#i feel like the secret boss at the end of an old jrpg
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Get booped, idiot
#boop#april fool's day#i feel like an rpg character playing the hardest difficulty with god mods on#i feel like a 14 year old's mary sue oc self insert#i feel like the secret boss at the end of an old jrpg#i am all powerful#i am all present#and i am choosing to use my newfound abilities for boops
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Have you ever played a game called Sea of Stars?
I have! I have some complicated feelings on it
So First off, this game is absolutely gorgeous. The sprite art style that they used throughout the world is a love letter to the 16-bit era while taking advantage of modern tech to make it even better. It's that thing that some independent games manage to do, where it looks like the old games felt even though if you set them aside by side, it is much better.
Mechanically I also had a BLAST with this game. It's core battle system is fun and has a deceptive amount of depth to it. It also utilizes the Paper Mario style of 'every attack and ability is also a mini game' that I have always loved. Traditional JRPG's tend to make me zone out during combat but Sea of Stars had been turned into almost every encounter. The progression always made me feel like I was getting more powerful without ever making the encounters ahead feel trivial.
In addition to all that, this game is clearly a love letter to Chrono Trigger, in it's perspective, world design, humor and more. The world is beautifully rendered and feels like a lived in space. It is by and large a light hearted and hopeful throw back to the games of old.
All that said. The Actual Story-Telling frustrates me to no end. A lot of things work, but a lot of things really, really don't for me. While I can rant about this forever, I will focus on my frustration with the main trio. Spoilers Ahead
So this game is ostensibly about Zale, Valare, and Garl. Zale and Valere are both chosen ones imbued with the magic of the Sun and Moon and destined for greatness. Garl is their childhood friend who they are separated from traumatically after one of their misadventures ends with Garl losing an eye and his two friends being dragged away for training in isolation for their futures as chosen ones.
They don't see each other for years. Now, trope-savvy girl like me was expecting for Garl to reappear as a rival to the heroes, bitter after losing an eye and being told he couldn't cling to his friends.
BUT NO. Like, within hours of the pair being released from their training to Do The Plot, Garl shows up, scarred eye and all and insists on joining them to support them in their adventure. And its just cute and wholesome and he's an endless well of positivity and lightheartedness in the story. I know some people found him annoying, but I loved Garl. He is just so genuinely enthusiastic about the world and its mysteries that it was contagious.
Unfortunately, Zale and Valere, by comparison, are pretty flat characters. They are both fairly stoic, serious minded adventurers who have basically the same dynamic with Garl. In most conversations they will respond exactly the same. Mechanically their kits cover very different bases in the combat system, but as characters, they have the same personality.
That said, my love of Garl, and the gameplay carried me past all that.
Then when Garl sacrifices himself it really actually got to me. Like, genuinely choked up. The music, the visuals, the writing really make his sacrifice feel both tragic and necessary for the story to finish.
With the desire to not let his sacrifice in vain carrying me through the last few plot beats.
Now the initial ending, is very clearly a set up for the secret ending. The big bad you've been opposing all game basically sicks his top Lieutenant on you and that's basically the final boss.
So of course you do all the end game stuff and unlock the secret ending where... Garl... doesn't die. The heroes use time stop shenanigans to basically swap Garl at the moment of his sacrifice with a shape changer you meet after his sacrifices. Which meant all that heart wrenching drama that had really genuinely gotten a reaction out of me... was all pretend. Was all acting from your shapechinging friend who just let themself be buried in a grave for a few months to keep the timeline in check. Garl was fine! He was just chilling and you get to finish the game properly now!
And that. Fucking sucked. I finished off the true final boss cause I mean I had worked hard enough for it but all of my investment had kind of drained away at that point.
The fact that several plot beats were actually in reference to the studios first release (the messenger) a game of a totally different genre and vibe to Sea of Stars, basically made the story weaker overall.
It's like. They were close. They were so close and it just lost me at the 5 yard line.
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Thank you for such an in depth response, I feel honored by it and that I was able to inspire you about the concepts and I agree. I had similar thoughts about the theming of Sora’s name and him being the void of space. Even had musings of how in primordial myths the heavens (sky) and the earth are considered the couple that brings about the first forms existence. Gaia and Ouranos and on the Egyptian mythos there was a love story of Geb (earth) and Nut (sky) although interesting enough geb and nut are kept separated by Ra (the sun).
But regardless, I’d say nomura is quite interesting and impressive to consistently yet subtly equate riku to that of deity so easily. Yes, I believe in riku being a dia in some sort. Probably kingdom hearts sending out an avatar to grow, or the king to kh reincarnated, or some other thing I can’t quite grasp right now but overall with the ending of the series hopefully not too much farther in our lifespan. This is why I enjoy reading and interacting with metas and theories especially about sora and riku and soriku because I said in a comment in a YouTube video that discussed the sleeping real theory and I said it feels like we have the right answers but just not forced into the right shape (a key perhaps 🫣) to unlock the final gate.
Riku has always had all those "subtle" visual shorthands used to denote super special celestia mystery powers (etc) but, like the Subtly OP antics of the Disneytowners (e.g. Donald casually casting the Boss-level spell 'Flare', Goofy tanking hits from Literal Deities with 1 shield & no apparent magic of his own), Riku looking "anime" gets brushed off as "standard JRPG aesthetic".
Naturally silver-haired youths in anime tend to be Plot-Relevant, typically having ☆Super Special Bloodlines☆, typically being Secret Royalty &/or related to Angels or Spirits.
(and it WAS suspiciously easy for Riku to just... BECOME Sora's Dream Eater, especially given what we know of the Chirithy spirits, their abilities to act as psychopomps, & whatever the Dream Eater crafting system in DDD may imply about Dream Eaters as a whole)
From what I can recall, the only naturally silver-haired characters original to KH are:
Riku
Ephemer
Xehanort (confirmed descendant of Ephemer)
Xemnas (Terranort)
Ienzo (taken in by the Always Sus Ansem the Wise, origins unknown)
From the Final Fantasy side of the crossovers, we have Setzer (who only appears in the DATA Daybreak Town, not the "real" one) and... Sephiroth.
For being such an "anime" JRPG, Kingdom Hearts is pretty sparing in its use of Anime Hair Colours. Aqua & Isa's blue hair aside, the colour palette is fairly "natural": pale blonds & yellows, oranges & pinks amongst the reds, browns & blacks. There aren't many characters old enough to have "grey" hair but the ones that do are ALSO fairly mysterious: Merlin, Fairy Godmother, Master Yen Sid, Zeus... Kairi's Mysteriously Knowledgable Grandmother (who i am, like, 75% convinced was a retired Princess of Heart). Even the "silver/white" House of Duck are all Very Suspicious: Donald is, canonically, the most powerful Black Mage of the FF franchise; Scrooge & Donald's Nephews casually worldhop for fun & profit as if they were Moogles or something.
So, yeah, even Riku's "anime boy" aesthetic is itself pretty Telling of Riku being Plot-Relevant. He's canonically part-spirit, after DDD, but his ability to do that at all IS unprecedented (just like his ability to Balance Light & Darkness within himself, like his Light being equated with the Sun, like his easy grasp on using Darkness...). Whatever the KH-universe equivalent of an "angel" may be, Ephemer & Riku seem closest to it. That Riku met JOSHUA (himself a kind of Gay Angel) in DDD does not seem at all a coincidence.
oh! there's also that whole [terra] sigil thing! Riku's costume/keyblade designs imcorporate it (i forget how) & THAT sigil is probably the in-universe namesake for Terra, the character. Rather than [earth] or [land], the [terra] sigil seems older & is likely referencing an "[original/first] earth" or mean "[land of origin]".
It makes me wonder whether Riku's parent/s were themselves Aware of Other Worlds? If he's a relative of Xehanort, it's plausible that Xehanort's Skuld-resembling mother learned about Xehanort's ending up at the Destiny Islands & their family possibly moving to the World in hopes of a reunion. Which... would mean they weren't just AWARE of Other Worlds but ALSO capable of traveling between them. This is probably going to Come Up in Missing Link.
#kh meta#riku is the light#riku is the child of destiny#riku is a special special boy#kh ephemer#white haired anime pretty boys are always sus#idk who setzer is but sephiroth is exhibit a of silver hair being sus#idk if sephiroth is naturally silver-haired but he has it NOW and he is scary & god-like#i can see young xehanort happening across sephiroth and going “are we related”#who the heck is ienzo anyway#kairi's mysterious grandmother#dream eater riku#missing link tell us your secrets
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Rant incoming
I do not understand the love for the first paper Mario game love. I got to the dry dry desert I think about ten hours in and what interest I had in it died. I loved origami king, the combat system wasn’t the best and could be boring but it was easy to avoid most fights or just throw money at it get through it really quick. And the over world and boss battles were really fun. Despite the generally mediocre combat, exploring the world and finding the secrets and the dynamic changing of the world was all so fantastic. Each era had a fun feel and had fun NPC dialogue. This elements are what made up most of my play time, not combat. I had a great time playing it. The vibe of the game was so good. There were really funny moments and sad ones too. It was a cute little story.
Warning what follows is like a big old rant with allll my feelings and thoughts.
Obviously I have some issues with the original paper Mario though. Enough that I stopped playing. I had issues with origami king but the good stuff was so good that I could just get past it and it wasn’t a huge part of my experience playing the game.
So what were my issues? First, the exploration in the original is broken up constantly (I do understand it was likely a limitation of the era) which makes it slow. Every few feet there is practically a mini loading screen. With a stupid little outward jut as the scene exit, that really lets you know this isn’t a whole world you’re exploring. This break up of areas in such obvious ways breaks immersion, which they try to lamp shade by making the battle screen a stage. But it doesn’t change the issues. And it makes back tracking so annoying. I just love having to go though a million tiny loading screens and refight the same enemies constantly especially since they are literally the ones I just fought.
Also, now instead of just learning where things are in relation to each other (which I can do in huge games like xenoblade) I now have to learn arbitrary direction combinations to return to areas. Is it the first turn on the left side of this screen or the second? Then it is a left or right in this area of yet more trees. It is super annoying to run around trying to figure this out because of load times and combat. So hang tight let me pull up that tab that has maps for the whole ass game. Exactly my idea of fun. Exploration that is just learning a maze. Great. Wonderful. That or constantly looking at my browser while I play
Honestly guys that is just a nostalgic thing if you think it’s good design. It isn’t. (Why the modern game I mention later uses it is besides trying to be as much like this game as possible is beyond me). This is an example of a feature that needed to be there at the time due to likely hard wear issues. But why exactly no one acts like it isn’t annoying as fuck in a modern game context boogles my mind.
Second, I know some people like the combat, but I thought it was as underwhelming as the combat in origami. But unlike in origami it’s harder to avoid and there was no easy way to skip though unless you run. But then you would never get exp and you might fail anyway. So it’s stupid not to fight them. I learned as a young teen about the dangers of being under leveled in jrpgs. Anyway at least in origami king I actually like the bosses and over world enemies like the paper mache guys. And later you can kill enemies in the over world like in a normal Mario game. But in paper Mario all the battles are the same.
So what are my issues with the combat? There are several. One is that guarding doesn’t work completely so I can end up leaving any random fight with half my health gone. Which is more likely to happen as you have to use a whole turn to switch companions. Man I just wanted to have the goomba companion out to hear his commentary in the over world and in battle but I’m punished for it because he is pretty useless in most fights. Sorry that I want to actually engage with the world and flavor text game. Another thing, the timing elements which seem to not be the moment you hit but like a second before (wtf?) so I never get them right. Didn’t have that probably with origami king. Just here. And if you messed any part of it up the fight just drags on and on because you don’t do much damage even with slightly lower level enemies if you miss the timing elements. Then you have people that say the badge system is what makes the strategy but it doesn’t actually change how you fight much at all. Which is my problem. I don’t actually like stat management that much. I’ve never played any game RPGs or otherwise that made that the only part of game strategy. I’ve gone whole ass 100+ hour games were my only stat management style is make big number go up and I still enjoyed and completed the game.
So combat to me feels like this for example. So here I am fighting one spiky flying enemy and one in a shell. I have like only two or three options to begin. Which you know I can’t even use right now because I don’t have the right thing or ran out of FP or MP or whatever from the four other mostly unavoidable fights. And now I’m waiting to switch out a companion who I had out because I wanted some flavor text in a game that is mostly surviving off charming vibes alone. And I can’t even use guard because even if I get the timing right which I suck at in all versions because its always before the enemy hits and my brain isn’t wired that way, it doesn’t block all the damage. So fighting some generic mooks takes two to three times longer than necessary while I take damage. I could recharge everything but you know I’ll have to back track to a save block or a store. Which brings me to…
Combining the two issues together. Combat and exploration. So on top of just going anywhere feeling super slow you add in that is hard to avoid the boring, frustrating combat. This actively made me not want to explore. Which is one of the main things I like doing in games. And if you want to back track have fun fighting the same enemies again literally, in the scene you just left because the world is 2D enough that you can’t easily run around them. You can try jumping over but you end up starting combat if you jump poorly. Because if you jump on instead of over them you might cause damage to yourself if they have spikes. So now you start the fight already injured. Yeahhh. Definitely makes me want to find all the secrets. And see all the things.
All this just built up over ten plus hours. So when I got to the desert and there was like twenty of these areas/scenes in every direction it made me want to die. Normally I’m the kind of person that wants to explore every corner of a game. I spent 4 hours filling in the ocean on the map of xenoblade 3. And those areas in that ocean mostly have nothing in them. I adore exploring areas to find secrets and extra story and world building content. I live for it. As long as you don’t make it actively annoying as fuck. Regular random encounters make it annoying but adding constant loading new screens, even if they only last a second and I want out. I didn’t have this problem with origami king. I spent ages running around trying to find all the secrets and didn’t mind back tracking at all. Where by the second or third time I needed to go back to an area in paper Mario, it felt like a whole damn ordeal that I had to talk myself into. The fortieth time I’m fighting more of the same freaking goombas or slight goomba variations so I can find something I missed or figure out if I went the wrong direction the game stops being fun.
The thought of dealing with all those things while exploring the desert just killed what mild enjoyment I was getting from the game. Guys I wanted to explore that desert. I would hate knowing there was stuff I missed there. But my options were just give up exploring and focus on the story even though the main reason I wanted to play the game was exploring and world building or keep getting more and more frustrated. Because gods know I wasn’t enjoying the combat. So at that point I decided to just stop playing.
To be fair to the game though straight 90s jrgps are not usually my favorite. Random encounters suck, exploration isn;t great in those games and I’d rather just watch some else play to get the story. But it doesn’t take much to make me enjoy more traditional JRPG mechanics. 1. Show the enemies so I can avoid or fight as I want. If I can see them but can hardly ever avoid them it doesn’t help. 2. Give me something in the battle itself (not pre battle) that I can use as strategy. Child of light with its timer meter. FFX with the ability to change play order and instantly swap out characters. Or transistor with its use of traveling over space in a set amount of time. 3. If it is completely traditional turn based make it a smaller part of the game play like persona 5. (Which at least has some strategy if you are trying to get a hold up.) So I not pulling my hair out from boredom of doing the same thing over and over.
That said its not that I hate the model paper Mario uses for it combat completely or that it’s obviously just a bad fit for me and that’s why I don’t like it. It seems to be a variation an a classic turn based system so it should work for me. And it does. When it’s well done.
Because guess what guys a better version of this games exists and it’s called: bug fables!
Bug fables uses this game as inspiration and it manages it better.
The combat is better as you have three party members. You don’t have to waste turns summoning people and you can change their turn order at will. You can heal during fights easily and use items with effects if you can’t use the appropriate skill or character for some reason. This lets me actually have some real options during combat. And the badges add strategy for those that enjoy stat manipulation while the fighting is still varied enough to make it enjoyable on it’s own. Also the areas have greater depth making each section have more to them to see and explore, while also making it possible to avoid enemies. In an expanded feature each character has a skill that lets you better explore the outside world and you can switch to them on the fly, no menu hoping needed. And the things you discover as you explore reveal more about the world and it’s history. Honestly game play wise it superior in every way. That said it does break up the areas and I hate it but at least they are bigger so it happens less often.
On the mario side, I do like the aesthetics and world of Mario better. The bug world almost put me off getting the game. But that is entirely subjective.
Now I haven’t finished bug fables yet. However, unlike paper Mario, which I stopped because I was frustrated with the game play, I stopped bug fables because I got distracted by other things. I also got a LOT farther in the game. Also I will probably go back and finish it eventually unlike paper Mario.
I’ll admit that this set up of game clearly isn’t my favorite. But the nostalgia googles people have about paper Mario, as if it totally holds up to modern games, is mind blowing. I feel like they are remembering paper Mario as if it was like bug fables. But it isn’t. There are a lot of awkward spots and elements that haven’t aged well. I’m not mad that people like it. I’m just annoyed that people hype it up so much while putting down origami king. Because they made me expect it was going to be just so awesome and I would have so much fun. At most I got a mild, oh cute a bomb with a bow.
I get that some people are frustrated the paper mario series went in a different direction. And at this point if you want a modern paper mario style game play Bug fables. That said it doesn’t mean that origami king is terrible because it isn’t an RPG. It definite has its flaws but to a modern player with no nostalgia for the series, it was hands down way more accessible. And it has the cute vibes that drew me towards the series still!
Now I haven’t played a thousand year door and maybe it does all those things and I would love it. But this is about the original paper Mario.
Anyway this has just been bubbling for a couple of months. If you like the paper Mario set up (why you would every like the broken up over world is beyond me but I digress) play bug fables. It is superior in every way. If you want to see the cute stuff in paper Mario just watch chuggaconroy on YouTube play it in the back ground and do something else.
#paper Mario#origami king#rant#bug fables#I sweat bug fables comes up and in a positive light#long post#Sharing because I can't be the only one that feels this way
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Told you guys I’d ramble in due time.
I absolutely adore Bravely Default 2. It came at a really bad time cos I can’t waste 70 hours on a jrpg, but well, it’s too late to be concerned about that now. And as is tradition with me obsessing over a new game / show / whatever, you’ll basically find a fullblown review disguised as ramblings right under the cut. Be aware that I’m gonna talk about EVERYTHING, so spoilers are a given. Some maybe even for the previous Bravely Default games.
Also, if you wanna talk about this game in any capacity, hit me up, I’m DESPERATE to talk more about it.
Just for reference on how long this is gonna be, I made a voice recording while driving to remember all the points I wanna make, and that recording is almost 2 hours long. I did cut it down but still, this is gonna be a lot.
I’ll start off with the things that actually bugged me about the game, since there are only 3 things that really bothered me. First of, I really don’t like that you can name Seth. He has too much personality to be a self insert and player integration is not that big of a part in the game that this decision can be justified. It wouldn’t bother me that much if it didn’t leave a bad mark on the ending. First of all, we were robbed of Gloria desperately shouting for Seth, which makes the impact work less, and it’s just so prevalent that the name can’t be said because you have all the normal sound design going. If they’d just let the credits still play I wouldn’t have batted an eye, but because every other sound comes in it’s so obvious they’re just silently shouting in this scene, which makes it look silly. Like I said, this decision is more a detriment than an addition, and it’s a shame it casts a shadow on an otherwise heartfelt ending.
Speaking about lost potential, the other thing that really bothers me is the lost potential in certain plot points and character conclusions. I mainly mean Adam and Edna here. Both of them have been built up to be these formidable foes but they just, die. If it was just Adam I’d be fine with it, since you expect Edna to backstab him and be the actual big bad of the story, but I cannot fathom why they dropped Edna this HARD. If not Edna herself, I don’t understand why we don’t get more of a reaction from the Fairies and especially Adelle. I mean, Edna was her sole reason she left for her journey in the first place, then Edna dies and that’s it? No part where she grieves for a second? No concern from the others about Adelle? Mind you, I haven’t finished all the Sidequests, so maybe there actually is one in which this is addressed, but I think even just a Party Chat after Bad End 1 would have been sufficient to show how Adelle suddenly feels about the loss of Edna. It would have made Bad End 2 / The Secret Ending even more impactful, because, yeah, of course, you kinda know Adelle isn’t going to turn her back on fairy kind, but one of the reasons she doesn’t leave is because if Enda didn’t get a happy ending, then she shouldn’t either. It would have been amazing foreshadowing if she showed this sentiment before this scene happened. Other than that, it’s a shame that we know so little about Edna, or rather, how she became “bad”. I get she’s supposed to be corrupted by the Night’s Nexus, but how did it even come to this? It can’t have been a gradual thing, after all, Adelle says Edna was always good natured and then just disappeared one day. Really would have loved seeing more of that plot point.
Ok, last gripe I have, some choices in the soundtrack and sound design. Don’t get me wrong, I absolutely love the OST, and I will get to that, but damn, whatever Revo used for the lead instrument in Wiswald hurts my ears. It’s a really good track, but I always have to turn down my volume because these high pitched sounds physically hurt. And for sound design. Dude, the Night’s Nexus is the least threatening, nightmare fueled abomination that ever existed. I get that its growl is kinda supposed to be layered with Edna’s or sth, but it, it just sounds silly. If they went the route of just swinging between different voices or began distorting it from phase to phase, it would have been fine. But the choice they made really made an otherwise creepy design just absolutely silly.
Ok, enough jammering, on to the good stuff. Like I said, there’s going to be a lot, so I’ll try to be brief in each aspect.
Gameplay
I honestly like the new battle mechanics more than the old ones. This individual, turn based system feels way more dynamic and it’s easier to strategies in battles. Because nothing made me more angry than setting up for a heal and the enemy suddenly being faster than me and killing my healer. Now it’s easier to plan ahead a bit.
I also found myself experimenting more with the jobs. Not sure what it really is, but none of the party members leaning more towards certain types of jobs and the job leveling being way faster probably helped.
And I know some people get up in arms because the boss sometimes can be a real pain in the ass (looking at you pope dude), I still found it very interesting getting around counters or even using these counters as a benefit. As an example, I made Adelle my main physical fighter and gave her lots of counter abilities to help her profit from being countered by enemies themselves. Now, she can attack enemies, get countered, automatically evade that counter and earn a BP at the same time. Made a lot of boss fights way easier and fun to exploit.
Music
Ok, I will try my best to be really, really brief, because in my recording this part takes up almost 40 minutes. Anyways, Revo might have just become one of my absolute favorite composers ever. I don’t know what kind of magic he used, but I initially wasn’t that impressed with the OST, but every time I listened to it, I just fell in love harder and harder. Before getting into specifics, I wanna highlight the two things that made me love this OST overall. First of all, this soundtrack almost seems like a refinement of BD’s. While losing some of that fairytale vibe, it sounds even more fantasy now. And in contrast to the original, this almost sounds more balanced? Like, BD’s OST felt high energy throughout, BD2’s on the other hand manages to find a good balance between high and low energy pieces. Like, the character themes or battle themes are absolute hype, but the overworld themes are a lot calmer and easier to listen to while exploring. Second big point that makes this soundtrack amazing is that Revo is an absolute god at using emotional progression/storytelling and leitmotifs in his songs. And heck, do I love myself my leitmotifs. You’ve got some obvious ones, like the final battle theme in which all the character themes and other leitmotifs are integrated. Then you got some maybe more subtle once, just like how the overworld themes are just the main theme, just a lot calmer and using the lead instruments of the towns of the areas.
But my absolute favourites gotta be the character themes and the main theme. I love how fitting the themes for the characters are and in general, each of them is such a bop. At first I prefered Elvis’, because I sure am a sucker for jazzy vibes, but over time Adelle’s became my fav. It’s just something about the trumpets, and how the theme almost sounds a bit melancholic and bittersweet, that drew me in. And considering her story, mostly her bad end, that the bittersweet tone really fits.
Then there’s the main theme. Just like BD’s it shouts “triumphant anthem” and it definitely gives you a very familiar vibe, but I’d argue it has even better emotional progression. Heck, the first time I heard the music start up in the reveal trailer, I didn’t have to look at the screen to know this is gonna be a BD game. Also, the credit song version had me weeping at the true end. I’m someone who’s very easily affected by music (if me shouting about soundtracks on this blog wasn’t proof enough) and just hearing that ending song, getting the after credits scene, just for the second credits to start as a freaking duet. Dude, at that point I just started sobbing, I’m not gonna lie. Just this little part showed how much Revo knows how to put emotion in a song and also write it in such a way that he can elicit strong, emotional reactions from you too.
Story
People have been complaining how the story is too boring and kinda disappointing in comparison to the last one, but I just think the games tried to accomplish different things here. Since the BD series is a celebration of old, classic jrpgs, “cliche” storytelling is a given. Though, BD did throw a lot of meta stuff in there too. BD2 in contrast just feels like a direct execution of that initial idea. It feels familiar, it feels comfy and it feels safe. Except for the little things with the endings and then overwriting the Nexus’ “save file”, BD2 doesn’t really get that meta, which is totally fine. It doesn’t try to reinvent or innovate anything, it just wants to be a fantasy story, that might be cliche, but still fun and enjoyable in its own right.
I’d also argue that the pacing is a lot better than the old game, because with BD I sometimes found myself skipping through scenes to get on with the story. Not that this game didn’t have me rushing through stuff as well, but I found it kept my intrigue way better than the original.
Characters
Next to the music, this is the part that I absolutely love the most. While, yes, they did lose a lot of potential with some characters, mostly with the villains, the main cast is just so much fun. I love these 4 dorks so, so much.
I honestly can’t stand how much people compare them to the original cast. Yes, ofc, I’ve been doing my fair share of comparisons too, but calling these four a more boring version of BD’s party physically hurts me. Because except for some initial impressions, the Heroes of Light are completely different from our beloved Warriors of Light.
While yes, Seth and Gloria give off strong Tiz and Agnes vibes at first, they both grow into such different characters that they’re not really comparable. I think this shows with Adelle and Elvis even more. I do understand how people could compare Adelle and Edea, since they’re both the feisty girl type, but I can’t understand how people can see Ringabel and Elvis as the same character type. While those two are the “suave” party members, they act so differently from another. And that’s honestly apparent the first time you meet them.
Anyways, I love these 4 so much.
We technically don’t know a lot about Seth at all, but they manage to pull so much out of just the fact that he’s a sailor, that it makes him really endearing, really fast.
I was kinda disinterested with Gloria at first, because again, the initial impression was Agnés2.0, but she grew on me a lot. Gloria is way more hard headed and honestly sassy in comparison to Agnés and I absolutely adore it.
Elvis. Elvis, my man. I love this fantasy scottosh wizard so, so much. He’s such a ridiculous character but so endearing at the same time. You got all this dorkiness, with him setting himself on fire as a student, him doing god knows what for a good drink or just laughing danger and prejudice in the face. But then you got his super empathetic and caring side. Mind you, most of his wise moments come from quoting Lady Emma, but still, as much as he’s hopeless with certain social situations, he’s actually still really good at reading the room and playing things smart. He’s a smart and powerful idiot, which makes him a danger to everyone and himself, and I love him for it. (I also can’t believe they called him Lesley I MEAN COME ON)
And then there’s Adelle. I liked her from the start, but I didn’t think she would stick out to me. I think now she’s my favourite character. Not even talking about all the stuff that happens in chapter 3 and onward, because these story threads are awesome in their own right, but there’s just something about her personality that’s interesting and appealing to me. Like I said, I’m not surprised people compare her to Edea, I did too at first, but while Edea walks very close to the line of a Tsundere, I was really surprised that Adelle is, well, not a Tsundere at all. Yeah, of course she’s putting Elvis down a lot, but that stems more from her preventing his ego from going to his head than her being all embarrassed. No, Adelle is actually really well adjusted when it comes to communication. While it’s hilarious that she and Elvis met with her chucking her shoes at him, the two just got along well right from the start. Adelle in general has this really open and helpful personality, but also doesn’t shy away from putting her foot down, even if that sometimes comes out as an embarrassed sputter. She’s also the mother hen of the group. She looks out for the other three and gets concerned about them real fast.
I dunno, Adelle just really grew on me over the course of this game, and then her kinda being paired with Elvis too, as partners and as partners, makes me like her even more. Because as much as I like their personalities individually, I like their character dynamic even more. I honestly love the relationships between all four of them a lot. You really feel them grow closer as friends and all the little character sidequests just always made me really happy.
Conclusion
You might not believe me, but I really held back there. This could probably have been 3 times its length. As much as I love this game, it’s of course not perfect. It struggles and flails in some parts a lot and it certainly has some aspects that might turn people off. But for me, it was just a very familiar and comfy game that didn’t necessarily deliver anything new, but that told its story in such a way that it still got me excited to keep going. The soundtrack is absolutely amazing and the conclusion of the story actually got me to cry. While not groundbreaking, this game is highly enjoyable and leaves you absolutely satisfied at the end.
Also, I would like to iterate that I am desperate to get more content about this game, so if you wanna chat about it, hit me up.
Anyways, anyone else felt like having a fever dream when everybody in chapter 2 started talking fantasy scottish? Cos I sure did.
#bravely default#bravely default 2#bd#bd2#fanart#review#ramblings#seth#gloria#adelle#elvis#elvis lesley
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Getting Psyched - A The World Ends With You Retro Review
Genre: Adventure Subgenre: JRPG Developer: Square Enix, Jupiter Publisher: Square Enix Platform(s): DS Release Date: July 27th, 2007 Hours Played: 42 hours this playthrough
You’ve almost certainly heard of this game, especially if you’re into JRPGs. When a game advertises itself as being “from the team that made Kingdom Hearts,” I was sold instantly as a kid. One look at the game’s box art confirms that Tetsuya Nomura had a hand at this game with his distinctive bold art style. But the game itself was something that nobody at the time had predicted. The game has an urban fantasy story unlike much that had been told at the time. Furthermore, the game was made to push the DS to its limits and create a battle system that could only work on the DS’s two screens. Does this cult classic live up to the hype, or is it just a janky mess? Let’s find out.
Story
TWEWY opens by introducing our protagonist, an antisocial teen named Neku Sakuraba. Neku unexpectedly awakens in the iconic scramble crossing of Shibuya, Tokyo. To his surprise, the crowds seem to walk right through him, and a strange pin appears in his hand that allows him to read the thoughts of passersby. Neku quickly learns that he has been thrust into the Reapers’ Game, a seven-day death game where the Players are the recently deceased that must partner up to fight the Noise, hostile part-animal-part-tribal-graffiti creatures that seek to erase the Players. What’s more, each day Players must complete missions given to them by the Reapers within strict time limits while avoiding the reapers themselves. If they can make it to the end of the week, they might just be able to return to life.
Along the way, Neku will meet a chaotic cast of characters including Shiki, the headstrong seamstress who is eventually able to get Neku out of his angsty shell, Beat and Rhyme, a pair of street-smart siblings with heavy 2000’s skater vibes, Joshua, an abrasive, sarcastic, literal Christ figure who’s somehow a good guy? Or maybe he’s a bad guy? Or… maybe he’s a good guy again? On top of that, the Reapers themselves vary wildly from the contrasting duo of the laid-back Kariya and the high-strung Uzuki to the lone radical Minamimoto. The game does a good job of having a full roster of characters without overloading the player. Furthermore, while most characters seem wacky at first, they all have motivations and layers behind them that become clearer as you progress through the story.
Without spoiling anything, nothing is as it seems in the Reaper’s game, and multiple parties are vying for control for different reasons, meaning the whole thing feels like one big political intrigue story on top of an urban JRPG. Even on my most recent replay after having played the game countless times over the years, I was hungry to put the pieces together. While the main storyline mostly follows Neku’s perspective and doesn’t explain a lot of the behind-the-scenes interactions and motivations of the secondary characters, the game fortunately has a Secret Reports feature, which are written by a certain character who seems to know way more than they let on. These Secret Reports are near essential to understanding the game’s true story, and reveal whole layers to the plot and world that the main story doesn’t even touch on.
Needless to say, I loved the story of TWEWY. Everything feels perfectly crafted, leaving no loose ends, while still leaving the player wanting more. If anything I wanted to see more of Neku and his friends after the game’s conclusion just hanging out in real life.
Gameplay
TWEWY is a JRPG, but in the loosest sense possible. In the overworld, the player controls Neku, guiding him around the various streets of Shibuya on the touch screen or with the face buttons. Unlike in traditional RPGs, outside of story events the player must deliberately initiate combat with the Noise. By scanning their environment they can read the surface thoughts of passersby, but also reveal noise symbols in the environment. By tapping on these symbols, the player can queue up battles with the noise, and can even chain multiple battles together for back-to-back fights that multiply your drop rate.
In battle, Neku and his partner are sent to separate Zones, with Neku on the touch screen and his partner on the top screen. Neku fights the noise by activating the abilities of pins he has equipped, called Psychs. Each psych has its own activation method, from swiping on an enemy to tapping empty space, to scratching on the screen, to shouting into the microphone, and more. It’s up to the player to equip Neku with the best pins, though pins level up as they are used, becoming more powerful and sometimes evolving into even stronger pins.
On the top screen, Neku’s partner fights the noise by using the DS’s face buttons to move through a combo map and select certain finishers. By selecting the right finishers, you can charge your Sync gauge to perform a powerful special attack. Both characters share an HP gauge, damage to each character subtracting from each side. If you’re following along, that means the game expects you to control both Neku and his partner at the same time. This can be tricky for new players, but you quickly get used to it. Additionally, you can have your partner auto-fight with a customizable delay, meaning you technically don’t have to control your partner at all. However, if you really want to deal major damage and wipe the floor with the Noise on higher difficulties, you’ll want to master battling with both characters at once. When I first played the game in 2007, I found the parner battling to be too difficult to keep up with, but now that I’m older and more experienced, I find the combat to be incredibly deep and rewarding. Additionally, the game rewards back-and-forth control of Neku and his partner with the Light Puck mechanic. Essentially, when one character performs a combo finisher, the light puck is passed to the other character, and passed back when that character does a finisher. In this way, you can build up a damage multiplier based on how quickly you rally the light puck. This creates a natural back-and-forth flow of using Neku until his psychs discharge, then getting a few hits in with his partner, and so on.
My only complaint about battles is that in later fights on higher difficulty the Noise will attack so frequently on the partner’s zone that it’s difficult to get attacks off with them at all. Your partner has a limited block/dodge, but it only does so much and there’s often tons of Noise attacking at once. It’s not insurmountable, but it can be frustrating at times.
Outside of battle, the player must constantly keep up with a few things, food, swag, and difficulty. Both Neku and his partner can eat food and wear clothing purchased from many shops around Shibuya. Food offers an up-front bonus as well as a permanent stat increase once the food is digested by completing battles. However, you can only digest so many times per real-time day, meaning you have to prioritize high-calorie foods before smaller snacks. I found the digestion limit to be a bit too limiting. It can be removed in the post-game, but it still makes food hard to deal with for someone that is effectively bingeing the game.
Swag are articles of clothing that offer flat stat increases, but also have abilities that are unlocked by showing it to the right store clerk. Each clerk can unlock the abilities of specific clothing, and you can unlock more by buying enough stuff from them to fill up their Friendship Gauge. I thought it was fun to slowly make friends with each store clerk, and I felt bad that I couldn’t hang out with them or reciprocate some of their obvious advances, though I’m sure it’s assumed that Neku cherishes his friendships with them after the game’s conclusion. However, you can’t just equip any old piece of clothing to any character. Neku can’t just pull off a dress and cargo shorts right off the bat. Each piece of clothing has a Bravery rating, with characters whose bravery is below that rating being unable to wear the clothing. Fortunately, bravery increases as you level up, and can also be increased by eating food. By the end of the game, you’ll be able to have Neku and company wearing whatever clothing you want.
Lastly there’s Difficulty. The game has four main difficulty levels, being Easy, Normal, Hard, and Ultimate. You begin the game in Normal, but once you unlock a difficulty, you can change it on the fly from the pause menu. On easier difficulty enemies have less HP and deal less damage, but you get fewer XP and worse pins. The reverse is true on higher difficulties, with some of the best pins in the game being available exclusively as drops on Ultimate difficulty. To aid you in this, you can also change your level at any time. Unlike in a standard RPG where your level is immutable to the player aside from leveling up, in TWEWY you can freely choose your level from one to the highest level you have achieved. For each level below your max that you set your level, you get a multiplier for drops. This can be combined with the battle chaining multiplier to get ultra rare drops, some of which have less than 1% and even less than 0.1% drop chances normally. This gives the player an incentive to level up aside from just stat bonuses, and rewards players who go out of their way to engage in battles. As above, battles are largely optional, but it heavily behooves the player to battle as much as they can, not only because you get drops and experience, but increasing your level gives you more wiggle room for harder fights such as bosses.
There are tons more smaller features, but these are the main ones. I thoroughly enjoyed the vast depths of the game’s mechanics and found the difficulty settings to be really engaging and a novel approach to RPG player advancement while still affording accessibility. I was enthralled for multiple hours as I struggled to get the best gear, feed my team the best food, and equip the best pins to get as strong as possible. Until the very end of the postgame, it never felt like mindless grinding, as you can just breeze through the story on Easy if you really want to, but where would be the fun in that?
Presentation
TWEWY is probably best known for its vibrant and bold incredibly urban street-art-themed style, which shows in not only the art, but the UI, music, and writing. The character art is that hard-outlined and overdressed Nomura art style that fans of Final Fantasy and Kingdom Hearts have come to love, and the backgrounds are all vibrant and stylized to fit. The pixel art of the character sprites and Noise are all incredibly expressive, with Neku’s idle animation as he jams out to tunes on his headphones being one of my favorites.
The game’s music is unabashedly lyrical, covering a vast array of genres including JPop, Punk, and Hip-Hop, with many different styles of each. I loved almost every song in the game, though I found one of the overworld themes to be a bit grating at times. Other than that, the music is pretty great, and what’s even better is you can buy CDs of each of the game’s songs in the game to have your own personal sound test right from the menu, even going as far as to allow you to set the background music on the menu itself.
The game even has voice acting, though it’s limited mostly to battle quips and wordless expressions for cutscenes. I actually really enjoyed the voice acting and thought they nailed each character. I was honestly surprised at the audio quality the developers were able to pack into this game. The music was a very slight bit tinny through the DS’s audio chip as is to be expected, but barring that the vocals and voice overs were super clear and the instrumentation of the songs were well mixed.
Overall, the game’s presentation is about as good as it gets on the DS, giving even home console games a huge run for their money.
Conclusion
Honestly it’s hard to say anything bad at all about TWEWY. The game was a bit hard to approach at the time, but it’s aged magnificently. These days, I wouldn’t hesitate to say that it’s the best (at least non-Pokémon) game on the DS. Honestly though some might be turned off by the game’s quirks, I think TWEWY is a masterpiece that everyone with a DS should pick up and play. I can’t wait to see how the newly-released sequel stands up, but honestly the original is a tough act to follow.
Score: 10 / 10
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The Beginning of the End
When I first finished the prologue, I cockily thought that the game would not be too terribly long. After all, it was only four chapters. Surely, it wouldn’t take that many hours to complete. Three weeks maximum, I told myself.
Little did I know that Trails of Cold Steel 3 would take me a month and a bit to finish. Granted, there were numerous distractions along the way and a family trip to boot. But one thing I had forgotten about the series was how dense the lore and world-building could be. I had even forgot that with Japanese role-playing games (JRPGs) that even narratives with a simple premise could still span countless hours. And that’s not counting the artificial inflation of simply chatting with every non-playable character (NPC) in order to not miss out on collectibles or on hidden sidequests.
I think on it now and simply see it as fair recompense for how long I’ve kept the game sitting on my shelf. Far too often, I’ve gone for the next shiny new game instead of completing those that I’ve bought a year and a half ago - waiting for a lull in game releases (that have caught my eye) before tackling the next lengthy JRPG in a series that has spanned multiple entries.
Legend of Heroes: Trails of Cold Steel 3 starts in the middle of a battle. There’s not much explanation and the player is thrust into the roles of the new characters that featured in trailers and the box art. True, one of them is Altina - once an enemy to Class VII, but this time the homunculus was on our side.
(And honestly, it was written better than my attempt in Divided We Fall. A narrative that begins mid-way through and with a battle is supposed to entice the player or reader or viewer - bringing out their natural curiosity. My attempt, however, might have been a bit too confusing. Live and learn, I suppose.)
After holding out against the Stahlritter, several scenes flash by and the game takes us to Leeves. It is the start of a new school year and our favourite black-haired hero has returned to Thors Military Academy. Except, of course, it’s the BRANCH CAMPUS! And why is the Ashen Chevalier, Hero of Erebonia, now an instructor? Of all things?
To be perfectly frank, I feel as if Rean’s choice was to maintain the school setting. While I appreciate the downtime and the ability to run around chatting with members of the old and new Class VII, it felt a little forced when there were plots within plots being spun by all the secret societies out in the world.
In a way, though, I can see the genius behind it. Thors Military Academy was always a hub for the characters to return to and regroup after each harrowing encounter. I will say that it does take quite a bit of coincidence for each place that the Branch Campus goes to on their ‘field missions’ to always be somehow linked to whatever machinations Ouroboros might have in the works. Oft times, the scenarios felt a little contrived - ensuring that Rean and his team of allies were at the right place at the right time to do battle with the ne’er-do-wells that have been a thorn to main characters since the beginning of time itself.
One of the major things I dreaded coming into Trails of Cold Steel 3 was the prospect of meeting new characters and having to juggle an already impressive roster of playable characters. Yet it wasn’t too long before the likes of Juna Crawford and Kurt Vander had wormed their way into my heart. I didn’t even mind Musse and Ash (though I did find Musse’s flirtations - with her instructor, no less! - a little excessive).
While each of them fell neatly into anime stereotypes, I was also appreciative of how the game took the time to flesh out their backstories and still have it somewhat linked to the overall narrative of the world at large. Particularly Musse and her connections to Duke Cayenne.
Where I felt the story falter a little was how the last chapter was more focused on Calvardian spies in the capital city of Heimdallr. Whereas the three previous areas had focused on suspicious activity that was almost always about Ouroboros and their experiments with new technology, the battle with the Dark Dragon felt much more separate and standalone.
Of course, the writers managed to exposition it all away, but it was the one part that I felt was not quite as synced with the others. In fact, it felt a lot like plate spinning (and give players a challenging boss battle) until events transpired that would thrust the main plot forward.
The combat still remains fairly similar to previous entries. Quartz management still proved paramount in creating the best team - whether that was equipping those with excellent stat boosters or a mixture of powerful arts. But while arts, particularly for healing, were important, I found myself leaning more on crafts and the occasional brave orders. Newly introduced to the series, brave orders were another piece of the puzzle to make combat more interesting. Almost all of them are buffs. Some increase the strength of all characters in combat, whereas others minimise damage. Still others gave the player characters unlimited turns to utterly decimate the competition. It was always fun to try them out and find the perfect combo to tackle many of the late-game bosses.
Another introduction to Cold Steel 3 was High-Speed Mode. Honestly, I should have played the entire game on High-Speed Mode. By speeding up all aspects of gameplay, it was probably the reason why I was able to finish the game within 110 hours rather than 130 hours. And yet, even with a guide to help me, I still decided to talk to almost every NPC after each major event to see how their lives had evolved. It might not give it a completely ‘lived-in’ feel of the world, but their vignettes were still amusing.
How else would I be able to enjoy Lord Quinn’s teasing of his young daughter? Or watch the burgeoning romance between Bennet and her fellow baker?
Despite how long the game took me, Trails of Cold Steel 3 was another solid entry. Though a lot of it felt like filler, the last few hours had me on the edge of my seat as disparate threads came together and many questions were answered. Of course, as the credits came to an end, I found myself with more questions that the game thought would entice me to play the sequel (which I will, because it, too, is sitting on my shelf ready to be played).
Though it will be the end of a lengthy saga, I’m eager to see how it will all play out. What’s happened to Rean? Why did the developers leave us all with a cliffhanger? How many times will they attempt to echo the first Trails of Cold Steel in their third entry? Why is Alisa the supposed canon choice instead of Emma or Laura or Fie? The list goes on...
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Honest KH2 Appraisal
Continuing looking at Kingdom Hearts II from a moderate standpoint, here is a post looking over all the good of the game's tumultuous narrative, because accentuating the negative as described in this post without looking at all the positives does it no justice. Here are the ten major things that went right with the game's narrative:
- The Characters: Even if much of the character writing is a downgrade from the previous two installments, one vital quality is still retained: you like these characters, you feel for these characters, you are interested in these characters and invested in where they end up. As this video points out, it's still a story about Sora and his friends, not about the increasingly incomprehensible Xehanort and his increasingly uninteresting followers. In fact, it's the story that ends the larger story they've been a part of ever since the original game. It's the true end of their journey, and you're with them all the way.
- The Emotion: I find that "melodrama" is something that is very unfairly maligned. It's bad in the wrong place, sure, but in the right place it is highly effective at going straight for our hearts and giving us something memorable, possibly even formative, that will last us our whole lives, more than more "seriously" written things do. And KH2 piles on the melodrama to superb effect, exactly in the way you would want and expect in a Disney JRPG. The convoluted nature of the plot falls by the wayside when you are wrapped up in the emotions - to paraphrase Ansem the Wise, you don't need to wrap your mind around things when your heart already knows them.
- The Balance: KH2 might just be the crowning achievement in the series when it comes to balancing Disney, Final Fantasy, and KH-original elements. Each receives more than their fair share of spotlight, and each is able to interact with one another in perfectly natural ways. So as out of sync as the forces behind the narrative were, the forces within the narrative have never been as much in sync. The KH universe has never felt as unified as this ever again.
- The Tone: Similarly to the unfair rep that melodrama gets, there are many who instantly judge the "early 2000s shonen anime" tone (meaning style, flashiness and Rule of Cool takes precedence over serious subject matter) that KH2 goes with, often upset either because they wanted the first game's tone again or they wanted something darker as suggested by the famous secret ending video from the first game. But there's so much that's good and fun about early 2000s shonen anime when it's done right, and KH2 is an example of doing it right. I honestly think that this tone really works for the series and wish it had stuck to it, rather than deteriorating into the bad, pretentious, self-important shonen anime style that it did.
- The Themes: While continuing the themes established in the prior entries such as hearts, connection of hearts, darkness within hearts and light within darkness, and the power of memories, KH2 brought several new themes to the table such as the nature of existence, what your place in the universe is, the importance of keeping the promises you make, and perhaps above all reunion with friends. And even if the story's writing was wonky, the themes always shine through and are explored and wrapped up perfectly.
- The Visuals: Masaru Oka's lackluster Event Direction can't detract from how visually grand Nomura's story is, with the imagery on display still remembered by all who played the game even today. Of special note has to be the World That Never Was, which is positively dripping with atmosphere and filled with unique structures, doing full justice to what was glimpsed in KH's legendary secret ending.
- The Sense of Humor: As much as I harp on Nojima for his writing problems, I would be remiss to not praise his excellent sense of humor that he filled his scenario with. Nomura even confirmed a lot of comedic touches like Sea-Salt Ice Cream being a running gag that runs so long that it becomes an important plot point was Nojima's doing. Also notice how the Halloween Town stories are written in a hokey manner like a Christmas special - don't think that wasn't intentional, that's the whole joke and it's hilarious. In fact, a lot of famous "KH2 out of context" moments and lines like "we totally owned you lamers!" seem to be conscious, tongue-in-cheek choices, and done in a way that doesn't offset the emotional sincerity of the dramatic parts of the story. With the KH series often being unable to lighten up these days, this kind of comedic touch is sorely missed.
- The High Points: This story's high points aren't just high, they're goddamn iconic. "Looks like my summer vacation is...over". The Hollow Bastion war sequence and the battle of 1000 Heartless. The stories of Beast's Castle, Olympus Coliseum and Space Paranoids. Timeless River in its entirety. The tough, climactic boss fights against the members of Organization XIII, Disney villains like Hades, and powerful Heartless such as Groundshaker. And of course almost everything that transpires in the World That Never Was. I believe I speak for many when I say that the low points like Atlantica or that weirdo subplot with Cloud, Tifa and Sephiroth are entirely forgivable when high points of this caliber are packaged along with them.
- The Finale: Like I said above, the World That Never Was gives us one of the best finales in video game history. From going through the dark city streets, to the mental duel against Roxas, to scaling the Castle That Never Was and taking down the rest of the Organization, to seeing all the heroes reunite, to the verbal battle between Xemnas and Ansem the Wise before the latter’s heroic sacrifice, to entering a physical manifestation of Kingdom Hearts itself where you slice through buildings, dodge laser fire from a flying mechanical fortress, fight hordes of Nobodies and take down Xemnas, to the final boss fight against Xemnas in the Realm of Nothingness, and finally to the sheer perfection that is the ending sequence. Every character gets a moment, every plot thread is wrapped up in a bow, and the happy ending you've longed for since the first KH didn't have it is finally achieved. There are flaws, but in the grand scheme of things they're nitpicks. This is the most satisfying conclusion the KH series has ever given us or ever will give us. There's just no topping it.
- The Collaboration: Tragically, Nomura took the wrong lessons away from KH2's success and from the criticism its narrative received. Here is what he admitted after KH3's release:
By axing professional scenario writers like Nojima and collaborators beyond Masaru Oka since they get confused by his concepts and stories, Nomura has traded one style of narrative mess for a much worse one. With his name under the "Story" credit, the stories are now even more convoluted, pretentious and badly paced, and now with far less sharp dialogue, less humor, less balancing between Disney, FF and KH-original elements, less emotion and thus less emotional investment, and less characters to be interested in or care about. Just...less FUN. This old post nailed it. Kingdom Hearts III came as close as was possible under the circumstances, but when compared to Kingdom Hearts II, it’s still a noteworthy step down. Regardless of its faults, KH2 is clearly where the KH series peaked.
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Unorganised thoughts on Trails of Cold Steel II:
they still haven’t told me why it’s Class VII
So I liked this WAY more than CS1, thumbs up
I am annoyed that the only new location was Ymir (WHAT A COINCIDENCE that all the important places in the war were specifically ones Rean had been to already)
I just really wanna go to Parm idk
Bless Anton for showing up right at the end and giving me just enough AP to make A0
(fav Anton and Ricky subplot yet, god I love those guys)
I LOVED how tactile all the reunions were! I love it when fictional characters hug it makes me happy
I found it extremely funny that the final boss straight up tells the characters ‘hey, there’s literally no point to fighting me, you’ll gain nothing except closure I guess’ like that’s VERY on the nose and meta for a final boss
The game does have some real ending fatigue though, I don’t think we needed the epilogue
I did like the final boss though - up until that point, I had become so good at using my Dream Team of Rean, Elliot, Machias and Jusis (or Nuke-sis, as I call him, for his insane levels of arts damage output) that everything had got kinda dull for me. But final boss was actually a challenge, I had to think rather than just using the strategy that had worked on everything else
Which was Rean delays, Elliot heals/deals arts damage, Jusis drops arts nukes, and Machias does miscellaneous support/uses his link ability to keep Jusis’s EP topped up
Oh yeah I had them linked through pretty much the whole game and they hated it and it was super funny
So OH MAN, in their linked victory battle ending screen thing, Jusis goes ‘not bad, you actually held your own for once’
And it’s a little muffled, so the first time I heard it I swear I thought Machias responded with ‘you know what you can hold? Your damn top!’ and I dropped my controller. Had to go out of my way to win another battle with a link attack because no, no way-
He
Um
He said ‘tongue’
Anyway, characters!
Rean: Immediately upon starting up the game I found Ride Along Estelle in my DLC inventory and equipped it in the hopes that it would inspire Rean to be a better protagonist. It... kinda worked? I don’t hate him anymore, and I was pretty hyped to learn he was Osbourne’s son
And then Lloyd showed up immediately afterwards and I was like ‘oh wait here’s a protagonist I actually LOVE, nvm bye Rean lol’
Alisa: I literally never use Alisa unless the game makes me lol she was there and I don’t hate her but also I cannot remember a single interesting thing she did. Even during her one bit of plot relevance she was overshadowed by Angelica it’s hilarious that the marketing makes her out to be the deteuragonist
Elliot: A GOOD BOY who served me incredibly well with his off the charts healing crafts, I can’t believe I started CS1 not liking him much and thinking him useless. I love the little dance he does in his idle animation
Laura: I still like Laura, I wish she was more plot relevant. I don’t feel strongly about her, but she’s always a welcome addition to any scene
Machias: Unpopular opinion probably but I really like him, even if his outfit in this game was awful. So are his alt outfits. Fashion disaster. I bought him contact lenses from a shady highway business man because he looks better without glasses. I made him ludicrously bulky, if he’d just had some kind of taunt craft to protect Jusis (squishy mage) with he’d be a perfect tank
I’m a fan of him in a ‘this is my trash son’ kind of way lol
Emma: Uhhh kinda boring which is impressive since she’s actually important and pseudo-related to Vita and all. Btw I guessed she was a witch in chapter goddamn three of CS1 after reading the folklore book, and I find it extremely wild that it’s either a dragged out, foregone conclusion if you have read the book, OR witches even existing is completely out of nowhere if you haven’t
Jusis: My favourite, because I’m basic. But like, he’s seriously the most interesting of the guys, and I made him Rean’s best friend (only one I got to rank 7 with lol). And his bonding event in Bareahard was so gooood!
I find it incredibly funny that he insists he and Machias aren’t friends because 1. Yes you are and 2. Do you even have any other non-Rean friends, guy? You literally never hang out with anyone else unless it’s plot related
Still low key ship it. Enjoy that Rean does too, apparently. Still reeling over their Trial Chest’s quote
His second S-Craft is ridiculous looking
Fie: Most interesting girl, love how she just doesn’t get flustered ever, funniest character, best girl in the game, what the HELL was that outfit
Gaius: I keep forgetting Gaius exists lol. I don’t dislike him, but he’s not very interesting to me. He’s Zin, or Noel
Millium: Man do I want to know more about Millium. Her whole thing about learning to cry... so sad and SO fascinating. What is the deal with her and Altina?!?
Sara: I hated Sara at the start of CS1. Now I adore her. God she’s just the best. Please let her interact with Schera please please please Falcom
Towa: Cutest! She’s so cute and I still love her and I did her final event even though she is TOO GOOD for Rean! She got to be a captain! I love her!
As for more minor characters - still think Angie’s great, just wish she wasn’t kinda creepy about her love of girls, deeply dislike that the game ship teases her and GEORGE, who I still otherwise find inoffensive but also, you know, male, Alfin is great, Toval is great too and I still can’t get over him being Toby, stop teasing Claire with Rean let there be one woman who isn’t into him please, oh good Sharon’s here and they don’t do that with her and she’s awesome also can’t believe I used to not like her, more Olivier always please, same with Mueller, Celine is Morgana from P5 except better in every conceivable way, Crow :(, all the Ouroboros lot are great as always, and Elise is easily my least favourite character in this franchise and can get in the sun for all I care
I read a transcript of the drama CD and hey Rean’s dad can also get in the sun for saying that his adopted son isn’t good enough to marry his biological daughter like where do you even start-
I love that I’ve gone from reacting to Ouroboros appearances like ‘oh shit oh no’ to going ‘oh shit it’s these fucking clowns (affectionate) again’
Still love Beryl. Also love Lambert
When they mentioned ‘Mueller’s friend’ I thought it would be Julia and I was so excited and then so disappointed that it was Neithardt who I still don’t like
Elliot’s dad looks ridiculous riding on top of that tank
I loved riding the bike around SO MUCH, even if it took me a while to get a hang of the controls
Aurelia Le Guin is just Edelgard Fire Emblem, right? And Bardias is Claude? Except I guess this game came first, so like, other way around
Man I loved flying around on the Courageous. Also I FINALLY got a map, all I wanted in CS1 was to see a map of the country
However, Act 1 was definitely my favourite part - the sequence where the kids have to sneak through the railway lines under the bridge to get to Garrelia is one of my favourite parts of this entire series. I kind of wanted the whole game to just be this group of teenagers trying to lay low and survive a civil war while also travelling and helping out from place to place
I uh... I want JRPG Life is Strange 2
Why is there a snowboarding minigame. I mean, I loved it, but... why is it there?
I still really miss the old battle orbment designs from Sky. The ARCUSs just aren’t as cool :(
I watched the secret Black Records scene on YouTube and I am so happy to finally have an explanation for Rosine, it was really bothering me that she seemed so out of place at a military academy
I’m very very hype to play CS3 based on the spoilers I have for who will be making appearances...
:D
Seriously why is everything in these games azure though just say blue-
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Smokey brand Reviews: The Steel Sky
I’m incredibly late to the game with this one but, i mean, i had to do it. My copy of Final Fantasy VII Remake finally arrived about a month ago and I've been diligently working my way through toward the controversial conclusion. Admittedly, i got stuck on Rollerball for a lot longer than necessary, i f*cking hate that boss, but i finished. I finally finished. I have thoughts and feelings and i can finally express those with an certain level of understanding.
The Outstanding
This game is gorgeous. I mean, stunning. Seeing Midgar brought to life like this, knowing how far we’ve come from the original VII, is overwhelming. I cried. I legit cried tears of joy seeing this world for the first time. If you’re a fan of games, this sh*t is incredible If you’re a fan of Final Fantasy, it’s humbling. If you’re a fan of VII, specifically, it’s wish fulfillment.
The Great
The voice acting in this thing is exceptional. There are a lot of new actors taking over for long-time favorites, but they do a great job filling those shoes.
I enjoyed how deep customization turned out to be in this title. You can level up your Materia and each weapon you receive can be leveled up. Each one has it’s own, dedicated, Sphere Grid type system. There is enough variation between the six weapons you receive to create several, distinct, character builds.
I love the fact that Avalanche gets more development here. You actually learn to love Biggs and Wedge but, the on character who gets the most care is definitely Jessie. Oh my goodness, is Ms. Raspberry adorable! Seeing her interact with Cloud is more than enough to give this game a shot, especially if you’re a fan of the original.
Roche is kind of amazing. I though he’d be a pain in the ass but, as a character, he’s a decent addition. It’s always dope to see other SOLDIERs and i hope we get a few more going forward.
The chemistry between your squad is palpable. The little banter they have in the field, the interactions during cutscenes, those quiet moments between battles; They’re all so goddamn fun. I was surprised by how organic they all felt. It reminded me a lot of Mass Effect. I mean, the dialogue isn’t quite THAT good, but it’s still some of the best I've experience in a title like this.
This world is alive, man. I mentioned up top how gorgeous it is but this feels lived in. It feels real. You feel the pollution and infinite night of Midgar. You can sense the ostentatious wealth of Shinra Headquarters. You feel the crippling poverty of the Slums. You fell this world, not just sense it like in the original. People are living entire lives and you can objectively identify with that. You on;t need to infer sh*t any more.
Tifa, for me, is the best option for combat in this game. The sh*t they did with her abilities is kind of a big deal. Once you get her, don’t hesitate to make her a front-line powerhouse because she can combo like no other. It takes time to learn the execution but, as long as you have ATB, you can f*ck a dude up consecutively and it’s amazing to see.
The level design is pretty decent. I never felt lost or frustrated by missions. There is a lot of backtracking though so that might annoy. I looked at it more as a means to explore the awesomeness that is Midgar but i can see it being a problem for those less than familiar with the JRPG system.
The Good
I hate Aerith. I think that chick is kind of useless but she is pretty much redeemed in this game. I was actually surprised by how much i cared about her by the end of this thing. Gonna make what happens later a real drag, man.
The Summon and Limit Break system is kind of dope. I like how they execute, i just don’t really care for the lack of control. In the original, you can just use a Summon like Magic and your Limit Breaks were tied to your health. In this thing, they just kind of appear randomly. It’s weird but the game makes up for it by giving you specific abilities to execute. These things were basically Limit Breaks in the old title so i guess that’s okay.
The new Limit Breaks are f*cking dope!
Remake can feel a bit grindy at times. Again, avid JRPG player so, for me, this was par for the course but i can see people getting frustrated with it I hear you can beat this game on level thirty or so, the cap is fifty, and you can actually get to thirty pretty early on but it entails a great deal of fighting. I, obviously, did that sh*t and capped out before i even got out of Wall Market good but cats aren’t built like me. That sh*t might weigh on another person’s nerves heavy.
The thing is, though, you NEED that grind because there are some legit difficulty spikes, man. It;s a cake walk and then you run into a wall of a boss. That hasn’t happened to me, i grind for days, but i can see how that sh*t is a trap for the unprepared.
The padding in this is very obvious to me. I’ve played every game in the VII Compilation, several times, so i know this story in and out. For me, certain “additions” stick out like sore thumbs. For the uninitiated, these extra portions kind of stall the narrative a bit. As much as i like Roche, his bits definitely kill momentum.
Barrett f*cking sucks.
The Meh
The camera can f*ck you a little bit. That motherf*cker loses it’s mind sometimes and, occasionally, those times are when you're fighting f*cking Sephiroth and this asshole Meteors you to death!
Materia doesn’t birth new ones once you mastered them. That’s whack but understandable. Gotta save memory for those gorgeous particle effects somewhere.
There is a lot of that JRPG sighing in this. It’s weird to see, especially when the dialogue feels so natural. If you’ve played these games as much as i have, you know what I’m talking about. The Japanese seem to do this a lot in their games. I’ve grown to kind of just ignore it but the sh*t is just so prominent in this title, it’s hard to miss.
I touched on this a little bit in my beef with Roche, but the pacing is mad wonky. It starts, builds a head of steam, but then stalls because there needs to be padding here. It can be kind of an irk-and-jerk narrative at times.
The Bad
F*ck Rollerball, man!
The Verdict
Remake is everything i wanted in this title. Look, it’s no secret i love Final Fantasy and i have been more than vocal about my worship of VII, specifically. Square would have had to lay a fat egg for me to hate this title and they did not do that. I loved this game. I loved the direction the next episodes are pointing. I love the open-ended nature of this conclusion. I heard Square plans to focus on a more faithful remake on the next few episodes but if they choose to go in another direction, I'd be curious to see where they take these characters. The worst thing i can say about this title is that the pacing tends to lag at points but, considering you stretched four hours of original narrative into a full blow, eighty hour, gaming experience, I'm surprised it didn’t drag more. Outside of that annoyance, everything else i listed were legit nitpicks. I got over all of that stuff in minutes and just let myself be enveloped by the intuitive game play, gorgeous graphics, amazing character development, brilliant voice acting, and gripping narrative. Final Fantasy VII Remake is an amazing gaming experience and i can’t sing it’s praises enough!
Rollerball is still a b*tch, though.
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Off-the-Cuff First-impressions Review: Trials of Mana
I got Seiken Densetsu 3/Trials of Mana in the mail today and am surprised by just how excited I am about it. After the admittedly predictable letdowns of the Secret of Mana “remake” and the FFVIII “remaster,” not to mention the iOS revision of the former, you’d think I’d be jaded at this point.
But! FFVII remake is Actually Good, and so far it looks like Trials of Mana is, while certainly lower budget, also Actually Good. The voice acting is kinda meh, but not bad enough to detract from the game in my opinion, and considering they are working with SNES-era scripts (the dialogue is 99% word-for-word the same as the more recent translation of the original SD3 game, so it’s going to be a bit stilted anyway) it’s really not bad at all.
Besides, the actual meat of the game--the world, character and monster design, and the gameplay--is extremely solid and I have had very little trouble acclimating to it. It’s fun to play, it feels good to run around and explore the world and the battles are both very simplistic in a way that is familiar to an old fart like me and very satisfying in the way they function. One of the biggest weaknesses the original game had was absolutely horrendous input lag in some areas due to 1. the sheer size of the loaded map section, such as Rolante/Laurant, 2. The number of on-screen instructions the SNES had to process during battles, particularly during fights where you had massive sprites taking up the entire screen (the awful awful wall-guardian “Genova” [harhar] is probably the single hardest boss in the game purely due to input lag/drops; when you attack an enemy, even assuming your weapon swings when you tell it to, and that’s a big ‘if,’ the monster you are attacking is actually in a state which is several frames ahead of whatever state it visually appears to be in on-screen, making it extremely difficult to time your attacks properly to both defend and do optimal damage to what should have been a relatively minor “miniboss” fight). Trials of Mana, on the other hand, has none of those problems, simply thanks to more modern technology. So far every fight I’ve engaged in has been smooth and responsive as well as very visually appealing.
And wow is this game pretty. It’s not the most amazing example of the best graphical advances in gaming history, to be sure, but I genuinely don’t think that matters, as it’s still beautifully detailed and really does look like they took the original graphics and magicked them into more modern models. The re-imaginings of each area and monster are very faithful to both the aesthetic and the layout of the original design while at the same creatively expanding on them; I've had no trouble finding my way around familiar maps or identifying the bestiary, but I have found a lot of added depth to them, such as the ability to jump down on rooftops and find hidden nooks that were just static backdrops or otherwise out of sight in the original. The areas are more layered and interactive, but very importantly, nothing is missing. Not even the dogs and cats, who still bark and meow at you if you talk to them. I feel like I’m being allowed to see and explore the original maps from angles I didn’t have access to in the past. It really makes the 16-year-old in me unbelievably happy, to be able to finally, actually see and do these things I could only wish for back then. For people who have never played it, it’s probably a very pretty, if otherwise unremarkable experience, but for me it’s the granting of a wish I’ve had for a long time, but never expected to happen.
Similarly, I think a lot of people will look at the plot for this game and go, “...what?” Because it really doesn’t seem to have been changed at all from the SNES version, aside from a few little tweaks to the dialogue here and there to ease the transition between some sections or correct for differences in game mechanics (of which there are only a few; again, this is definitely a remake--it remains the same game with the same mechanics at its core). This can lead to some pretty awkward interactions between characters, and at times it seems pretty clear that the voice actors weren’t given a lot of direction about the context of their lines. It’s not a bad story, but it’s a very simply told one, and feels more like it’s targeting 12~16 year-olds (which it probably is, to be fair) who might not care so much about nitpicking the semantics of the plot and character motivations. Which is to say, most of the characters who are not main protagonists or villains are painfully cardboard-flat. They do what they do and say what they say because it advances the plot for them to do and say those things. Elliot falls for a “trick” that I’m pretty sure most 4-year-olds would see through. The Bad Guys are 1-dimensionally evil, wanting to either destroy or take over the world, with the possible exception of Lugar and Koren who have slightly more complicated “I’m your rival” reasons. That leaves the complexity up to the protagonists to shoulder, and while I haven’t played that far into the game yet, thus far is is beat-for-beat and shot-for-shot the same as the original, so I expect that character-building will be left largely up to the player to mentally write in, especially since the game features light/dark class-changes as a feature of its progression. (I do kiiiind of hope that your choice in class changes has a more material effect on the ending’s outcome, but I think that might be asking a bit too much from a remake of this sort.) But the somewhat archaic plot and character arcs are not surprising and for me don’t take away any of the game’s charm. Nikita is still the best, the shop owners still dance inexplicably, the fact you can play a werewolf is badass, rabites are still cute, Don Perignon is still kind of a jerk. I’m very nervous/excited to get Busukaboo and Flammie and hope they’ll be as much fun now as they were then. And the whole world is so damn pretty, I’m just glad to be there.
I’d be remiss if I didn’t mention the music. I’m not sure how much of a hand Hiroki Kikuta actually had in this remake, but the synth-orchestral arrangements of his originals are excellent so far. They’re both accessible/adaptable to the game’s sudden scene transitions (”Nuclear Fusion” starts and ends just as cleanly) while being a richer version of the themes, keeping close to the original sound while making better use of all the instruments that the SNES just wasn’t capable of emulating well. It blends very well with the rest of the game and I hope that continues to be true.
I do have nitpicks; while I know it’s a popular mechanic, I don’t like the “shift-lock” sort of dash using the left analog stick as both directional and a button. I think the camera controls are solid, but I do wish there wan a toggle-option to have the camera just follow over your shoulder wherever you run until you either run into a battle or turn it off. The character models don’t seem especially affected by anything except the most intense/pervasive lighting and sometimes feel oddly out of place, like I’m watching one of those old movies where an animated character comes into the Real World. Some of the monster designs seem cute-ified more than I’d like. And I can’t help but think that if the game can be this nice as a third-tier title for SE, what could it have been if they’d but the resources behind it that they obviously did with FF7? I understand why they didn’t, but it’s hard not to wonder what it could have been if they had. Seiken Densetsu is one of the most fraught series in the history of home video games and the fact that it’s even still around is something of a miracle, in my opinion. After the last...four?...titles following Legend of Mana, and the disappointment that was SD2′s (second!) remake, I really didn’t go into Trials of Mana with high hopes. I have been really, honestly pleasantly surprised. Even if you’re a diehard old-schooler who really doesn’t like modern JRPGs, if you have any nostalgia left for this series, you should give this one a go. I think it translated really well to 3D models, and what little it loses in the switch, it makes up for in playability. It’s not hard to pick up, it’s easy on the eyes and ears, it’s less grind-y than the original, and it doesn’t try to be more than what it is. I’ll probably always prefer the original, of course; there are too many memories attached to it for me, too many things that were groundbreaking at the time that are now old news or completely obsolete nowadays, and the new game certainly doesn’t push any modern boundaries. But it’s worth checking out, and especially if you’ve spent 20 years feeling let down by the Mana series, this might actually be the game you were hoping for, albeit maybe a decade late.
#other games#seiken densetsu#seiken densetsu 3#sd3#trials of mana#sd3 remake#long post#i have not proof read this at all#wysiwyg#opinion
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July ‘20
Final Fantasy 7: Remake
Straight to it: this game is gorgeous. It’s the closest thing to playing a CG movie that I think I’ve ever experienced. Heck, it sounds great too - not that everything is perfect, but it’s clear that the sound team have been given a pretty wide remit to try new, weird, and wonderful ideas out with the original’s motifs and themes - which I have a lot of time for. Split out almost any given moment from its 40-hour runtime, and it’s really something to behold.
Where it all gets a bit more mixed for me is in how much it’s weighed down by its own ambitions, and the trappings of AAA game design. Intentionally slow walk-and-talk sections, shimmying through narrow gaps, climbing ladders, and balancing across long beams all do their best to stifle your momentum and mask the load times for the grand scenes they usher in. Rather than the varied and open world of the FF7 you remember, this is an exhaustive deep dive into the tiniest part of that world, creating new stories out of it, but ultimately prompting a constant re-treading of environments in the process, ones that are already pretty repetitive in their look and feel. That big wide world you want to explore is tantalisingly out of reach, instead holding you to a linear run of cut scenes and set piece battles with the occasional hub for side quests. Having the entire game voiced means that for every scene that’s enhanced with by a particularly powerful performance, there’s a multitude more that are bogged down in daft, over-egged nonsense.
The change from traditional JRPG battles to more action-based combat is a bit more subjective; characters control in pleasingly different ways, there’s clearly some depth to how party and materia configurations influence your outcomes, and it certainly helps demonstrate this heightened level of visual flair - but it’s got plenty of room for improvement. The camera clings far too closely to your character, and when locked on, really struggles to keep up in a lot of instances. While some enemy attacks are telegraphed, they’re easily missed from as a result of these failings. Sufficiently rough beat-downs can prove difficult to recover from too, in light of its rather restrictive re-imagining of what the ATB system should mean in a real-time situation.
It all feels very elaborate and self-celebratory, and not surprisingly so given how rabid the demand for its existence was in the first place. I’m all for a bit of change, and while I enjoyed a lot of it, so much of it hangs on what comes next - and I can’t help but worry that this project as a whole is an over-commitment.
Streets of Rage 4
Given the first three games in the series released within a 3 year window, and it’s now been over 25 years since, it’s perhaps not the most surprising revelation to find this newest title heralds the biggest changes that the series has seen to date. Love it or hate it, there’s a very distinct, very modern visual style, and no amount of ‘Retro CRT’ filter is going to bring back your beloved pixels as you remember them. That’s not to say the visuals won’t create a similar impression on you, but as it happens, I’ve seen enough to know there’s a pretty broad church of opinion on what a modern Streets of Rage game should look like. It’s a similar tale with the audio; the original games are often held up as the pinnacle of what was possible with the Megadrive’s sound chip, and while plenty of inspiration has been taken from these cuts, there’s a much wider range of instrumentation and sequencing complexity that’s become possible with modern sound processing. Some tracks stand out, whereas others blend more into the background, but in general it fits well. Is it as bleeding-edge cool as the originals sounded at the time? Perhaps not. Does it still capture that Streets of Rage magic? It’s a damn good shot.
Aesthetics aside, characters stomp about with good weight, feel delightfully unique in how they are best played, and both giving and taking hits feels really chunky and convincing. Moves chain into one another nicely, and juggling works well; there’s plenty of opportunity to showboat with good usage of situational specials and environmental features without too much opportunity for thing to become silly. There’s a nice range of stages, and a complete run poses a well balanced challenge. A good range of modes and features make this stand out as a generous blend of old and new, and in total you end up with a pretty great product overall. I like it a lot.
Bloodstained: Curse of the Moon 2
Supposedly put together on a pretty tight schedule, it’s no surprise that we found out about this only about a month before it launched. Unsurprising too, that it’s not much evolved from the first title. Zangetsu returns as lead, but supported by a new cast of companions, and eventually, in worst-kept-secret style, the rest of the first game’s cast too (they’re in the trailer, for heaven’s sake). The game’s eight levels are set out with multiple paths, designed intentionally to let different groups of these characters use their unique traversal powers to steer you down different routes - and while preferable to a totally linear setup, that’s not to say it changes things up enough to not get a little tiresome, either. Bosses do have harder variations in some modes but are not always the most fun to re-visit in the first place, given they vary wildly in challenge stakes, and are often best handled by experimenting with different character’s sub weapons until you find the one that’s exploitable. Chances are, turning on Hachi’s invincibility and just tanking your way through everything will do just that.
Moment to moment things are still fun enough - particularly when you get in the spirit of things and experiment with different characters, rather than brute forcing your way through every scenario with the same one. The soundtrack isn’t quite as memorable, but is still plenty enjoyable. Despite the feeling that little’s new, it’s still a worthy release, and a good way to keep Bloodstained relevant in lieu of what’s likely to be a much longer development cycle before we see a proper follow-up to Ritual of the Night.
Mother Russia Bleeds
A scrolling brawler it may be, but after the gloss Streets of Rage 4, it’s clear the two couldn’t be any further out of step tonally. The plot sits on top of an alt-1980s Russia, and revolves around a group of Romani street fighters out for revenge after being taken forcibly from their camp to be used as guinea pigs for a highly addictive, hallucinogenic drug... that just happens to grant them super-human strength. Smooth and sanitised this is not; the pixels are out in full force, and gritty, needle-fuelled ultra-violent thuggery is the order of the day. The tutorial running you through its range of moves is a succinct highlighting of this, where the first time you kneel in front of and pummel a blood-soaked opponent to death is handled in a way that’s genuinely quite striking, and yet is but is utterly inconsequential as you move on to fight your next. Weapons just crank this up tenfold, with chainsaws, grenades, rifles and the like having results akin to their real-world equivalents - with environments often left as a bloody mess of corpses, rather than a pretty picture with the aftermath faded from view.
The action is fast, almost frantic at first impression, but after some time adjusting, it begins to feel much more by intention, and manageable too. There’s a few options to mix up your combo endings - like pushing people back, or launching for a few more hits, but make no mistake that you’ll be focused more on crowd control by numbers rather than finesse. There’s a few neat ideas coming out of some of the game’s set pieces, and bosses are typically less dependent on your typical straight-up fighting skill, instead relying on your ability to determine the mechanical gimmicks needed to beat them - and this leads to them breaking things up nicely. The lack of one-on-one finesse might have been an initial detractor, but as the battles became bigger, and the stages became more interesting, I felt like the game came far more into its own. The game’s hard cocktail of downtrodden types pushed through a backdrop of sex, drugs, and violence feels a little too try-hard in places - and one does wonder how closely the team involved had been looking at Devolver’s other output before pursuing the theme - but it doesn’t take too much away from what’s actually a pretty refreshing example of this type of game.
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A 24 Year Trial of Mana
Last month, the skies parted and pretty much every Western retro game enthusiast who dabbled in emulation in the early 2000s received a gift of mana from heaven - an OFFICIAL LOCALIZATION of Seiken Densetsu 3, the beloved sequel to Super Nintendo classic Secret of Mana that was never released outside of Japan. Finally presented to the rest of the world a whopping 24 years after its Japanese release in 1995, the game was christened with a brand new English title…Trials of Mana.
Anyone who was following me on Twitter at the time of the announcement knows that I lost my shit, especially when it was also revealed that Seiken Densetsu 3 - sorry, Trials of Mana - will be receiving a fancy AAA remake sometime next year. I’ll lose my shit all over again when I actually play that remake, and will surely cover it on this blog, but let’s talk about the original game first. Trials of Mana was, for so long, a lost gem of the Super Nintendo that was originally advertised in international magazines as a hot upcoming cartridge dubbed “Secret of Mana 2.” But it was never translated into English for nebulous reasons possibly related to a few bugs in the Japanese release, the death of the Super Nintendo and the oncoming trend of 32-bit consoles. Western RPG fans who had read those mags and dreamed of experiencing this oh-so-incredible-looking game (because ghatdang, is this game the epitome of SNES spritework or what) were left with nothing but sadness.
Until some time passed and the emulation scene began picking up steam, that is. In 2000, five years after the Japanese release of Trials of Mana, a group of talented ROM hackers banded together to release an English fan translation of the game. (The most famous of ‘em, Neill Corlett, now apparently works at Google in NYC.) The translation used the original Japanese name of Seiken Densetsu 3 and quickly became the only way to experience the game for an entire generation of kids.
I was one of those kids. I can’t remember when I first played the Trials of Mana/Seiken Densetsu 3 translation - or as we used to abbreviate it back then, “SD3″ - but I think it was in 2001. I was diving headfirst into the world of emulation, experiencing all of the rad games that I had missed out on because my old man had refused to buy me any 16-bit consoles, and I’d mightily enjoyed Secret of Mana. But SD3 blew its predecessor out of the water, at least in my eyes. There were six playable characters, multiple branching paths, a class system, a fantastic soundtrack, tons of giant bosses to defeat…and best of all, there was the feeling of being part of a secret, “underground” community experiencing a game that was only playable via a concerted fan effort.
Time passed, and the Mana series went through its ups and downs for more than two decades, eventually fading from prevalence but always maintaining fond memories in the minds of many, especially those who’d played the SD3 fan translation. One thing remained for sure, though - the original game was getting older with every passing year, and any hope for a re-release was now lost to the winds of time, withering like the Mana Tree.
Or so we thought.
And that brings us to today. No longer confined to the niche corridors of the interwebs, an officially sanctioned translation of Trials of Mana is a thing, released via a collaboration between Square Enix and Nintendo as part of the Collection of Mana anthology. I’ve played and beaten it, and it felt something like revisiting an old friend’s house, marveling at the changed interior design, but then snuggling up on the sofa with a warm cup of hot cocoa. The new translation is some good stuff - it’s presented via a slightly squished font that looks like something from an old DOS interface, but once you get used to it, the huge differences between a script translated by professionals and one pieced together by kids on the internet becomes apparent. Everything is wordier, but in a good way, and certain names have been translated to be more in line with Heroes of Mana, the not bad 2007 strategy game that served as a prequel for Trials. Some of these names are ehhhh - for instance, the giant turtle who ferries you between islands will ALWAYS be Booskaboo, as he was called in the fan translation, and NEVER Vuscav, which is his totally boring name in the official one. Others, such as calling the God-Beasts the Benevedons, work just fine.
Elevated translation aside, Trials of Mana is just as solid as it ever was back when all of us were exclusively calling it by its Japanese name. Some may argue that the game does contain a little too much grinding, which is a fair criticism, especially near its ending where you’re forced to spend extra hours farming for item drops to achieve the final classes of each character. Others may point out that predecessor Secret of Mana had the more compelling battle system, since all the characters in that one weren’t limited to a single weapon. These foibles aside, however, I still believe that Trials of Mana is one of the finest examples of the classic JRPG setup - that of a plucky group of teenagers running across the world to stop collectives of colorful villains from causing its destruction - and something about meandering through its vibrant towns and whacking away at its cuddly baddies is just comforting.
You should absolutely play Trials of Mana if you have any interest in this sort of JRPG, and while the OG fan translation will never die, I’d say that the new one is the way to go if you can get a copy of it. Sadly, it was only released for the Switch due to Square having to contact Nintendo for assistance with the game’s source code - a fine example of how big companies suck at video game preservation - but since the new translation is actually a hacked ROM, those in the know can probaaably find a version of it floating online…which can even be run on real hardware. If you go that route, though, then at the very least buy the upcoming remake of the game, which looks like an incredible example of a modern Mana title finally getting a big budget. Because efforts to dig up and re-release gaming history like this in an accessible form should be rewarded and supported…and gosh darn it, despite all odds, retro gaming fans received mana from heaven. After 24 flippin’ years.
All screenshots taken by me.
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Amazing Quest 2: Chapter 1
The sequel to Amazing Quest. Honestly, I think this one is better.
-Controls-
Have you played an SNES-era JRPG before? Then you already know this.
-Cast-
Dood Z. Ma--
Wait, you haven't played an SNES-era JRPG before? Sigh. Okay then.
-Controls-
Control Pad – Move your characters or your cursor around, select things, etc.
A Button – Check/Speak/Confirm. You'll be using this a lot for obvious reasons.
B Button – Cancel. In battle, you can set this as a shortcut for Defend.
X Button – Open/Close Menu. In battle, you can use this to shortcut to your items menu. In the strategy guide, it lists this being used to launch things called the Push-of-War and the Dynamite Trigger. This is clearly not true, and has since become memetic in the fandom, where newcomers with questions that should be obvious are met with jeering posts of “Use the Dynamite Trigger!”
Y – Hold to dash on the overworld. In battle, this shortcuts to the Skill/Spell menu.
L/R – Rotates party members in order either back or forth.
Start – Pause the game. Also, in certain circumstances, unpauses it too.
Select – Opens the world map. Runs a 1/8126 chance of showing a pixelated green and black scene of Dood talking to some old man with a beret, who tells you to “SEEK DA TROOF”.
-Cast-
Dood Z. Male
Element: Light
Class: Pudding Warrior
Weapon: Swords. Four to be exact.
Special: Pudding Morph
Dood, as later side materials would go on to reveal, is the descendant of Hiro from AQ1, though with Pudding powers not dependent on the presence of others. Guess eugenics lost the bet on that one. Dood, like all AQ protags, can transform into the powerful Pudding Forms, but his have three-turn limiters where his MP is rapidly consumed away, however, this can be prolonged by feeding him MP restoration items. His stats are bolstered very, very high during this period, and can thus be a very potent character if built right.
Deliost Nu Toruble Element: N/A (Fire after her mid-game Time Wasp shenanigans) Class: Magic Student Weapon Type: Spoons Special Technique: Magical Assault
The quiet, reflective princess of Toruble, who is kept locked away from public viewing, due to her ever-growing chimeran traits (manifesting as kawaii cat eats and tail). She is a powerful offensive magic user, who only grows more potent as time goes on. However, she personifies the phrase “glass cannon” and has very low LP and Con scores for the duration. Also of note is her impressive figure, which I'm sure is an ancillary detail (You perverts.)
Kylie
Element: Earth (Default Form); Changes with Form
Class: Womanticore
Weapons: Variable Tail (Equippable Genes)
Special: Multi-Form
Kylie the womanticore was the result of a “DiY Womanticore Kit” project launched by the recurring miniboss fight, Balzac, who ended up escaping her captivity and mastering a life in the forest. Kylie is a “build your own” character, where she can equip up to three genes at a time, one in the “Head” slot, one in the “Body” slot, and one in the “Leg” slot. Her default form has middling stats and only a few skills it can learn on its own, but once she learns a skill from a particular gene, she will retain it forever, even if the gene is unequipped later on. Fans really like her, for... multiple reasons. Don't look! She's only 2 years old!
Genki Sake
Element: Wind
Class: Cat Thief
Weapons: Hair Clip
Special: Steal
Genki is of the kunoichi tribe (presumably of some relation to Kimyawa of AQ1, but that's just fan speculation), and strives to be the greatest cat thief of all time. In a very literal sense even, as her suit includes cat ears and a cleavage window you could lose mid-sized dogs in. Her weapons are hidden in plain sight, as she uses his hair clips as both weapons and tools of her trade to unlock doors and chests. When she's on point, she'll even automatically disable traps and she'll stop before running over trap floors. She has high attack and speed stats, but somewhat lacking in defense. And, to put the obnoxious fandom argument to rest, Sake is her family name and Genki is her given name. Now, stop fighting about it!
Chester D. Beaver
Element: Water, yup
Class: Beaver, yup
Weapons: Fish Guns, yup
Special: Spray, yup
Chester is quite an odd bucket of fish – literally and metaphorically. Being of the beaver tribe, he has a rather distinct means of punctuating most of his sentences, and as a mob boss over the beaver crime syndicates (which exist, apparently) he commands respect in such social circles. His spray attack allows him to make his normal attack target all enemies, which calculates damage akin to how all-hitting magic spell variants are done, and his bizarre fish gun series of weapons is always a joy to see in motion. He has high, all around stats, but very few skills to his name until almost at the endgame.
Deima the Immortal Element: N/A Class: Furry (Just Kidding) Weapon Type: Staves Special Technique: Magical Genocide
The eccentric and powerful chimera sorceress and eternal Pudding ally, Deima appears once more as a secret recruit you can find at around the midgame. She learns spells much faster and much earlier in the game than anyone else and has, bar none, the highest magical potency of the game and the biggest MP pools of any of the party, in particular her Hissatsu Zeikei Suki attack. Her field ability will also turn any animals you can hunt into burnt meat automatically, so, try not to use it!
Jaydea Varas Schoen Element: Dark Class: Pudding Noble Weapon Type: “Heaven's Blades” Guitars Special Technique: Regal Pudding Form
The Penultimate boss of AQ1 returns thanks to her gift of eternal life bestowed on her by the Goddess of Destruction. She retains her insane Pudding form, the Figgy Pudding Queen, and her love of Rock n' Roll. If you go out of your way near the tail end of the game and get her her fez and a Black Cow, you can have her join you, doubling your effective Pudding-related firepower. She has a stat build not unlike Dood's, but a heavier emphasis on defense, presumably reflective of her immortality. She does not want for offensive options, though, and will hold her own quite handily.
-Chapter 1: I'm Born! ~ Lone Idiot & Cub-
The game starts with a narrator speaking over a black screen.
Narrator: Nearly a century has passed since the legendary Hero-King of the Puddings sealed away the wicked goddess, Hulst.
JeffCom's translation team was not on point here. She was called Halst in the first game, Hulst in the second, and it wasn't until AQ3 where they finally got her actual name, Holstein, in the game correctly.
Narrator: When the red star appeared in the night sky, people called it the “Eye of Calamity” and said it was an omen of dark things yet to come. The people were without the heroes of legend and uncertainty took deep root in the tumultuous times. As a result, the Church of Sethan became home to many, seeking peace of mind and a road to hope, but not all was as it appeared to be.
Then, the image of a deformed skull appears on screen, in the center of what should be the forehead is a large, pulsating eye.
???: ****! Be careful!
Skull: I shall bring forth my revenge. Your efforts to stop me are in vain!
???: Oh yeah?! EAT THIS!
The Skull gets a large slash across its face. Uh, skull. Whatever.
Skull: Insolent Puddings! This is the will of the very stars themselves!
???: This is too dangerous! It's destabilizing!
???: But we're so close, ******! We can stop it now! ???: There's no time. Go on without me!
Skull: Trying to escape?! I won't let--
???: NOT WITHOUT A FALL GUY, BITCH! GLADIATOR!!! Skull OH SHIIIIIIIIII--!!!
The screen whites out then comes back in, late in the evening as some young boy in ragged clothes, with four sheaths around his belt stumbles into view.
Boy: … Huh? Wait... where...? Oh, I don't feel so good...
The boy shakily takes a few paces before falling flat.
Boy: Ungh! My face is in the dirt, isn't it?
The boy lies there for a moment as a well-to-do girl walks on screen, clad in a yellow ribbon and matching dress.
Girl: ! What?!
She hurries over to him and, for a moment, looks like she's going to help him up. Instead, she whips out a stick and begins poking him in the head.
Girl: Hey, are you dead?
Boy: …
After a moment of this, an elderly man in a suit, identified only as Butler, walks over.
Butler: I see. M'lady, allow me, if you would.
The butler, quite violently, kicks the boy.
Butler: WAKE UP, TWERP! THE LADY HAS DEMANDED YOU ACKNOWLEDGE HER!
Boy: OH GOD, THAT WAS MOST CERTAINLY ONCE SOMETHING VITAL!!!
The boy leaps awake and steps away from the two.
Boy: What was that all about?!
Butler: It's rude not to reply to a lady's inquiry! You vagabond!
Boy: Your... mom... is a bag of bonds...
Girl: What's your name?
Boy: I'm Dood.
Girl: I'm Deliost. Want to be friends? Dood: Sure, why not?
Deliost: Fantastic! Daddy always said I need to make some friends! And the last time I tried to make some, it didn't pan out so well.
Dood: Why not? Differences in hobbies?
Deliost: No, I tried to literally make them. Like build them. Out of straw and rocks. My therapist says I'm making great strides, though!
Dood: Great...
Deliost: I don't really get to go out and do much. Even when I do I have to stay close to the castle.
Dood: There's a castle? Deliost: Indeed. I am the princess of the kingdom of Toruble.
Dood: … What's a Toruble?
Butler: Shall I teach the boy a lesson, m'lady? Deliost: Please, do.
The Butler socks Dood in the face, knocking him out cold.
Deliost: BUTLER?! Butler: There. Lesson learned.
Deliost: I meant open a history book and tell him about the Toruble Kingdom! Butler: Oh. … Bully. Now I just feel silly.
The scene fades out, then returns with Dood laying in a bed.
Dood: Boy, I sure hope I get to maintain consciousness for longer than 10 minute intervals today. That'd be swell.
Deliost walks in.
Deliost: Dood, are you okay? Dood: I'm fine. I think.
Deliost: That's a relief!
A tall man in regal splendor walks in.
King: And this...? Deliost: This is Dood. You said I could keep him!
The King goes to Dood and eyes him.
King: You'd better take good care of my little girl, you got that? One step out of line and--
Dood: Sir. I'm pretty sure I'm like 10 years old. Probably. 10-ish.
Suddenly, some guards rush in.
Knight: Y-your highness! Monster attack! King: What you say?!
The scene cuts outside, as we see a knight get knocked down by some munchkins.
Knight: No!! Knight 2! He was the finest mind of his generation!!
Dood suddenly rushes outside.
Deliost: Dood, what are you--?!
Dood: It's fightin' time!!
Dood leaps into battle with the munchkins. This works as your tutorial, with the game briefly explaining Attack, Defend, Skill, Item, and Flee options that any RPG veteran should be very familiar with. If you try to flee from this battle, the munchkins hold up a pistol to a teddy bear's head and Dood insists it would be unjust to leave it as-is. But as Munchkins die to one attack each from Dood and his high offense build, it'll only take a moment. If you ignore the tutorials for Defend, Skill, and Item, and keep attacking, the game will let you do so, but scold you for not paying attention.
Dood: Hyaaa!!
Munchkins: Run away! Run away!!!
Deliost: Whoa, Dood... that was so brave! How did you do that?! Dood: Oh, it's easy.
Dood takes out one of his swords and points.
Dood: The pointy end is the business end.
Deliost: That's... not what I... okay. Sure. Alright.
Knight: That was incredible swordsmanship! Who taught you? Dood: … Um...?
Knight: You... do have a teacher, right?
You then get a prompt...
My parents!
My Master!
The Sun!
What's a teacher?
If you select My parents!
Dood: My parents!
Knight: Who are you parents? Dood: …
Tears well up in Dood's eyes.
Dood: Uwaaaaaaaah! I'm an orphan?!
Deliost: You didn't know that until just now?!
If you select My master!
Dood: My master! Knight: Who was your master?
Dood: … My Master. Obvs.
Knight: Yes, but what was his name? Dood: Mr. Ster.
Knight: You don't remember his name, do you? Dood: No.
If you select the sun!
Dood: THE SUN!!!
Deliost: What?
Dood: I stare into the sun and it fills me with power! Deliost: Dood, you really shouldn't do that...
If you select What’s a teacher?
Dood: … What's a teacher?
Deliost: Something you appear to be in dire need of...
Knight: … Well, your skills are undeniable! Maybe you should take up some work at the guild!
Dood: Work sounds good. Then I could buy MORE SWORDS!
Deliost: Um! Um! Yes, Dood, let us go and do good by the people!
Deliost grabs Dood's hand and pulls him off-screen as the knights idle. The camera soon catches up to them on a small dirt road.
Dood: Where are we going so fast?
Deliost: Anywhere! Now's our chance to get out and get away from the castle for a bit! C'mon!
Dood: Um. Okay!
You're then whisked away to FirstTown, where you're free to go around and talk to NPCs at your leisure. Here we can find a basic item and weapon shop, alongside a place with a sword and shield icon, wherein lies the guild and the plot. Inside is a lady in a dirndl is stationed at the counter.
Woman: Welcome, I am the guild stewardess. I'll post side miss-- I mean-- important jobs that you can accept here at the counter. In fact, there's a guild location in every city of the world, and due to our lightning-quick messaging services, we can relay information and jobs from all over the world to any location in a very convenient fashion!
Deliost: Ooo. What kind of work can we do here?
Dood: I wanna kill a dragon.
Deliost: Dood... do you know what a dragon... is? Dood: No, but I know I wanna fight one! Stewardess: No dragon slaying today, but I do have this. This might be a good test of your abilities.
Dood receives quest: find lost dog.
Dood: A lost dog?! That's... the saddest thing... I ever h-heeeeeeeeard!!!
Dood bawls.
Deliost: I had no idea you were so in-tune with your emotions, Dood! You're kind of like a puppy yourself...
Dood: I am? Deliost: Yeah. Like one of those small ones that never really gets terribly smart, and sometimes pees the floor out of excitement, but they mean well.
Dood: Aww, that's nice of you to say!
Now we can access the nearby inn, or leave town and see the world map. We're sort of stuck on a linear path for the time being, but we ultimately need to head to the north, near the mountains, but I wouldn't recommend going there until you're level 3 or 4, just to be safe.
Dood: I think it went this way!
Deliost: You can determine where the dog went... how?
Dood: Well, it's easy. To find a dog, you gotta think like a dog.
Deliost: You can do that? Dood: Watch me.
Dood gets down on all fours.
Dood: Woof! Woof! Barf, barf, barf!
Deliost: …
Deliost puts a hand to her mouth, trying not to laugh. You're then free to explore the mountain road. As you do, you'll see a deer munching grass.
Deliost: Dood, wait a sec.
Dood: What?
Deliost: Look there.
Dood: … Is that a dragon? Deliost: … Huh? No! Dood, it's a deer.
Dood: I'm-a kill it anyway.
Deliost: What?!
You then gain control of Dood and you're prompted to tap “Y” when near the deer, which you can sneak up on if you time it right. Dood will slash with his sword, turning the deer into large, cartoon meat on a bone. Deliost does her best impression of The Scream as Dood picks up and presents the meat.
Dood: I killed a dragon! Deliost: Uuuugh... I suppose hunting is a way to get supplies when our coffers are low... but... oh, Dood...
Now, when a random encounter concludes, there's a chance, depending on what map you're on, that a hunting event can occur, where you can kill some wildlife to get items. Dood hits with his sword, and will usually yield a meat, an item that restores health usually, and Deliost throws a small spark of electricity which is good for taking down small birds which Dood can't hit. As you go through the cave here, there's a healing spring.
Deliost: This is... it is. If we drink this water, it'll refresh us, body and mind. It's just like a good night's rest, Dood. … Dood?
Deliost looks over. Dood is shirtless.
Dood: So, we bathe in it, right? Deliost: KYAAAAAA!!! PERVERT!!!
Deliost gets a violent nosebleed, then smacks Dood in the face with her spoon. This sends Dood careening back into the wall.
Dood: BARF!
Dood and Deliost learn their first dual skill: Dood Toss, where Deliost swats Dood in the back, hurling him into the enemy for large damage. From here, you should grind at least a little, then proceed to the end of the cave. As you exit the cave, be sure you save, as not far from the entrance is the boss. Dood and Deliost walk a bit before the creature crosses their path. It's a duck with horns and large, pronounced feet.
Dood: Is that...?
Deliost: It is! It's a--
Dood: DRAGON!
Deliost: Dood! No! It's a Jackoduck!!
-Boss Fight!-
Jackoduck
LP: 500
MP: 100
The Jackoduck is strong, only because it's HP is very high compared to what you're likely used to at this point. However, it doesn't have many abilities of note, mostly involving its Duckaphony attack, which will hit you both for small damage. If you heal as needed, there shouldn't be any issue here, especially as at level 6 Deliost gets the first lightning spell, which deals good damage against it.
-Boss Fight!-
Dood: Whew. That wasn't so ba--
The Jackoduck gets up and bites Dood's arm
Dood: Oooooh nooooo! Deliost! Shoot it! Shoot it!!! Deliost: But it's still connected to you! Electricity will--
Dood: I don't care! Just shoot it! Deliost: Well, okay.
Deliost raises her hand as a massive storm of lightning drops down on Dood and the Jackoduck.
Dood: BARF!!!
The Jackoduck explodes and Dood drops.
Dood: I killed a dragon.
Deliost: Sigh...
You're then free to leave the mountain and you'll exit on the other side, whereupon you'll find... a frog.
Frog: Ribbit.
Dood: Is it--
Deliost: It's not a dragon, Dood!!!
Dood: No, obviously, it isn't.
Deliost: Oh, thank goodness...
Dood: It's the dog we've been looking for! Deliost: Say WHAT?!
Dood got... dog? Now we can head back to FirstTown. Once there, go to the guild.
Dood: We saved the dog! See? Frog: Ribbit.
Deliost: I'm sorry, he's slow on the uptake.
Stewardess: Ehn. Seems legit. Here's 500 currencies.
Dood: Yay!
Deliost's jaw falls and hangs open.
Dood: What next? Stewardess: Nothing right now, I'm afraid. But if you're curious, there's a new monster battle ring in the west where they've got a really neat lineup for the Monster Girl Festa.
Deliost: The... what?
Dood: Sounds kosher. Let's go!
You then can travel westward and enter into Corset, the mini-town that surrounds the coliseum area. Inside, you can't actually access the coliseum, due to a huge herd of people clamoring to battle with the monster girl champ, Balzac. Everyone in this town will tell you that to be anybody in this town, you have to win big at the coliseum, and that if you don't have one, a few stray monster girls run wild in the forest. You can tell this was a 90's RPG, as this, alongside a noteworthy minigame in AQ1 was wildly lambasted by Amelia Sardinian as the reasons why JeffCom+DTK and all its affiliates should, and I quote, “die horribly”. Anyway, we can go out into the forest and enter a little maze area where the enemies just love to spam poison as an ailment. The Mushroom Men, Dire Sparrows, and Vorpal Earthworms are indeed annoying, but if you brought lots of antidotes with you, it shouldn't be awful. At the end of it, you'll reach a clearing, where something considerably larger than you is leaping around the canopy, circling you.
Deliost: I don't think we're alone, Dood...
Dood: How can we be alone when there's two of us?
Deliost: I mean there's someone else here with us, Dood!
Dood: I didn't see anything.
The shadow blazes overhead again.
Deliost: There! Didn't you see that? Dood: Sorry, I can't see anything. I'm busy checking my eyelids for cracks.
Deliost grabs Dood's head and yanks it so he's looking up, just in time for the shadow to ninja past them again.
Dood: Whoa! There's someone here! Deliost: No, really?!
The shadow leaps down before them, revealing a curvaceous monster girl with large claws, long hair, and a long, scorpion-like tail.
Dood: It's...! It's...!
Deliost: Dood! Do not say “Dragon”!
Dood: … I'm still gonna think it.
The woman roars.
-Boss Fight!-
Womanticore
LP: 800
MP: 300
This is your wake-up boss fight. She follows up almost all her attacks with “Waffle Iron”, where she strikes with her claws after her normal attack, or she'll use “Mode Change” where she'll change color and use an elemental strike. She also has a huge pool of HP by comparison to anything we'd encountered. When her health dips below 25%, she'll give up using Waffle Iron, and grab one of your two characters with her tail, immobilizing them until the other hits her a few times, forcing her to drop them. This can be super frustrating, so heal early, heal often.
-Boss Fight!-
Monster Woman: Graaaaa--!!!
She falls.
Dood: I KILLED A D-- I mean... nothing.
Deliost rolls her eyes. The Monster Woman suddenly begins flailing, pounding her fists, feet, and tail up and down on the ground.
Monster Woman: Nooooo! It's not faaaair! I'm so hungry! All I want is a candy bar! But all there are to eat out here are bunnies and squirrels and they're TOO CUTE TO EAT! And the berries, good lord, the berries empty me out!!! A-bloo-bloo-blooooo!!!
She begins crying, with exaggerated anime water fountain tears and everything.
Dood: I can safely say I was not expecting that.
Deliost: Oh dear... maybe we should apologize to her?
Approach and speak to her, but all she does is continue her tantrum, reiterating how much she wants a candy bar. For now, we have to leave and return to FirstTown's item shop, which just got a fresh batch of Candy Bar items in, which we can buy on the cheap. For zenny vs. healing, candy bars are actually more economical than mundane potions, amusingly enough! Anyways, take at least one and go back to the Womanticore.
Monster Woman: W-w-what do you want? Sniffle. Hic.
Dood: Here!
Dood gave her the candy bar!
Monster Woman: … Ah! A candy bar?!
She hurriedly unwraps it, break it in half, and feeds half to her tail and eats half with her mouth.
Dood: … Pssst! Deliost! She just ate that with her butt! … Does she poop out her mouth?!
Deliost: You're not whispering, you know. She can hear you just fine.
Monster Woman: I'm Kylie. Who are you? And why are two little kids wandering around the forest?
Dood: Oh, this is Del-- Deliost: I'M ENKI AND THIS IS DOO... uhh... DUDU!
Dood: … Huh?
Deliost: (Dood! I'm a runaway princess! We can't just go around telling everyone who we are! They'll take us back to the castle if we do that!) Dood: (Yeah, but, why do I have to be Dudu?) Deliost: (You started talking about pooping out your mouth, so it just popped into my head!)
Until it says otherwise, Dood is listed as Dudu and Deliost is listed as Enki, even on the menu screen.
Kylie: How... old are you two? Dudu: I'm... 10-ish? Yeah, let's go with that.
Enki: I'm 11.
Kylie: Hm. Well, I clearly have to be the adult here, seeing as I'm 2!
Dudu: That makes sense! Enki: It... doesn't really. But we can just tell people she's 20 and they'd believe it...
Kylie: I'll go with you! That way we'll be safe!
Kylie joins! She is a customizable character, who starts with three copies of the “Womanticore” gene. As you get more, you can customize her, which changes her Head (her hair and horns), her Body (mostly her arms and color palette), and her Legs (which alters her legs and tail). This has made her very popular, as some late game combinations can be game-breaking, due to any gene being able to slot into any of the three options. Her starting skill is Roar, which ups one character's offense for a few turns. At this point, we can return to Corset and the crowd huddled around the door to the coliseum has dispersed. Inside, we can now register for the battle!
Receptionist: I see. Entering the Monster Girl battle with this Womanticore, eh? Well, if you want to do so, you'll need to pass our preliminary match against our director of monster resources!
Dudu: Kay.
Kylie: Me?! But aren't there younger, prettier monster girls you'd want to enter?!
Enki: Actually, I'd be legitimately surprised if there were any monsters here younger than you...
Now we can head over to a small dungeon-like room, to find a horrifyingly muscular man, whose head appears to be too small for his frame.
Dir. Of MR: OH YEEEEEEEEEEAH! Dudu: … I think I peed myself a little in reflective terror.
Enki: Me too.
-Boss Fight!-
Director of Monster Resources
LP: 500
MP: 0
This guy is a joke boss, if his LP didn't tip you off. He just shouts “AGE?! SEX?! LOCATION?!” at you and punches, which barely does any damage. There's literally no reason you should lose here if you're trying.
-Boss Fight!-
Dir. Of MR: OH YEEEEEEEEEEAH!!!
Dudu: I guess we passed?
Kylie: Yay!
At this point, you're invited to speak to the manager, July.
July: Ah, the new rising stars here to challenge Balzac, I presume? Dudu: I don't know why but the answer is “Yes”!
July: Lucky you, your opponent is a girl, so it'll be easy! Kylie: But... I'm a girl too... what's that have to do with anything?
July: Well, the truth is... the outcome is already set.
Enki: What? The fight is a farce?!
Dudu: And it's fake too?!
July: The cruel up-n-comer, who wants to win at any cost... slowly tortures her enemy... and kills her for the sick entertainment of this crowd! … I expect very high ratings.
Kylie's face goes pale, as her tail turns downward and actually vomits.
July: There is no way you will lose, Dudu. During the battle's climax, we will fire poisoned darts at the enemy monster. She will die and you will win. The ratings will explode through the roof as the old champ is unseated, and we will become very, very rich...
Dudu: We... uh... need to... go... place... now.
July: Be sure to get your advanced payment from your locker room!
Go there, and you'll get 1000 zenny. Immediately head out and deposit it in the bank, then return and try to go into Balzac's prep room.
Dudu: Balzac! Balzac!!
Enki: Dudu, what are you doing? Dudu: We have to warn him! We have to protect his monster girl!
Balzac: I can't sign autographs right now! I'm, uh, preparing my girl for battle! Y-yeah, that's the ticket.
Kylie: It's no good. We'll have to do something else.
Kylie paces back and forth as her tail scratches her head.
Kylie: Ah! I got it!
Kylie's tail snaps like fingers as a light bulb lights up over her head.
Kylie: Dudu, let me borrow your coin purse!
Dudu: It's a coin pouch.
Kylie: Now's not the time to argue over your fragile masculinity. Hand it over!
Dudu gave Kylie all his money.
Kylie: I'm gonna get two antidotes. When I fight his monster, we'll both take one and then we'll be safe! Dudu: Great idea!
Enki: Be honest. You're taking all his money so you can stock up on candy bars, aren't you?
Kylie's tail nods.
Kylie: No! … Yes.
She hurriedly walks off screen.
Enki: Aren't you upset?! Dudu: Not if she gives me one!
Enki: Ugh...
You then take over as Kylie solo. At this point, you now have two antidotes in your key items, so you can get your money back and do any prep you need to before the fight. When you're ready, go inside and go to to the arena floor. There, a huge crowd excitedly cheers. Opposite you is a strange, cyclopean cat girl creature.
Kylie: Hi! I'm Kylie!
Monster Girl: Hmph! You're goin' down!
Balzac: Yeah! What she said!
-Boss Fight!-
Cat-oblepas
LP: 600
MP: 800
While Cat-oblepas (ugh, the puns) lacks the raw hitting power of Kylie, she has the ability to turn her to stone for one round with her “Cat's Eye” technique. In itself, this does no damage, but it gives her an opening to hit you before you can act again. If you leveled her a bit, Kylie should have the “Lick Wounds” skill which restores HP to one target, and is generally more efficient than the healing items you'll have access to at this point. This is a war of attrition and you'll be going back and forth and sometimes the random off-chance that is Critical Hitting or Counter Attacking can shift the tide, resulting in some infuriating lucksacking scenarios. Just be patient and you'll win!
-Boss Fight!-
Dudu: Kylie! Knock her out! Quickly! Enki: What he means is SHOVE HER OUT OF HARM'S WAY! The way he's saying makes it sound useless and vague, as she's already unconscious!
At this point, you have a few moments to act and push the KO'd Cat-oblepas out of harm's way. If you do, Kylie immediately chugs an antidote (one for her tail, one for her face) and presents a hearty thumbs-up to the player. If you don't, she force-feeds an antidote to Cat-oblepas and drinks one, but faints and you'll have to take on the next boss without her. Either way, this event gives Kylie her first customizable gene – Poison! The next scene is just the party walking to July's office.
July: What's the matter? You didn't like my script, Dudu? Dudu: MY NAME IS NOT DUDU. I AM DOOD.
Enki: Because that's so much different...
July: Come at me, bro, I'm fekken ripped!!
July bursts into smoke as the boss fight cues. An amusing point, Dood's name in Japanese is read as “Doo-dii”, so what he's actually screaming is “I AM NOT DOO-DOO, I'M DOO-DII,” because apparently JeffCom has 13 year olds as writers.
-Boss Fight!-
July
LP: 1200
MP: 500
If there was really a battle that you run the risk of losing in chapter 1, it's this one. He hits like a truck, can use Waffle Iron, can hit the entire party with ice damage, and also, you can accidentally end up fighting him and be a party member-down! So definitely come here with Kylie. Deliost should also have her fire spells at this point, which you'll want to use liberally here, as they'll do maximum damage against this guy. Dood should stick to attacking, and have Kylie use whatever buffs she has at the ready when you arrive. If she's a sufficiently high level, she should have ���Proud Cry” which ups defense, which Deliost should definitely have cast on her. This guy doesn't have any weird tricks or gimmicks. It's just a heavy clash of titans here. Do your best.
-Boss Fight!-
July: N-no way! My script... run through the shredder?! Impossible...! B-but don't think for a second that just knocking me down will stop our God's wrath!
Kylie: You try to murder and deceive, yet speak of God?! What deity does one as sick as you worship?!
July: BARF!
July explodes.
Kylie: … I wasn't expecting that.
Dood: Wow. July was a real monster over his profits! Deliost: That joke sucked!!
And you then leave, concluding Chapter 1!
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I finished Octopath Traveler, the main game stuff not the secret post-game content. I personally consider that icing on the cake, sweet but unnecessary. Anyway. LET’S TALK ABOUT IT. Also spoilers here so fair warning.
The Presentation - I am always fond of the old school Super Nintendo RPG graphical style and Octopath bumps that up exponentially. I imagine if we had existed in a world were 3D visual graphics didn’t become as dominant as it has, Octopath would have nearly a decade prior. That being said the game is pretty and there is a neat amount of details that goes into the background. It’s all so lovely. The voiced lines are all great. I especially like Chris Niosi’s voice for Therion (and Mattias) and that is not because I’ve been a fan of his work before his becoming a professional voice actor. The only decision I will never understand is why giving H’aanit a Shakespearean accent. It didn’t exist in the Japanese version, and it doesn’t do anything here. The score is good, but I feel there is a lot of repeat tracks, especially in the areas between towns. The music is also on the atmosphere side which is fine with me since I’m used to Metroid tracks, but outside of bosses not too much flair? The Gameplay - As someone who doesn’t really play many JRPGs, I like Octopath. I generally just don’t like the battle system of most JRPGs. If you exclude Pokemon, only JRPGs I’ve seriously played are Chrono Trigger and the Mother series. The Break System is simple and by having the game revolve around it helps A LOT to diversify the experience, especially in later points in the game where enemies can change their weaknesses manually. There’s also an emphasis on buffing/debuffing, building their second class options, and what combinations of skills you have equipped. The Battle system made the game much more enjoyable for me. The Story - By far the biggest appeal for this game is the story. And I have some highlights, and low. Let’s start in order to how I began the way. Therion - He was my first choice and his narrative of a shelved off, traumatized, and betrayed thief spoke to me. What becomes a simple job of getting a trap off his wrist quickly becomes trusting others. I don’t personally buy into how quick Therion learns to trust again, but what sold me is his Therion’s final confrontation with his old partner and betrayer Darius. Therion finds out he was nothing more than a pawn, and he finally defeats Darius. We found out in minor snippets that while Therion hates Darius for betraying him, he doesn’t have it in him to hold a grudge for him. So Darius dies by a trapping of his own beliefs of betrayal/trust. Primrose - Primrose’s story of a revenge story hits my niche of self-destructive revenge stories. She is consumed by her goal to kill the three men who killed her father, and all the pain thereafter losing her father only fuels that. Simeon question Prim on the void she feels in heart and if this is what her father would have wanted. But the story kind of dives back by saying that no, this is what her father would have wanted. And by the end of it, she laments she feels empty but she’ll continue to walk her own path. None of this bad per se, but it feels oddly paced and in need of more scenes? I definitely want to explore this in fic. Ophilia - I loved her entire story to bits. Mattias best villain 10/10. That God Complex. H’aanit - Uninspired? Unlike the self-reflection of Prim or Olberic, H’aanit kind of just is focused on her singular job of finding her dad/master. There really isn’t I suppose you can say pressing or compelling? It’s fine, but nothing about it stood out to me. Alfyn - A big dumb softie. That’s what he is. He’s got a good heart and it shows. Alfyn is right, it’s not his job to play god and decide who lives/dies. But he really should have a note to say, “I’ll fix you but I’m still turning you over to the authorities.” That would have worked better. Cyrus - Okay. I have to rant about Cyrus. His story is fine. Like all of it is okay. It is the most overtly to the post-game content IMO, but I’m not here to complain about that. Cyrus is probably one of the most implicitly aroace person I’ve seen ever. To the point of actually being unaware of how attractive he is. His call to adventure is literally one student making a false accusation of an inappropriate relationship to Princess Mary. Why? Because said student is jealous Cyrus doesn’t spend as much time with her. This prompts the Headmaster to put Cyrus on a forced sabbatical, basically a slap on the wrist. UNFUCKING BELIEVABLE. Olberic - Probably the most standard trope of the RPG knight, but that’s fine. I do like he understands why Erdhart betrayed him, he can’t exactly forgive him for it, but he knows killing Erdhart would do him no good. Erdhart feels empty. Also fitting how Olberic’s journey both begins and end with the fall of a regime. Tressa - A sweetheart and a coming of age story, next to Ophilia she has the most wholesome journey. But the final act feels sort of random given how the antagonist comes in. In general, a lot of the problems with the game’s various storylines is the late introduction of various villains. It kind of makes some stories feel more rushed than others. Overall though good game, worth the buy.
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I’ve Completed KH3 And I Have Thoughts.
I have finished KH3 short of the side stuff like the ultima weapon, classic kingdom, gummi ship stuff, battle portals and the cooking. I have some thoughts. First off, I loved this game allot. I only have a couple of complaints gameplay wise and three story wise but all in all, I loved every minute of this game. For those who don’t want to read everything I’d give the game a solid 8.5/10. It was amazing but a few small flaws and the three story issues I had made me bring the score down. First I will discuss the issues cause I feel that’s what one should do when critiquing art. I will offer solutions where I can.
I will discuss my gameplay complaints first.
The manual lock on is ass while the auto lock on is decent. I almost never used the manual lock on due to the fact it can just drag the camera where ever it wanted. Especially if enemies start flying. This is largely due to how often you spend in the air while in combat. The auto lock is good though and doesn’t seem to change targets unless you make it or bump into another enemy. The manual lock is good for human sized bosses though. Short of making the camera tighter this may not be able to be fixed.
The game is to damn easy. I had this issue in BBS and DDD after I got to level 30 and beyond. The game becomes easy even on proud. This is largely due to bad enemy health scaling. They still can hit damn hard and enemies like the Ice Dragon still are dangerous. But since the enemy’s health and defense don’t scale up better the game becomes real easy after level 40. I don’t doubt they will patch in a critical mode which may be a better way to play this game. Just better enemy scaling would fix this problem.
That’s all my gameplay complaints now for story ones. SPOILERS will be discussed so leave while you can.
The game has bad pacing in the Disney worlds. Some like Olympus, Toy Box, San Fransokyo and Kingdom Of Corona have great pacing while Monstropolis is meh and ones like Pirates and Arendelle were just awful. Why are you cheering for Anna and Elsa Sora? You didn’t do anything you turd. This could have been fixed if they added intervals in between all the worlds to reset the pacing and if they just followed the movies from start to finish in their entirety instead of jumping around.
Twilight Town is more of a bus stop then a world. They should have made it bigger and included old areas to explore. Even an expanded sewer system would have been fun. No story reason needed it just exists. Oh well.
These next issues ARE MAJOR SPOILERS so leave now if you don’t want to be spoiled.
What the fuck is Nomura’s issue with writing a good arc for Kairi? I mean they set her up to be training to become a bad ass and we don’t get to see either the training or a decent fight scene. We fight with her once, she gets kidnapped, and then fucking dies!? I’m starting to think Nomura doesn’t know how to write female characters. That may be one of the reasons they dropped him from FF Versus XIII since females had big roles in the story. He fucked Kairi over and made her the least likable and cared about character in the fucking finale of this Saga to me. What the hell? This alone may actually get me to start my own series on something I’ve been thinking about for awhile. Jesus. The death isn’t the issue its that there was no build up for her.
The last story complaint is a small one. I saw Sora’s “death” coming since death seemed to be a theme in allot of the world’s we went to. Flynn, Anna, Jack, and Tadashi were or are dead at some point. Even Young Xehanort hinted at it when he said, “There is a high price to pay for wielding such power recklessly (...) There is no saving you.” The issues I have with the “death” of Sora is that it means nothing. Nomura said he will be the protagonist for the foreseeable future. If he didn’t say that then the death would be okay. The main complaint about this is the final scene on Destiny Islands where everyone sees Kairi and Sora but Sora just gets Thanos’d. That shouldn’t have been in there. There are two scenarios that would work way better than that one in my eyes.
One: Everyone is just looking out to the sea and the music goes quiet. All you can hear is the sounds of the waves and it zooms to Riku and he just smiles.
Two: Same thing but Kairi comes from the ocean in tears and Riku helps her up. They all look at her and she shakes her head. Everyone gets solemn until Riku chuckles. He smiles and says, “That knuckle head always getting into trouble. He’ll be back. Even if I have to drag him home.”
Maybe its stupid but if you removed the scene where Sora turns into smoke or whatever, the ending would have allot more impact.
Those are all my complaints for the game. Like I said solid overall but with a few issues that could easily be fixed.
Now for the stuff I loved about the game. Gameplay Is First
All the worlds were so much damn fun to explore. I easily spent and extra couple hours in each just looking around for chests, emblems, Easter eggs, and ingredients. Even Pirates was fun and I was worried it’d be gimmicky due to the ship mechanic but nope it was so much fun. The only one that was less fun was Monstropolis but since it takes place in a factory its okay. It seemed more into hidden paths than open places which is fine.
I haven’t had that much fun with a combat system since playing as Vergil In Devil May Cry 4 Special edition and that’s saying something. His combat was so smooth and easy to experiment with I didn’t think it could be beat but KH3′s comes close with transformations and grand magic. The attractions are a bonus though I didn’t use them allot. There wasn’t a need at later levels.
Thank god for combo cancelling with dodges and slides. Against the Gigas, which are the only enemies that pose a threat now, its a god send.
Flowmotion is fun to use and not over powered like in DDD. No more spamming air slam at early levels.
The party members all feel useful. Not many died in combat and seemed smart enough to back off when they’re in danger. Donald also heals based on need versus what he did before. Like if I was out of magic and potions he would heal me over goofy even if we had similar amounts of health.
There wasn’t a single boss I didn’t like short of Dark Baymax since it felt so slow. Skoll is now my favorite heartless design finally surpassing the Wyvern from Kingdom Hearts 1.
That’s all for gameplay since I could go on and on.
Now for story stuff. SPOILERS INCOMING! All the original story stuff for the KH characters was amazing. Anti-Aqua’s theme was so heartbreaking and beautiful and what she said as we fought made me feel like shit even though it was Mickey’s fault for leaving her there. Vanitas’ voice is god like and his scenes are so good. Him calling Ventus and Sora a brother to him makes sense yet unsettled me with the tone he used. ALL OF THE TRIO’S BEING REUNITED!!! I cried when Xion, Roxas and Axel hugged and cried. I was so happy they got to be together. Aqua’s reunion with Terra and Ven was also beautiful. Xehanort’s story beats were great and the man they got to replace the late Leonard Nimoy is amazing. Sounds more sickly and dying like he should at this point. The twist where Terranort wrecks everyone before we go back into time was a fucking shock and amazing. THEN LINGERING WILL SHOWING UP! The voice for Lingering will was amazing. DONALD’S ZETAFLARE HOLY SHIT! All the foreshadowing of Sora’s “Death” or “Disappearance.” Death was talked about allot and Young Xehanort even said Sora couldn’t be saved since Sora uses the power of waking so recklessly. All the Disney characters who met organization members being sick of their shit before they even talk. Woody especially. “I bet you’ve never been loved.” and “That makes you more hollow than any toy.” My son I am so proud. All the instagram style posts were so cute. The epilogue was mind blowing. I knew that sarcastic sniper knew way more than he let on but him being Luxu was a fucking shock. Amazing. And the secret ending seems to be hinting that Sora’s been given a second chance in the form of The Reaper game from TWEWY. Either its going to be DLC which Nomura said if he did decide to do he’d do free stuff and/or one big dlc that adds to the experience in a big way or the next game opens with The Reaper Game. Riku being in Verum Rex is interesting to me. Maybe he realizes Sora isn’t in the realm of light and after talking with Goofy and Donald he learns of Verum Rex and how Sora was tossed in so he goes looking for him there. And finally the Master of Masters looking at the moon and forming a heart with his hands. Is he looking for a new plain of existence for everyone to live on but before he can move people there it needs a new Kingdom Hearts? And is that what’s in the box? I’m excited to see. All in all I love the game and would recommend it to people who want a good JRPG.
8.5/10
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