite game in the series for that, and IMO has the best cutscenes related to summons even now.
 
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Doing nothing but playing Wandering Sword this past weekend put me at about the game's midpoint, even further than I was when I left off originally. I think I locked myself out of the game's perfect ending with a wrong choice (note to self: the proper response to finding one of the men who killed your benefactor dying of vicious poison is pointing and laughing) but it's a series of permutations and I'm not super concerned since I'm planning a full second playthrough when the big companion and story overhaul hits over the summer.

I've got a couple of really powerful combos that let me punch way over my weight class, but it's almost entirely because the game rains free sword experience on you, and then you get a few really good skills for finishing quests. Sabers are the next strongest weapon set since you get a ton of good techniques from beating up story villains, and throwing weapons are just nasty across the board, but man do polearms get the short end of the stick. I still don't have access to any of the good techniques for them and my party members who use them have fallen way behind.
 
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RPG Update time:

I'm 60 hours into Unicorn Overlord and about 75% done (I'm doing literally everything, being a bit slow) and while I love so much of what the game does, it is starting to feel a bit overlong to me - which I think is in large part due to the lack of a compelling overall plot to keep things moving forward. It's an excellent game but I think that it's going to probably end up a bit lower overall for me due to that.

I'm also about 60 hours into Persona 3 Reload, and in mid-October. I have mostly put this aside for Unicorn Overlord but I'm going to go back to it soon to finish up.

My goal is to finish both of those massive games by the time Eiyuden Chronicle comes out in three weeks, and I think I can manage that.
 
About 5 hours into Persona 3 Reload. I'm enjoying it so far. I was surprised how relatively story light the game has been, as someone that has only played Persona 5. There's of course still a good amount of story but everything comes together much quicker compared to Persona 5. You discover your powers, meet your team members, and you're off to climbing the tower. It makes sense since Persona 3 was the first modern Persona game and it was released back on the PS2 where games generally wanted you to get into the action faster. I'm sure more of the plot will unravel over time. I hit the first stopping point in the tower climb and I guess I just have to wait until I'm able to proceed forward.
 
So the DQVIII orb hunt ended up being a minor spot of rather pointless backtracking, with the payoff of a Mother-esque first phase to the final boss for some reason.

...And despite supposedly being way overleveled (around 50), I was obliterated in the actual Rhapthorne fight. I think maybe I just need better armor? His physical attacks were simply hitting way too hard.

So a few hours of sidetracks later, I come back again another day with around ten more Metal Slime levels and about the best gear you can get before the post-game without dipping into the casino (I have some standards), Jessica in magical girl attire going all the way from the back to the front of the party. Maybe it's just another thing pointing to how weird the balancing is, but I like that at some point in the game, every single member of the original cast has gotten to be in the lead of the party. Even Trode takes point in that one town for some reason, and he's not even playable! ...Granted, it probably wasn't a good idea to put Jessica in front despite the numbers judging by how well she took the damage (she didn't), but I made it work!

I kind of accidentally screwed myself with Jessica a little. I wanted Magic Burst for the fight but I never got it because she has the most demanding skill trees by far and I invested a lot in Whips early on only to switch to Staffs after magic became good later. I didn't think it would be a problem except skill point gains turned out to be massively front-loaded. If I could do it over again, I would ignore Whips and not go deep into Sex Appeal for the higher distraction chance until after I had already gotten Magic Burst from completing the Fisticuffs tree. Ah well, it didn't matter in the end. I don't know whether it was a change in strategy, bad luck the first time, or if the extra stats actually made the difference, but the final boss was easily bested this time around, and the credits finally rolled...? Nah, there's still a bit of epilogue left!

The ending was... Satisfying enough, I'd say. I think it was pretty clever how they eventually showed Medea's face to make us forget that they never actually revealed Trode's, all for the sake of the joke that he looked pretty much the same as a human.

It's a little sad how everyone just moves on with their lives here, but it makes sense. They were mostly only ever together because of a shared goal, and once that was accomplished it was time to go pick up the pieces of their own lives, even for Yangus.

Immensely refreshing to finally just get to knock out the guard in front of the cathedral. You'd think it would have happened in one of those "life or death" or "fate of the world" situations before, but I'll take what I can get. I do like that they addressed the horrible prison hole of eternal despair too with at least a throwaway line and didn't just forget about that.

The drama of the whole wedding situation was amusing, but it is undercut a bit with how manufactured it all was by pointedly avoiding addressing this screamingly obvious problem until the last second. Ah well, at least Trode came to his senses eventually...?

"If it's a choice between marrying that twit and being a horse, you can make mine a grass sandwich!"

"COR BLIMEY father!"

Some iconic lines here tbh.

And NOW the credits roll. I got the Medea ending... I think? It seems like it just depends on your responses to Medea in the carriage? Sadly you can only make the conversation so circular in avoidance of your destiny before she starts repeating lines, so your fate seems to be Sudden Marriage either way. But to my surprise, choosing to stay with her does not do that! Good enough for me! You're the one who gave me this anxiety over suddenly having to marry a woman I barely know, Dragon Quest!

Anyway, game was alright, but the more I think about it, the more this one is oddly plain and lacking in spice in various subtle ways which add up over time.

You'd think with how quickly it gets you a full party and the small size of that party, it would go all-in on them. But it doesn't. Both gameplay and characterization are often pretty limited, and balance is just strange. Angelo learns Multiheal but not Omniheal, Hero learns Omniheal but not Multiheal. And as for status effects, even Sap barely ever works. I thought Dragon Quest was pointed out as an exception to that old rule of status moves being useless that was internalized through people growing up with Final Fantasy, but VIII is right in line with it.

There are a few bits like the bar fight scene where you can see glimpses of what could have been done with a focus on a tight-knit group of characters, but most of the time they're just standing there in cutscenes, and of course the protagonist is useless as ever in this department. I assume finding out what his deal even was is a post-game thing.

The vignettes are almost entirely subsumed by the main plot here. We have a few memorable standalones, namely Ascantha, Argonia, and Empycchu. But Dhoulmagus and successors loom large over much of the game's events, which again is highly unusual for a Dragon Quest villain, who are often not even mentioned until many many hours in.

Also, is it just me, or does this one go kind of minimal on worldbuilding? You have the godbird and the moonshadow realm, not coincidentally the focal points of the game's two most magical sections, but that's about it apart from the tired old "seven sages" routine Zelda had already wore out by this point and the church seemingly being a more important power structure than it normally is (though this isn't expanded on really, I don't know why it's so big or what this organization actually does besides being Fantasy Vatican). Where are all the strange and interesting locations and scenarios? That tower the one guy from Arcadia built for fun was cool I guess.

Even the usual multiculturalism of the world is largely absent, leading to the different regions being very indistinct and the world feeling kind of small. There were hardly even any funny accents! Dragon Quest loves its funny accents!

Anyway, now that I've finally finished VIII after all these years, I'm considering just going straight into IX. That's the other one I've played several times but never finished.

In this case though, it isn't mysterious at all: I just feel like the general focus is much less on the writing and much more on endlessly grinding Dragon Quest. I like Dragon Quest's gameplay loop and could talk your ear off about how clever it is, but I don't like it so much as to carry the whole experience. Specifically, the one two punch of the lack of defined party members and the presence of the vocation system (which I have never much liked) don't do a lot to endear it to me.

However, there will never be a better time to directly compare the two, now will there? In my memory IX is actually better at some of the things I criticized VIII for, so there is a bit of intrigue there at how it will come off in comparison...
 
So the DQVIII orb hunt ended up being a minor spot of rather pointless backtracking, with the payoff of a Mother-esque first phase to the final boss for some reason.

...And despite supposedly being way overleveled (around 50), I was obliterated in the actual Rhapthorne fight. I think maybe I just need better armor? His physical attacks were simply hitting way too hard.

So a few hours of sidetracks later, I come back again another day with around ten more Metal Slime levels and about the best gear you can get before the post-game without dipping into the casino (I have some standards), Jessica in magical girl attire going all the way from the back to the front of the party. Maybe it's just another thing pointing to how weird the balancing is, but I like that at some point in the game, every single member of the original cast has gotten to be in the lead of the party. Even Trode takes point in that one town for some reason, and he's not even playable! ...Granted, it probably wasn't a good idea to put Jessica in front despite the numbers judging by how well she took the damage (she didn't), but I made it work!

I kind of accidentally screwed myself with Jessica a little. I wanted Magic Burst for the fight but I never got it because she has the most demanding skill trees by far and I invested a lot in Whips early on only to switch to Staffs after magic became good later. I didn't think it would be a problem except skill point gains turned out to be massively front-loaded. If I could do it over again, I would ignore Whips and not go deep into Sex Appeal for the higher distraction chance until after I had already gotten Magic Burst from completing the Fisticuffs tree. Ah well, it didn't matter in the end. I don't know whether it was a change in strategy, bad luck the first time, or if the extra stats actually made the difference, but the final boss was easily bested this time around, and the credits finally rolled...? Nah, there's still a bit of epilogue left!

The ending was... Satisfying enough, I'd say. I think it was pretty clever how they eventually showed Medea's face to make us forget that they never actually revealed Trode's, all for the sake of the joke that he looked pretty much the same as a human.

It's a little sad how everyone just moves on with their lives here, but it makes sense. They were mostly only ever together because of a shared goal, and once that was accomplished it was time to go pick up the pieces of their own lives, even for Yangus.

Immensely refreshing to finally just get to knock out the guard in front of the cathedral. You'd think it would have happened in one of those "life or death" or "fate of the world" situations before, but I'll take what I can get. I do like that they addressed the horrible prison hole of eternal despair too with at least a throwaway line and didn't just forget about that.

The drama of the whole wedding situation was amusing, but it is undercut a bit with how manufactured it all was by pointedly avoiding addressing this screamingly obvious problem until the last second. Ah well, at least Trode came to his senses eventually...?

"If it's a choice between marrying that twit and being a horse, you can make mine a grass sandwich!"

"COR BLIMEY father!"

Some iconic lines here tbh.

And NOW the credits roll. I got the Medea ending... I think? It seems like it just depends on your responses to Medea in the carriage? Sadly you can only make the conversation so circular in avoidance of your destiny before she starts repeating lines, so your fate seems to be Sudden Marriage either way. But to my surprise, choosing to stay with her does not do that! Good enough for me! You're the one who gave me this anxiety over suddenly having to marry a woman I barely know, Dragon Quest!

Anyway, game was alright, but the more I think about it, the more this one is oddly plain and lacking in spice in various subtle ways which add up over time.

You'd think with how quickly it gets you a full party and the small size of that party, it would go all-in on them. But it doesn't. Both gameplay and characterization are often pretty limited, and balance is just strange. Angelo learns Multiheal but not Omniheal, Hero learns Omniheal but not Multiheal. And as for status effects, even Sap barely ever works. I thought Dragon Quest was pointed out as an exception to that old rule of status moves being useless that was internalized through people growing up with Final Fantasy, but VIII is right in line with it.

There are a few bits like the bar fight scene where you can see glimpses of what could have been done with a focus on a tight-knit group of characters, but most of the time they're just standing there in cutscenes, and of course the protagonist is useless as ever in this department. I assume finding out what his deal even was is a post-game thing.

The vignettes are almost entirely subsumed by the main plot here. We have a few memorable standalones, namely Ascantha, Argonia, and Empycchu. But Dhoulmagus and successors loom large over much of the game's events, which again is highly unusual for a Dragon Quest villain, who are often not even mentioned until many many hours in.

Also, is it just me, or does this one go kind of minimal on worldbuilding? You have the godbird and the moonshadow realm, not coincidentally the focal points of the game's two most magical sections, but that's about it apart from the tired old "seven sages" routine Zelda had already wore out by this point and the church seemingly being a more important power structure than it normally is (though this isn't expanded on really, I don't know why it's so big or what this organization actually does besides being Fantasy Vatican). Where are all the strange and interesting locations and scenarios? That tower the one guy from Arcadia built for fun was cool I guess.

Even the usual multiculturalism of the world is largely absent, leading to the different regions being very indistinct and the world feeling kind of small. There were hardly even any funny accents! Dragon Quest loves its funny accents!

Anyway, now that I've finally finished VIII after all these years, I'm considering just going straight into IX. That's the other one I've played several times but never finished.

In this case though, it isn't mysterious at all: I just feel like the general focus is much less on the writing and much more on endlessly grinding Dragon Quest. I like Dragon Quest's gameplay loop and could talk your ear off about how clever it is, but I don't like it so much as to carry the whole experience. Specifically, the one two punch of the lack of defined party members and the presence of the vocation system (which I have never much liked) don't do a lot to endear it to me.

However, there will never be a better time to directly compare the two, now will there? In my memory IX is actually better at some of the things I criticized VIII for, so there is a bit of intrigue there at how it will come off in comparison...
My favorite line in the game is probably near the end when Yangus does the "COR BLI- nah, I reckon that's gettin' a bit played out, innit?"
 
Last week I was planning to start Granblue Fantasy Relink and I did briefly, but then my replacement Switch battery came early and I needed to optimize its battery life so I ended up starting and juggling a handful of games. I even started Unicorn Overlord briefly which I originally planned to play next. But I’m back now and cleared the first three chapters tonight. I’m still in the tutorial essentially, but I had my first proper mission with my party, threw down with my first extra big boss, and got the story properly rolling. It seems pretty fun so far! I’ll share some longer thoughts when I get a little farther in, but I’m glad I’m properly into it now and will be focusing on it until I’m done with the main single player story at least.
 


SaGa Emerald Beyond demo coming tomorrow apparently

not sure if I want to play it since I already plan on getting the game but I also plan on getting Eiyuden and that comes out a couple days earlier and i'll probably end up playing them back to back rather than concurrently
 


SaGa Emerald Beyond demo coming tomorrow apparently

not sure if I want to play it since I already plan on getting the game but I also plan on getting Eiyuden and that comes out a couple days earlier and i'll probably end up playing them back to back rather than concurrently

I’ve got Scarlet and Frontier in my backlog. No clue which to do first
 
I’ll post more about this in the anniversary thread, but I finally fired up Final Fantasy VI (Pixel Remaster version) last night for the first time in years, and it re-confirmed my feelings from December with Parasite Eve: I need to put more classic Square in my life again. Or JRPGs in general. That is one of my gaming happy places.


I’ve got Scarlet and Frontier in my backlog. No clue which to do first
I think both are considered good jumping in points for the franchise?
 
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I’ve got Scarlet and Frontier in my backlog. No clue which to do first

i've never played any SaGa game other than Scarlet but this new one is supposed to build on that one(in a gameplay sense) whereas from what I understand I don't think Frontier is particularly similar
 
i've never played any SaGa game other than Scarlet but this new one is supposed to build on that one(in a gameplay sense) whereas from what I understand I don't think Frontier is particularly similar
Oh I know that. They’re just both starting points and I grabbed em both on sale a while back
 
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My favorite line in the game is probably near the end when Yangus does the "COR BLI- nah, I reckon that's gettin' a bit played out, innit?"
In hindsight I'm actually very impressed by how well that running joke was executed. They did twists and variations on it to evolve the joke instead of just beating it into the ground at every opportunity. The next step would have been combining it with other running jokes, but I mean, game's not really a comedy, I'm just impressed they did this properly because it could have been so painful.
 
I've cleared 3 regions in Unicorn Overlord now (well, 2, if you don't count the high level quests in Cornia). I've been playing on the highest difficulty the whole time. Pretty much every mission is just, I send out my 3 unbeatable units and they mop up everything with 0 resistance. This makes it a little mind numbing to play, but the presentation is excellent enough to make it worthwhile. I think exploring the world map is my favorite part of the game though lol.

Speaking of Vanillaware, I recently got Odin Sphere (and LAD Infinite Wealth) from Videogamesplus on sale, so I'll have that to play sometime. So far, 13 Sentinels and Grimgrimoire are the Vanillaware games I've played (13S, excellent, GG... extremely meh)
 
After literal months of having it on my to-do list and repeat viewings of overlong "how to play" vids, I have turned Vagrant Story on once more.

And by jove, I think it's finally clicking.

Whenever I tried VS I'd get put off by the sheer depth of the mechanics, and I'm realizing I'd been psyching myself out pretty hard. What's really clicking for me is how Chain/Defend Arts are designed almost as a punishment for perfection; if you're good enough to kill every enemy in the game with one combo then sure go ahead, but if you don't then you've now got high RISK as the angry minotaur winds up a swing.

It feels like the whole game is designed so that you don't have to be optimal all the time, because its difficulty curve expects you to butt fumble your way through swapping weapons to maximize their effectiveness in certain situations, drop combos all the time, and generally treat mastery as its own reward.
 
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After literal months of having it on my to-do list and repeat viewings of overlong "how to play" vids, I have turned Vagrant Story on once more.

And by jove, I think it's finally clicking.

Whenever I tried VS I'd get put off by the sheer depth of the mechanics, and I'm realizing I'd been psyching myself out pretty hard. What's really clicking for me is how Chain/Defend Arts are designed almost as a punishment for perfection; if you're good enough to kill every enemy in the game with one combo then sure go ahead, but if you don't then you've not got high RISK as the angry minotaur winds up a swing.

It feels like the whole game is designed so that you don't have to be optimal all the time, because its difficulty curve expects you to butt fumble your way through swapping weapons to maximize their effectiveness in certain situations, drop combos all the time, and generally treat mastery as its own reward.
Vagrant Story rules - the combat and crafting and platforming is pretty janky, but the world, atmosphere, art direction, and music are so good.
 
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When you have to use one of your 74 revives that possibly could have been helpful on the final boss

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It's spring. It's warm outside. It's sunny. To me, it feels like RPG weather. I'm sure a lot of people associate winter or fall with RPGs since you're more likely to be indoors playing games but for me, spring recalls memories of playing RPGs back in middle school and high school in the early 2000s. I remember days in room, sitting on the floor against my bed, playing games like all the Final Fantasys, Tales of Symphonia, and Dragon Quest VIII as the bright sun beamed through the window. Now I played these games all throughout the year but I associate playing these games with this type of weather.
I meant to reply to this earlier, but just remembered it now. I get the spring association because JRPGs tend to be very verdant and green experiences (I’ve been wanting to make a thread about virtual “green spaces” but have never had the time to pull it together) and when I go out hiking or nature walking I often get JRPG tunes stuck in my head.

But summer is way more a JRPG association for me but that’s mostly because as a kid that was school vacation time and that meant having plenty of days to do nothing but play SNES and PS1 RPGs. And also road trips which nearly every JRPG narrative is at the core.



When you have to use one of your 74 revives that possibly could have been helpful on the final boss

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Just buy more at the next town. You’re not going to need all that gil at the end anyways.

Besides better to burn a revive than an elixir or megalixer.
 
I meant to reply to this earlier, but just remembered it now. I get the spring association because JRPGs tend to be very verdant and green experiences (I’ve been wanting to make a thread about virtual “green spaces” but have never had the time to pull it together) and when I go out hiking or nature walking I often get JRPG tunes stuck in my head.

But summer is way more a JRPG association for me but that’s mostly because as a kid that was school vacation time and that meant having plenty of days to do nothing but play SNES and PS1 RPGs. And also road trips which nearly every JRPG narrative is at the core.
I'm right there with you on summer - summer break was JRPG time for me as a kid. I associate winter with them, too, due to Christmas break - so oddly spring is probably the time I associate with RPGs the least :p
 
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yeah I mostly associate winter because those were the times where my parents couldn't tell me to "go outside and play with the other kids" since it was freezing outside
 
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Finally picked FFX back up, just got the airship.

I think I’ve come to the conclusion that I do not like the Sphere Grid. The customization option is nice but having to constantly go in a menu to navigate a map for skill upgrades slows the game to a crawl. If there was an option to have it auto-progress that would be so much better for me. That, and the somewhat uneven difficulty curve (I feel the game likes throwing in random strong enemies in encounters that are somewhat disorienting) are the main things holding me back on loving the game more.

Which is kind of a shame because I pretty much love everything else. The story (especially the worldbuilding and general moody vibe), the music, the battle system, it’s all great. But I think the above holds it back from being a top tier RPG for me. Instead it’s more like “just” an 8/10. Which is still great! But with a few adjustments I just know I’d love the game even more. But I’m glad I picked it back up and hoping I can finish it soon.
 
I’ve started playing Atelier Ryza 3

Its wholesome fun! Typical AA JRPG production values, but it’s been a smooth experience so far. The the battle system seemed a bit convoluted at first, but getting the hang of it now
 
I surprisingly ended up rolling credits in Granblue Fantasy Relink earlier today. I’m kind of glad I didn’t make an update post earlier, because while I wasn’t too onboard with roughly the first half of the main campaign, I came to really dig the back half. One of my complaints about the game is that a lot of characters have very basic and perhaps even singular combo paths which is not very satisfying and at worst disappointing. I ended up sticking with the captain for having a little more variety than most for most of the game as a result. The rest of the fundamentals are good though and you can tell Platinum was involved in this game at one point given there’s a satisfying Bayonetta dodge roll in particular. What ended up selling me on the game is that the boss encounters generally get more thrilling as the game goes on and there are plenty of big setpiece and other exciting moments in the story. I especially dug for example one of the bosses was a Shadow of the Colossus style boss literally called Colossus lol and two sequences where you control a mech and Bahamut. While I wasn’t too invested in the story, I did really like the main party and their banter with each other which made the quest fun to go on (the English dub is quite good btw). I forgot to check my hour count exactly, but I think I did basically everything before credits in less than 15 hours which felt like a good length for the game. I am planning to wrap up the post game Chapter 0 story provided I feel I can beat it in single player. At first glance at least, it seems quite possible and I’m digging playing as Id who you keep after the main story. Ultimately I don’t know how strong I’d recommend it exactly, but overall I had a good time with just the single player alone (there is online co-op if you have friends). I can say too, it did do its job of making me want to check out more Granblue haha.
 
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100% done of Unicorn Overlord, played on Xbox.

Great game, and was nice to see Vanillaware take on making an SRPG.

However, it is way too easy. I played all the way through on the highest available difficulty. Early on, without much units acquired yet, it was pretty alright, but it didn’t take long before I was able to just make 3 units that were basically unstoppable. Every mission then played out exactly the same, deploy those 3 and conquer the map. Only for the final 2 fights was I then forced to combine them into one “super unit” to win.

The presentation, visuals, soundtrack are all top notch however. And despite the monotony the easiness brought, it just “felt” good to play.

The story basically just exists to provide a video game to play. Very classic in that sense. Otherwise it is pretty bland. Personally I am not bothered by that all that much.

Lastly, Rosalinde is best girl. Automatic 10/10 for letting me marry her (otherwise I rate 7.8/10)

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One of the best parts about Final Fantasy IX is how the world continues to get bigger and bigger throughout the game. It's not just that you're traveling across a world map but world itself is unveiling itself to the player, to the cast, and to society as a whole. People that their pocket is all the world is and has ever been but that's not the case. You truly get a sense that you're traveling to unknown and forgotten lands.
 
Alright, so I did in fact jump straight in to Dragon Quest IX after finishing VIII. The defining element of this one in my mind has always been the sort of MMO-lite(?) nature of it and its focus on multiplayer features. Multiplayer that is mostly or entirely defunct nowadays, though I did actually play this with someone a bit back when it came out.

I'm once again just about as far as I've ever gotten, after completing Zere Rocks. There's like a spider boss or something I think, and then I don't remember much else besides the existence of Swinedimples. The game froze on me yesterday, which is not a great sign. My 3DS has become real temperamental about DS carts in recent years.

Something of minor note is that I do not actually know the plot of this one beyond the set-up and the early vignettes. Even VI I know the final boss of, and I've never played VI. This one, no idea. I had the guide too, so it's kind of funny that I just don't remember I guess?

While it does have more creative vignettes and worldbuilding than VIII did, the closest thing you have to an actual character in your party is Stella, this game's King Trode. The story segments feel a bit small and isolated, story is clearly not the focal point of this one even if it was given some consideration. A lot of vignettes, even if interesting in concept, are extremely abrupt. Show up to a new place, maybe talk to some people, get pointed to a dungeon and fight a boss. Coffinwell is a good example of what an exception looks like. There's a bit more to that one.

To its credit though, the focus is on gameplay, and the gameplay has been greatly expanded and refined from VIII. Tons of nice changes here, and a much greater effort to balance things and have a more normal progression of abilities than VIII did. Buffs are back to normal instead of giving varied numbers, and leveling up no longer heals, which I think is actually the norm for the series, but it suits the gameplay loop so much better. To name a few new additions, hitting with a staff restores MP, spells can crit, and stats have been reworked significantly.

Most noticeable is the creation of Magical Might/Mending to determine the effectiveness of spells. VIII gave the former role to Wisdom for the first time (it kind of did random shit in the games before that), but there were otherwise never really any equivalents to these stats in the series prior to IX.

However, the backwards technical leap is felt here. Man, this game is an awkward middle ground, isn't it? In part due to being both older and newer than the 3DS VIII, but it would have been a step back in some real obvious ways even when it came out. It lacks the grand presentation of VIII, but it still has some of its baggage, and it comes off a bit worse than the rest of the "2.5D" PS1/DS DQ games as a result. Skill Trees are no better than before (though they did remove learning spells from them entirely, which I guess is probably an improvement?), and initial progress in them is glacial by comparison. The overworld is still a bit too big, but now it's top-down and segmented and you can't move the camera. Sprites are mixed with ugly 3D models for the important characters (why are all of DQ's DS character models so ugly?)

This first attempt at overworld encounters definitely has some kinks to work out. Monsters are aggravating because they're mostly too fast to escape from, can spawn in right on top of you, and constantly appear out of nowhere to charge you while you're walking or picking something up. There's no EarthBound-esque camera manipulation tricks here either, so you just have to suffer whatever you get even if it's extremely inconveniently placed. They stick around even if you move very far away from them, which would be impressive if I didn't want them to not do that. Later versions of the concept were much better about actually giving you control over whether or not you fight, but this does mean that by XI you can just walk through a dungeon without fighting anything and expend zero resources doing so. I have to say, as convenient as this is for Metal Slime hunting, maybe we should have never stopped doing random encounters.

Battles are very visually muddled up here, with everyone running all over the place instead of standing neatly in a line. Obviously they were experimenting with making the action more dynamic, but they didn't go far enough to make it work so it's this really awkward choreography where everyone has to keep running out of the way to give each other and the camera straight lines to work with. I don't think XI kept this? Not even in the silly "move around freely" mode that does nothing.

Battles are also slower due to no fast forward, framerate can tank in places like Stornway, and the top screen map is effective for finding your way from town to dungeon, but really dubiously helpful at delineating sections separated by loading zones and indicating potential points of interest. It's detailed, but the detail is not necessarily accurate or useful?

On the bright side of reversion, it's so nice how fast everything in the overworld is again. I missed smashing pots and barrels instantly. ...Though now I also miss the book animation! And towns get to be full size again, which most in VIII weren't. It generally controls better—lack of analog aside—and your party members become useful much faster.

The game strikes a better balance of getting started quickly and not fumbling the premise than VIII did, though the intrigue of the angel thing is kind of supplanted by this whole wacky affair with the inn awards and a gyaru fairy a little too quickly.

Since you have no one to talk around you, I guess they felt the need to take a page from Zelda here and give you an exposition fairy. I did not know what a gyaru was when I first played this, but the gist of it really does cross cultural boundaries. She's like a Bratz doll with wings. Also takes on a slightly different tone when you realize every instance of "flapping" is probably supposed to be a substitute for fucking. But I mean, it's an entertaining choice right? Maybe? Her schtick is kind of getting old already, tbh. She says "flapping" like it's a swear, she's a bit rude and selfish, and she uses a lot of malapropisms. That's all she's got thus far, and she is more or less the only character in the game. There is clearly something more to uncover, like how she's obviously not the actual conductor of the express, but we'll see how much is really done with her I suppose.

On the subject of the story, I do appreciate that they didn't unneccessarily draw out getting the express running again. But that's about all that's actually happened so far...

As for the party members, they basically don't exist as far as the story is concerned. For my part, I saw they had doofy default characters for me to use and never looked back, zero effort was too alluring to pass up. There's only so much fun you can have with this character creator anyway. By the way, I expect I'll have a lot less to talk about going forward than I did with VIII due to the minimal story in this one, but we shall see.

Not long into the game, something occurred to me: do I even need to change vocations? Unlike VII, there is no upgrade path to higher level vocations. Half of them are locked initially, but they're all intended to be balanced. All you really get to keep when switching are abilities (most are dubiously useful) and stat boosts from skill trees. I'm sure the edge is necessary for beating all the bonus bosses and such, but there's no reason you should need these boosts just to complete the game. Well, necessary or not, I took my entire party back to level 15 from scratch as Martial Artists so they can get Psych Up and some accompanying stat boosts. If I'm actually going to be given the opportunity to abuse Tension in this game due to the lack of constant Disruptive Wave use, I might as well take it.

Speaking of Tension, Coup de Grace is a mechanic I completely forgot existed. It's kind of a precursor to Pep? This and Tension basically were combined into that system for XI.

One last tiny change I really dislike: making the stuff you find in barrels, wardrobes, dressers, etc. random respawning items of minor value. Removing the handcrafted element here makes exploring that much less interesting, though I've noticed the game seems to rely more heavily on chests as a result. Notably, Mini Medals now have to almost exclusively be in chests, when they used to be hidden anywhere.

It also seems to want me to revisit towns a lot more than past entries. New quests become available and such, I unlock alchemy and now I'm searching all the bookshelves again, I'm going back to fight old monsters for drops or leveling back up after a vocation change... Honestly, finding an infinite supply of random Medicinal Herbs or whatever is actually useful, but only because of the game's emphasis on collecting resources for alchemy, and I'm never going to be on board with collecting resources for crafting as a thing so I'm still not really happy about this. But there is something vaguely interesting about how returning to previous locations seems much more fundamentally a part of the game than usual.
 
Starting Persona 3 Reload. I only played a decent amount of Persona 4 Golden before and absolutely loved what I played, but it was too long and I ended up stopping at around the start of the Naoto dungeon. So I hope that doesn't happen here. Heard some really good things about this one!
 
After recently rewatching a bunch of my favorite Utawarerumono moments on Youtube lately I've put myself far too in the mood to enter that universe once more, so I'm finally gonna start this:

6eAR9mJ.jpeg
 
I started up Trails in the Sky SC. Since it's almost a direct continuation I wondered how it would deal with the standard game issue of "for some reason you are starting from scratch again". Pretty cleverly, I think. Instead it's "You keep your high level and learned moves, but the bad guys have filled the world with even crazier monsters. Also you can have an improved model of the Fancy Stat Gems Device, but all your old fancy stat gems are incompatible."
 
Starting Persona 3 Reload. I only played a decent amount of Persona 4 Golden before and absolutely loved what I played, but it was too long and I ended up stopping at around the start of the Naoto dungeon. So I hope that doesn't happen here. Heard some really good things about this one!
Persona 3 meanders less between major story beats. You get plenty of downtime but it's not as mundane as in 4.

The remake is fantastic. Enjoy if it's your first time
 
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Alright, so I did in fact jump straight in to Dragon Quest IX after finishing VIII. The defining element of this one in my mind has always been the sort of MMO-lite(?) nature of it and its focus on multiplayer features. Multiplayer that is mostly or entirely defunct nowadays, though I did actually play this with someone a bit back when it came out.

I'm once again just about as far as I've ever gotten, after completing Zere Rocks. There's like a spider boss or something I think, and then I don't remember much else besides the existence of Swinedimples. The game froze on me yesterday, which is not a great sign. My 3DS has become real temperamental about DS carts in recent years.

Something of minor note is that I do not actually know the plot of this one beyond the set-up and the early vignettes. Even VI I know the final boss of, and I've never played VI. This one, no idea. I had the guide too, so it's kind of funny that I just don't remember I guess?

While it does have more creative vignettes and worldbuilding than VIII did, the closest thing you have to an actual character in your party is Stella, this game's King Trode. The story segments feel a bit small and isolated, story is clearly not the focal point of this one even if it was given some consideration. A lot of vignettes, even if interesting in concept, are extremely abrupt. Show up to a new place, maybe talk to some people, get pointed to a dungeon and fight a boss. Coffinwell is a good example of what an exception looks like. There's a bit more to that one.

To its credit though, the focus is on gameplay, and the gameplay has been greatly expanded and refined from VIII. Tons of nice changes here, and a much greater effort to balance things and have a more normal progression of abilities than VIII did. Buffs are back to normal instead of giving varied numbers, and leveling up no longer heals, which I think is actually the norm for the series, but it suits the gameplay loop so much better. To name a few new additions, hitting with a staff restores MP, spells can crit, and stats have been reworked significantly.

Most noticeable is the creation of Magical Might/Mending to determine the effectiveness of spells. VIII gave the former role to Wisdom for the first time (it kind of did random shit in the games before that), but there were otherwise never really any equivalents to these stats in the series prior to IX.

However, the backwards technical leap is felt here. Man, this game is an awkward middle ground, isn't it? In part due to being both older and newer than the 3DS VIII, but it would have been a step back in some real obvious ways even when it came out. It lacks the grand presentation of VIII, but it still has some of its baggage, and it comes off a bit worse than the rest of the "2.5D" PS1/DS DQ games as a result. Skill Trees are no better than before (though they did remove learning spells from them entirely, which I guess is probably an improvement?), and initial progress in them is glacial by comparison. The overworld is still a bit too big, but now it's top-down and segmented and you can't move the camera. Sprites are mixed with ugly 3D models for the important characters (why are all of DQ's DS character models so ugly?)

This first attempt at overworld encounters definitely has some kinks to work out. Monsters are aggravating because they're mostly too fast to escape from, can spawn in right on top of you, and constantly appear out of nowhere to charge you while you're walking or picking something up. There's no EarthBound-esque camera manipulation tricks here either, so you just have to suffer whatever you get even if it's extremely inconveniently placed. They stick around even if you move very far away from them, which would be impressive if I didn't want them to not do that. Later versions of the concept were much better about actually giving you control over whether or not you fight, but this does mean that by XI you can just walk through a dungeon without fighting anything and expend zero resources doing so. I have to say, as convenient as this is for Metal Slime hunting, maybe we should have never stopped doing random encounters.

Battles are very visually muddled up here, with everyone running all over the place instead of standing neatly in a line. Obviously they were experimenting with making the action more dynamic, but they didn't go far enough to make it work so it's this really awkward choreography where everyone has to keep running out of the way to give each other and the camera straight lines to work with. I don't think XI kept this? Not even in the silly "move around freely" mode that does nothing.

Battles are also slower due to no fast forward, framerate can tank in places like Stornway, and the top screen map is effective for finding your way from town to dungeon, but really dubiously helpful at delineating sections separated by loading zones and indicating potential points of interest. It's detailed, but the detail is not necessarily accurate or useful?

On the bright side of reversion, it's so nice how fast everything in the overworld is again. I missed smashing pots and barrels instantly. ...Though now I also miss the book animation! And towns get to be full size again, which most in VIII weren't. It generally controls better—lack of analog aside—and your party members become useful much faster.

The game strikes a better balance of getting started quickly and not fumbling the premise than VIII did, though the intrigue of the angel thing is kind of supplanted by this whole wacky affair with the inn awards and a gyaru fairy a little too quickly.

Since you have no one to talk around you, I guess they felt the need to take a page from Zelda here and give you an exposition fairy. I did not know what a gyaru was when I first played this, but the gist of it really does cross cultural boundaries. She's like a Bratz doll with wings. Also takes on a slightly different tone when you realize every instance of "flapping" is probably supposed to be a substitute for fucking. But I mean, it's an entertaining choice right? Maybe? Her schtick is kind of getting old already, tbh. She says "flapping" like it's a swear, she's a bit rude and selfish, and she uses a lot of malapropisms. That's all she's got thus far, and she is more or less the only character in the game. There is clearly something more to uncover, like how she's obviously not the actual conductor of the express, but we'll see how much is really done with her I suppose.

On the subject of the story, I do appreciate that they didn't unneccessarily draw out getting the express running again. But that's about all that's actually happened so far...

As for the party members, they basically don't exist as far as the story is concerned. For my part, I saw they had doofy default characters for me to use and never looked back, zero effort was too alluring to pass up. There's only so much fun you can have with this character creator anyway. By the way, I expect I'll have a lot less to talk about going forward than I did with VIII due to the minimal story in this one, but we shall see.

Not long into the game, something occurred to me: do I even need to change vocations? Unlike VII, there is no upgrade path to higher level vocations. Half of them are locked initially, but they're all intended to be balanced. All you really get to keep when switching are abilities (most are dubiously useful) and stat boosts from skill trees. I'm sure the edge is necessary for beating all the bonus bosses and such, but there's no reason you should need these boosts just to complete the game. Well, necessary or not, I took my entire party back to level 15 from scratch as Martial Artists so they can get Psych Up and some accompanying stat boosts. If I'm actually going to be given the opportunity to abuse Tension in this game due to the lack of constant Disruptive Wave use, I might as well take it.

Speaking of Tension, Coup de Grace is a mechanic I completely forgot existed. It's kind of a precursor to Pep? This and Tension basically were combined into that system for XI.

One last tiny change I really dislike: making the stuff you find in barrels, wardrobes, dressers, etc. random respawning items of minor value. Removing the handcrafted element here makes exploring that much less interesting, though I've noticed the game seems to rely more heavily on chests as a result. Notably, Mini Medals now have to almost exclusively be in chests, when they used to be hidden anywhere.

It also seems to want me to revisit towns a lot more than past entries. New quests become available and such, I unlock alchemy and now I'm searching all the bookshelves again, I'm going back to fight old monsters for drops or leveling back up after a vocation change... Honestly, finding an infinite supply of random Medicinal Herbs or whatever is actually useful, but only because of the game's emphasis on collecting resources for alchemy, and I'm never going to be on board with collecting resources for crafting as a thing so I'm still not really happy about this. But there is something vaguely interesting about how returning to previous locations seems much more fundamentally a part of the game than usual.

I beat DQ9, but the only things I remember about it are the train and Yggdrasil.
 
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I finally finished Wandering Sword. Great game with tons of content. So much content. Why does it have so much content...?

But no seriously I'm super impressed by the game, particularly the DLC/alternate Southern chapter. The game rewards paying attention and poking around instead of accepting obvious solutions. Ever get mad at being 5 steps behind the villain at every point? In Wandering Sword's best quests not only can you catch up, but you can be the one setting traps and getting ahead of them. It's extremely satisfying, especially if you're familiar with Jin Yong's classic wuxia stories. He's basically the Tolkein of wuxia (it predates him but he codified it), but his novels have a lot of tragedy going around for everyone involved. Wandering Sword lifts a bunch of characters and plot beats from those books but gives you a chance to avert the tragedies or at least make sure the villains get what's coming to them.

The two things I have against the game: the music is quite repetitive. There are three tracks for every kind of scene and while I never got to the point of turning off the music, when a new track started playing at the 60 hour mark I had to double check it wasn't Youtube running in the background instead of the endgame battle theme. Second, the endgame is a step down from the stuff just before it. It's not bad, but you go from your group of martial artists navigating national interest, corruption, generational resentment and personal responsibility with insight and compassion in the best ending, to a fairly standard villainous revenge story with your hero as martial arts Jesus. Again, it's not bad, but your whole group of martial artist buddies just got done having your back at every step and none of them even show up in the endrun or the ending proper.

I'm definitely going to do another playthrough, maybe on a higher difficulty, but I'll probably wait three to six months since it's a 50-60 hour game and the devs are planning a pretty big main/character story overhaul sometime later this year.
 
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God damn, I still hate that you automatically get a game over if the protagonist goes down in battle in the Persona games. Sometimes you fight a brand new enemy, they get a critical hit on protag which means they get another turn and then they just kill him. Game over. Nothing you could do.
 
After recently rewatching a bunch of my favorite Utawarerumono moments on Youtube lately I've put myself far too in the mood to enter that universe once more, so I'm finally gonna start this:

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Playtime is prob more like 60 hrs without idling.

I RIPPED through this game, I really enjoyed it, yet also kinda agree with its metascore of 66. This game is IMO an example of a "6/10 game" not necessarily being a bad thing... (I personally would put it higher for myself, maybe 7.5)

I played through on Hard difficulty and found it very easy, it would seem all Hard really did was make the enemies spongier, so I don't really suggest it. The gameplay is basically DQ levels of intricate, but I was finding it fun enough. There ARE technical issues and I've had the game "soft lock" on me twice (once I was stuck in a ladder climbing animation after getting off a ladder, when I went back on the ladder the game was stuck on a black screen, the second time, I went to pass in my side quests, and the notification box didn't pop up and I was stuck on the background CG)

The story is the real carrier here and the main reason I love the Utawarerumono series is because the characters and story beats feel leagues above most other JRPGs IMO. There's a very specific type of writing style I get absolutely sucked into and this game delivered that to me. Though that said this is the only Uta game that did not make me cry, though this being a prequel game and knowing what's coming did make some parts feel a little heartbreaking.

I'm also glad I put off playing this after finishing Uta Mask of Truth last April, because... well, this game is certainly getting a sequel. I hope it's revealed this year :eek:
 
I played about 50 minutes, which obviously isn't much (stopped early because of the bad weather rolling in), so I can't offer any real opinions on much, except the music feels like a mix between the first Mercenaries game with a little bit of Halo mixed in, and I very much love the mechanic to send off the dead with the flute, so that's something I'll absolutely want to 100%.

Very much looking forward to getting out of this wasteland opining segment and into the more colorful portions I've seen in screenshots that first got me interested in this game.
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I love RPGs and I love @xghost777...how have I never posted here! I hope you enjoy XC3 @EvilChameleon, it's a goodie and holy moly does it go some places.

The IGN guide tells me I'm about 2/3 of the way through the main quest in FFXVI. Really been enjoying it. I appreciate the way it sets up its brutal, unforgiving world and sticks to its guns. The voice acting is - I think - the best to have ever graced the series. And I'm interested to see how things pan out. It's a pretty long game, so I probably won't play the DLC right away...especially since I've got Nioh 2 and FFVII Rebirth on my dance card.

Role-playing games! Yeah!
 


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