Showing posts with label RPG. Show all posts
Showing posts with label RPG. Show all posts
There are very few games that I finish, and even fewer become my favorites. Final Fantasy IX earned its place on my list of all-time favorites this past weekend, which is a remarkable feat considering that it was released nine years ago.FFIX was not one of my favorites when it was released. While I enjoyed the game at the time, I wanted it to be more like Final Fantay VIII, my favorite at the time. As a middle-schooler, I didn't mind the angsty protagonist in FFVIII and found the spunky lead in FFIX to be less appealing. I wanted FFIX to be more serious. I was also relatively green as a player; FFVIII was my first RPG. I didn't understand why FFIX's mechanics were far superior.
FFIX was designed to be forgiving and very rewarding for those who invest a little time. While playing through the third and fourth discs, I found a lot of fun sidequests. Some of my favorite sidequests were those that used chocobos. Special chocobo-specific areas, such as Chocobo's Forest and Chocobo's Lagoon, include a mini-game where you can dig for treasure. While many items are health or status ailment potions, the best items by far are the chocographs. Chocographs are essentially clues to find hidden treasures. Some treasure chests give your chocobo the ability to traverse mountains, oceans, and even the skies. Others contain very valuable items, armor, weapons, and cards. Treasure is hidden throughout the world map, and the hunt feels like a real adventure.
I also really enjoyed the optional moogle sidequests. The moogles are adorable creatures who play a big role in FFIX. They allow you to save in the game, but they also provide valuable comic relief, especially in dark areas. Moogles are constantly writing letters to each other and they ask you to deliver them. The letters may not tell you anything essential to the story, but they are great for flavor. Moogles are always so happy to hear from each other and they have a positive outlook even when cities are crumbling around them. The idea of delivering letters for moogles may seem ridiculous, but you are actually providing a valuable service since the moogle mail service, Mognet, has been out of commission. There is an optional sidequest at the end of the game to get Mognet running again. It is very rewarding to fix this service, as it frees you from mailman duties and helps all the moogles you met throughout your journey.
There are several other clever design choices that help players get the most out of the game. Fairies are special encounters scattered throughout the world that can help you learn abilities much faster. There are also special enemies called Grand Dragons that provide a massive amount of experience, helping characters level up. Quina's ability, Level 5 Death, can kill them in one hit. These are great enemies for leveling, as Freya's Dragon's Crest ability does damage equal to the square of the number of dragons killed. Thus, 100 dragons killed gives her a guaranteed 9999 (max damage) attack for minimal MP. While this type of strategy may seem like exploitation, such clever design choices are likely very carefully made to help players level up for the end of the game.
I would be remiss if I didn't mention that I used a strategy guide and additional online guides to get the most out of FFIX. Some of the features are so well-hidden that you practically have to buy the guide if you want to be a completionist and not waste half of the game running into walls, looking for items. The strategy guide is also very helpful when it comes to bosses, as you can equip to guard against status effects such as heat that could otherwise create a very frustrating battle. I understand that some feel that strategy guides are cheating, but I find that I enjoy elaborate RPGs such as FFIX much more when I don't have to worry about missing something. Unfortunately, the official guide for FFIX was designed to promote the use of the website PlayOnline, which is now a FFXI site. This means that certain details are left out of the guide, which is part of the reason why I constantly looked up answers in FAQs and Walkthroughs. I happened to miss a particular item that was only available for a brief period of time because it wasn't listed in the guide, and I was very disappointed. Initially, I thought the game wouldn't limit the availability of an item, but it appears that there are a few optional items that are the exception.
By the time I reached Memoria (the final area), I was at the top of my game. I didn't want the story to end, but I had played through all the side content and enjoyed every minute of it. I'll admit that there were some frustrating moments during my many attempts to beat Ozma or the stubborn Yan, but the victories were very sweet. I became addicted to auto-regen and rarely had to heal my party. I had three characters that could consistently do maximum damage attacks and my inventory was overflowing with potions and other valuable resources.
After playing consistently every night, I was sad to see FFIX end. The game had a very satisfying ending. I became attached to my characters - the story fleshed them out and made them feel real. It's going to be difficult to find an RPG to follow FFIX now that I've seen how good they can be.
Final Fantasy VIII (FFVIII) was the first RPG that I finished, so it will always hold a special place in my heart. After finishing FFVIII, I played several other RPGs, such as The Legend of Dragoon, Chrono Cross, and Final Fantasy IX (FFIX). When I first played FFIX, I was disappointed that it wasn't more like FFVIII. I wanted the characters to look more realistic and the world to be less quirky. I still enjoyed the game; I just wanted it to be more of a sequel.One of my best friends absolutely loves FFIX. After hearing him praise it over and over again, I decided to give it another try. It was possible that I had been blinded by my love for FFVIII and didn't judge FFIX fairly.
FFIX is full of charm. There is plenty of humor, from the silly lines to the unique characters. There is a sense of playfulness in the art style. The main character has an as-yet-unexplained monkey tail, and the characters have tastefully exaggerated proportions. The art portrays a lovely fantasy world with towering castles, quaint towns, and a variety of painstakingly-detailed natural areas. The environments are full of rounded edges and each area feels very distinctive. As characters run through the 2D levels, there is a sense of scale, and the people seem to fit right in among the colorful backgrounds. The world may be a strange place filled with hippo people, humans, and a variety of other creatures, but the art really sells it. Even the game design supports the style, filling the world with children running through town squares and little vignettes that flesh out my companions.
The game design is very forgiving and fun. The gameplay constantly supports the story, allowing the player fun opportunities from the beginning, such as finding a lost cat, sneaking over rooftops to watch a play, and digging for treasure. I get a real sense of adventure from exploring the areas, and I am constantly rewarded with hidden items and opportunities. The opening sequence was very exciting and organic, combining still-impressive FMVs with in-game cutscenes and gameplay. The combat is a traditional turn-based system common to Final Fantasy games of the time. Characters have special abilities to use during combat, such as magic, summons and powerful attacks. All these special attacks, as well as passive skills, are called "Abilities" and can be learned from armor and equipable items. This is by far one of the game's greatest strengths, as it is a very simple system that is easy to customize. Players can choose which abilities to equip and learn based on their priorities and play style. For example, players can learn "Level Up" and "Ability Up", which help characters level up faster and learn abilities faster. While these abilities are relatively expensive to equip, they can greatly reduce the time spent grinding. Players can also choose to counterattack, guard against almost any status effect, or automatically cast a potion when damaged. These abilities make the game much more fun, as they allow the player to work around issues that could otherwise become frustrating.
Aside from the ability system, the game is very forgiving. If a player misses a hidden item in a certain area, it is never lost forever. Players can often purchase that item in the next town or village; finding it in a level simply allows a player to have it earlier. Also, there are many features scattered throughout the world to help players, including chocobos (for faster travel without random battles) and fairies (who can help players learn abilities much faster).
FFIX feels like a very authentic Final Fantasy experience. The developers clearly focused on the story and authenticity of the world. There was a sense of strong leadership as well; the game has a unified vision despite its length and many unique areas. The Final Fantasy series seemed to go downhill after FFIX, with FFX being little more than a display of 3D tech with bland characters and limited originality. Although I didn't play FFXI, I found that FFXII was very unforgiving and I quit partway through. FFIX represents a peak in Japanese RPGs for the PlayStation, and its character, charm, and friendly mechanics are very rewarding for those who are willing to invest a little time. I hope that modern developers will be able to apply similar mechanics to new games. After all, graphics and fancy new features don't make a great game; it's the imagination that counts.
I seem to have missed the boat for Sid Meier's Pirates! My peers at USC would sigh longingly when it was mentioned in class. Many of my friends were obsessed with the game when it was released. Although I'm usually not a fan of strategy games, I decided that Pirates deserved a fair shot. After all, it was somewhat of an RPG, adventure game, and a strategy game all at once.Perhaps the most striking feature about Pirates is the level of polish. Few games can afford to take the time or simply are not planned diligently enough to implement such well-constructed systems. These systems create a variety of options, including ship gameplay, a sword fighting mini-game, a dancing mini-game, a sneaking into town mini-game, a land combat RTS game, an interface for talking to people at taverns, and more. The sheer number of gameplay options is a wonderful way to give players a lot of freedom in the world. Allies and enemies can be made through every action, and players can seek out gameplay modes best suited to their skills.
Despite some adventure and RPG mechanics (such as achieving ranks and searching for treasure), Pirates is a strategy game at its heart. The alliance system is a central part of the strategy, as it allows players to ally with the Spanish, the French, the British, or the Dutch. There are many advantages and disadvantages to such alliances, and they can often fluctuate. There are also other forces at work, such as native tribes, pirates and missionaries. Talking to these groups can help you sway a town in a desired direction, whether toward prosperity or poverty. There is also a lot of strategy involved in the fighting mechanics based on the weapons you use, and whether or not you fight in your ship or with a sword.
I'm not sure if I skipped the tutorial inadvertently, but, regardless, Pirates seems to have a steep learning curve. Granted, the first hour or so I had a Pirates fanatic looking over my shoulder, giving me hints and explaining the intricacies of his favorite strategies. It seems that the game encourages the player to learn more through experience than through discreet instructions, which can be an advantage (if you know what you're doing). I was easily overwhelmed in the beginning by the many different types of gameplay, as I had stumbled into seven or eight (such as sea combat, dancing, and treasure hunting) before I even understood what, exactly, was the goal of the game.
I was greatly impressed by the time the developers took to create a very polished experience with so many intricate systems and such varied modes of gameplay. However, the appeal of Pirates seems to come from a passion for such systems and an interest in the politics of the imaginary world. I never had much of an interest in war, conquering towns, or politics. I respect the game and I understand why so many players have enjoyed it. However, I don't think I'll return to Pirates anytime soon. It just doesn't pull me in like traditional RPGs or adventure games.
When I was growing up, my family had a Mac. Games for the Mac were hard to find, so I played very few computer games as a child. The few I did play, such as Super Munchers and The Dig, are a treasured part of my past. I was excited to hear about the recent re-release of The Dig on Steam. For just five dollars, I could revisit a classic from my childhood and see how much my perspective has changed.Fourteen years after its release, I was surprised how much I still enjoyed The Dig, and not just for the nostalgia. I sat down at my computer was so engrossed in the game that I didn't get up until I'd finished five hours later. The game took me on an adventure to an unknown world and encouraged me to explore every aspect of this new land. However, I required some aid to fully enjoy the game.
The most distinct memory I had from the first time I played The Dig was when I got stuck. At that time, I couldn't just look for help online. I actually had to go to the bookstore, locate a strategy guide, and page through it to find my answer. After two trips to the bookstore, I finally bought the guide, which started a new habit for me (which served me well once I graduated to 80-hour RPGs). I was wondering if, after many years of gaming, I would be a better puzzle-solver than I was back then. Unfortunately, I soon found that the puzzles were rather tedious and seemed to encourage just clicking on everything, constantly retracing your steps, and generally wasting a lot of time being confused. I looked up a walkthrough online and breezed through the game, much happier now that I could concentrate on the story instead of some near-impossible puzzles.
The puzzles in The Dig were often clever and interesting, with just a few that seemed designed to sell a strategy guide. Unfortunately, due to the linear nature of the game, some of the most frustrating puzzles would gate my progress in the game. For example, once the opening sequence was over, I wandered around the new planet, trying to access new areas. There was one particular puzzle where I needed to reattach a lens to restore power to the facility, and my only tools were a couple of panels. One of the panels had about six or seven buttons on it, which would light up a screen as they were pressed. I quickly filled the screen with lights, which involved pressing the buttons about 50 times. Nothing happened. I soon grew frustrated and looked up the answer. It turned out that the button was a control panel for a robot, and only about five or six buttons needed to be pressed in a sequence to get this robot to reattach the lens. I have no idea how anyone would figure this out on their own, as I saw no clues around. This puzzle was incredibly difficult compared to some others, which involved rearranging animal bones (in the shape of a fossil seen earlier), or inputting a sequence of four distinct buttons seen on an in-game item.
Despite the difficulty of the puzzles, I really enjoyed the game (once I had the aid of a strategy guide for the puzzles). The music and voice-overs were excellent, and the characters were interesting. While there was no real villain in the game, there was still a strong conflict between the crew and others that grew organically from choices the player has to make. There was no combat, and I don't think the player can actually die in the game. Also, the art style was semi-realistic and often quite beautiful. Compared to modern games, I seemed to spend a lot of time just walking through levels, but I enjoyed the journey since the levels were often lovely landscapes. The world was designed as spokes around a hub, and each spoke had a light bridge that could be easily activated. These light bridges provided a method for fast travel between spokes without going through the central hub - a clever method to save players from too much backtracking.
Looking at this game from a more modern perspective, there are definitely some aspects that I would like to see in current games. The point-and-click interface could work well in portable games, especially those for the DS. I really enjoyed the conversation menu, as it was made up of small icons corresponding to topics of conversation. This may not work well in complex RPGs, but it was great in a shorter adventure game. I loved the overarching mystery and the story in general, as it presented the player with some interesting moral issues that are often not addressed in modern adventures. I also loved how many puzzles had hints for the player to see early on and return to when needed.
I understand that my fond childhood memories of The Dig may have influenced my view of it today, but I still think there is a lot to love in the game. While some puzzles may have been far too frustrating (especially for modern players), the game is generally well-designed and seems to have been a very polished experience for the time. I hope that the Steam re-release will get more people to play the game and appreciate its strengths.
For months, it seemed like all I heard about was Fable. As an RPG fan, I considered it my duty to at least try Fable II when it was released, as I had never played the original. I rented it with a friend, trying to keep an open mind.The game began with a sweeping, lovely cinematic typical of many RPGs. The narrator had a lovely voice, and I happily got lost in it for a few minutes, until it ended rather abruptly, after following the path of some bird poop. I was willing to let that slide, and decided to focus on the gameplay. The character I played was a young girl with an older sister to introduce me to the world. My sister had the annoying habit of constantly calling me "Little Sparrow". I tried to ignore her, hoping that she would soon leave me alone.
As the game continued, I grew more and more frustrated with it. The dialogue was often laughable and sounded ridiculous for a fantasy setting. In a time of games such as Lord of the Rings: Online and TV shows such as Legend of the Seeker, the dialogue in Fable II had no excuse. In addition to the poor quality of the writing (at least in the opening area), the conversations were slow, taking forever to start and forcing me to wait an eternity to get a response. The voice-overs were slow, and it was difficult to tell from the audio cues if a conversation was starting or if something was simply an NPC bark. Poor conversation mechanics such as these are unacceptable in a game like an RPG that depends heavily on dialogue.
However, we persisted with the game, hoping that it would get better past the tutorial. Unfortunately, the game continued to aggravate me, with tedious mechanics such as holding down a button to collect experience from defeated enemies. Then the game only had one save slot, which seemed ridiculous. If I made a choice that did irreparable damage, it would become very difficult to get back, especially with just one save. Then the quest path was outlined in a conspicuous glowing highlight, which distracted greatly from the world around me. Although I can suspend disbelief by allowing game interfaces, this type of glowing path seems more distracting than if the developers had used an actual interface.
Still unwilling to give up hope, I wondered if there was something else that would make this game redeemable for me. There was, in fact, an interesting element similar to emotes in MMOs. Fable II has a social menu that allows the player to do certain actions, trying to gain or lose favor and other social elements from bystanders. There seemed little point to it, other than trying to amuse yourself with farts or get some helpless NPC woman to marry you. I was opposed to the idea of this - Fable isn't WoW or The Sims - and the whole concept of treating NPCs as expendable resources who are so easily influenced. This seemed to detract from the authenticity and took me out of the game.
I'm not sure what there is to love about Fable II; I found a lot that drove me away. While I respect what the developers were trying to do, they seem to be creating games for a very different type of RPG player.
I eagerly played through the last planet and found myself trapped on an unknown planet that resembled an island paradise. While this new place had some interesting conflicts, I found myself less engaged with the game than I was during previous levels. This stage was a means to the end, and I no longer cared about details such as the history of a new alien race. I was hungry for the real drama - I wanted to find my lost friend and beat Malak once and for all.
Malak was still a couple of levels away. I had to weave through a labyrinthine tomb and then fight wave after wave of enemies on his ship. I spent almost an hour fighting what seemed like endless streams of nameless enemies. I grew frustrated. I had been given a taste of fantastic narrative and suddenly I was stuck in some boring hack-and-slash. I don't mind fights at the end of a game, but these enemies had little narrative connection to the story; they were essentially bodies thrown at me to slow me down. Eventually, I took advantage of a chance to skip out on a fight and ran ahead to face Malak.
I confronted my friend and then reached the final boss fight. There were few surprises in the narrative and the final boss fight was dull and poorly paced. Malak would frequently run off to leech power, and I would heal myself quickly before hacking away at his HP again. It was tedious and dull, especially when I would have to wait for him to run over to me and attack me.
When the final boss fight was over, I was shown the "light side" cinematic ending. I was incredibly disappointed to watch a few lame 2D people cheering for me as I got a silly metal. After 30 hours and a ridiculous amount of fighting at the end, I won a war and got a few empty words. It was such a letdown after the big reveal that I thought there must be a better ending for the dark side. I looked it up on YouTube and found that the dark side ending definitely gave the player a greater sense of power. It was certainly not Mass Effect's ending, but this version was obviously superior to the light side version. I wondered if the game would have been more fun if I was on the dark side and spent 30 hours being mean to people.
As a fan of RPGs, I finish relatively few games. Many RPGs require such a time investment that it becomes impractical to finish a game when I grow frustrated. I don't regret finishing KOTOR at all, but I wish that it had given me more of a sense of accomplishment at the end. Mass Effect left me feeling as if I'd saved the universe and Okami nearly had my crying tears of joy. I was disappointed that a game that had such an awesome climax fell flat on its face at the end.
In just over 35 hours, I completed Mass Effect. That might seem like a long time, but it was well worth it to me. I finished every sidequest I could, explored every planet in the galaxy, and played through the Bring Down the Sky expansion. I was very thorough, talking to all the NPCs and opening every storage locker or crate I could find. Now that it’s over, I’m satisfied but a little sad that the awesome ride had to come to an end.I have already written extensively on Mass Effect, but with a game this vast, I find there is still more to discuss. I may have complained about some of my frustrations, but I have found a lot of value in this game. The story was absolutely fantastic, especially from Ilos to the end. Those last few hours were some of the best paced in the game, and when it was over, I felt a real rush. I got to make important choices up until the very end, and I felt that I was as much a part of the action as the characters in the brief cutscenes.
The story was facilitated only marginally by cutscenes. The main elements of the narrative were conveyed through the fantastic dialog. Mass Effect has been praised for its innovative dialog system. Choices are displayed around a circle, and the dialog shown represents the general idea of the line, but not what is actually said. It felt like what I selected was the thought and what my character said was a more tactful way of expressing that idea (at least for the paragon choices). This system allowed me to better identify with the character, as I felt that she was expressing my thoughts and feelings in the best way possible.
I really enjoyed the addition of so many sidequests. The main path of the game could probably be beaten in ten to fifteen hours, but I chose to play the extra twenty or so to really explore and immerse myself in the Mass Effect universe. I loved the feeling of stumbling across an uncharted resource or coming to the rescue of some helpless people. Some of the sidequests included really tough decisions, which enriched the game and gave me a sense of responsibility. I liked having the freedom to control of the ship and choose the sidequests that I wanted to pursue. The introductions to the quests were vague so I was often surprised by what I found. Even though some of the areas were very similar in structure (likely due to limited art resources) the diversity in the quests was still there and kept it interesting.
Aside from the flaws that I have already discussed, Mass Effect had only a couple other drawbacks: a lack of tutorials and a poor inventory system. I had no idea that I could jump with the mako until halfway through the game, and I never figured out that I could zoom in on enemies in the mako until after I beat it. If I didn’t have a friend to talk me through the beginning of the game, I doubt that I would’ve become as skilled in combat.
Also, the inventory system was cumbersome for someone like me who likes to collect all the items from the game. Given the number of sidequests, I continued collecting hundreds of weapons, armor, and upgrades. I was continually struggling to keep my inventory down so I wouldn’t have to leave anything behind (or convert it to omni-gel). The limit of 150 items was way too low. Due to the abundance of items in the field, I never had to buy anything at the stores. (I did buy the spectre weapons on the Normandy at the end of the game, but some of the later weapons that I found were comparable.) Hours from the end of the game, I maxed out the money. This meant that I had to spend a ridiculous amount of time re-equipping my team to make sure I wouldn’t destroy something that I needed. It took a long time to scroll through items, and I wished the inventory could be sorted.
While Mass Effect did have a few flaws, it was still a fantastic RPG experience. I highly recommend it to people who love immersing themselves in a rich sci-fi world with engaging characters and plenty of content to keep them busy. It is probably the best game experience I’ve had since Okami, and possibly one of the best games I’ve ever played in terms of the emotional impact. I really identified with my character because I was the one who was molding her into the person that I would like to be.
It’s easy to complain about a game. When something goes wrong, I can often pinpoint the problem and propose a solution. However, when something goes right, it’s often harder to explain why. If someone asked me why I like chocolate milkshakes, for example, I would have a very hard time explaining it. Fortunately, with a game like Mass Effect, it’s a little bit easier to find the positives. I may have complained about achievement difficulties and the mako, but this game is becoming my new addiction.It’s no secret that RPGs are my favorite genre. I have some trusted favorites from the past, but it seems that few RPGs can compare these days. Then I found Mass Effect. This game has been able to pull me in and immerse me in a new universe. The HD graphics look fantastic, from the environments such as presidium in the citadel to the futuristic clothes. I love being immersed in these fantastic environments, even if texture popping prevents me from seeing all the great details immediately. The outfits are a lot of fun, especially since the characters’ appearance changes with new armor. Most of the time, my female Commander Shepherd looked pretty cool in her armor. I once had a good laugh when I realized that the best armor for my krogan companion was a pink and white getup very similar to Ashley’s from the beginning of the game.
My main motivation for playing most RPGs is an epic story. I love watching a complicated plot unravel slowly and sinking my teeth into some rewarding side quests. Mass Effect is clearly focused on the story. I really wanted to explore the cities and talk to everyone, because I felt I could learn a little something from each NPC. The main worlds felt alive and interesting. I’m not sure how the story will play out, but at this point the missions feel very well paced and have great story arcs.
While I have not been very good at shooting games in the past, Mass Effect requires a lot of shooting. I like to think that I’m getting better at it, but the game is structured so that it is accessible for people like me that aren’t as familiar shooters. I could’ve chosen to be a biotic (giving me talents that can do damage without aiming) or could I rely more on my AI-controlled companions. I found that the game was never too difficult for me on normal mode.
I’ve really enjoyed Mass Effect so far. Despite my frustrations with the mako, the fantastic story and effective gameplay are keeping me addicted. I’m looking forward to playing it again soon and getting lost in Mass Effect’s universe.
I’m not a huge fan of RTS games, but I had heard good things about Final Fantasy XII: Revenant Wings. “It’s not exactly an RTS,” my friend said. “It’s fun and I think you’d like it.” After that, it was hard to say no.I really enjoyed the first few hours of Revenant Wings. I had grown frustrated with its PS2 RPG predecessor but this DS spinoff was something quite different. It was basically a scaled-down RTS with an FFXII theme. The short mission structure was well suited to my sporadic play sessions on the DS. Since it wasn’t a traditional RPG, the characters didn’t have to be as deep and I could overlook my previous disappointments in the character development. They were cute in their small, retro style and managed to look good despite the limited capabilities for in-game graphics. The entire game was simpler, making it more accessible for a portable game. The brief text and simplified menus kept me focused on the solid missions.
The missions were straightforward and fairly simple to complete. I had no trouble getting past most of them on the first or second try, until one ridiculous side mission. I had been doing all the side missions to level up my characters to prepare for the main story missions. The side mission I got stuck on should have been straightforward. Your team is supposed to capture spawn points. Those areas then become spawn points for your team so you can mobilize forces closer to the other team’s base. Then you can then attack the other team’s hero spawn crystal and kill their heroes once and for all.
I had completed missions like this before with minimal trouble. For some odd reason, I kept getting stuck on this one. I would always be able to get up to the other team’s base, but their two spawn points and hero spawn crystal were a tough combination. One of their heroes would fall. One of my heroes would fall. My team would capture a spawn point. While I was attacking another of their heroes, they’d take the spawn point back. It turned into a stalemate where their heroes would respawn and my heroes would respawn. It seemed as if my team was stronger, but the time it took for my fallen heroes to respawn and return to battle was balancing our sides.
I fought and fought, hoping that I could gain an advantage with gutsy moves. This only led to retreats for my side and I made no progress. However, I wasn’t losing much ground so I continued to play. I played one particular battle while I was on the plane, then while waiting in the baggage claim and on the shuttle ride home. I was so engrossed in the same battle that I almost missed my stop. When I got inside my house, I played for a little while longer and then quit. My stubbornness had kept me in a fruitless battle that was impossible to win.
These types of stalemates are one of the reasons why I avoid RTS games. While Revenant Wings may disguise the troops as cute espers, it’s still an RTS at heart. This does not mean that I will give up. I have enjoyed the rest of the game and it deserves another shot. After all, that mission was just a side mission. The main missions can’t be harder than this.
The arrival of Eternal Sonata has meant the end of a phase for me. I played Eternal Sonata for a few hours, and the next day I found that feeling that I had missed so much: video game craving. Just as I had hoped, this game was turning into the type of experience I had been wanting since I finished Okami and Elite Beat Agents earlier this year.I understand that Eternal Sonata isn’t the type of game that everyone wants to play. For me, it is finally a world that I want to escape to in my free time; unlike the horrific environment of Bioshock or the dangerous Halo, Eternal Sonata makes everything lovely. When I have a stressful school life, I want to spend my free time in a glittering dungeon or a majestic forest. It’s relaxing for me to escape into a world more beautiful than my own.
The combat system in Eternal Sonata appeals to me much more than many other games due its turn-based roots. While there is still a battle timer, the game still gives you time to think through the moves you want each character to use. I enjoy games that give me a little time to strategize. That way, it’s more like a puzzle and less like a test of gut reactions.
I was hoping that Eternal Sonata would be more like an adventure game, with a straightforward plot and puzzles that don’t require too much time. Unfortunately, my friend and I spent a ridiculous amount of time on a puzzle that was almost entirely based on trial and error. Like previous RPGs, I decided to purchase a strategy guide, as the game is full of ridiculously winding pathways and has some tricky puzzles.
I was a little bit upset when, after purchasing a guide with adequate pictures, my friend and I still got lost in a level. The official guide is poorly worded in some parts, and for someone as literal as I am, it can be an issue. I began to realize that part of the reason I enjoyed games like Final Fantasy VIII was the fact that I had a solid guide to help me through it, like a mentor that helped me make the best decisions. I was able to complete many RPGs with strong characters and little frustration due to the help of many well-written guides.
While I still think that I will enjoy playing Eternal Sonata, I am still slightly disappointed in the puzzles. However, most RPGs have some sort of ridiculous puzzle that, in the words of my friend Jettoki, “is made to be so difficult that you have to buy a strategy guide.” I hope that Eternal Sonata can continue to be a relaxing experience for me and that the rest of the game turns out to be as fantastic as its visual design.
Is Kudos a dating sim clone or a truly engaging experience?Click the link below for Jettoki's and my opinions on another Casual RPG: Kudos.
Casual RPGs, Part II: Kudos
When someone suggested that I check out casual RPGs, I was a bit skeptical. Could the genre I loved for its immersive qualities succed on a casual level?Click the link below to read my opinion and that of fellow RPG fan Jettoki.
Casual RPGs, Part I: Dream Chronicles
Recently, I have discovered that there are two basic types of RPGs: the kind where you have a little group of friends to fight alongside you and the kind where you’re pretty much on your own. When I tell people I love RPGs, I mean that I love RPGs like Final Fantasy where you have those virtual friends. I do not mean that I love RPGs like Oblivion where you pretty much run around on your own and the camera follows the character around as if it’s a third-person shooter.I had heard that Star Wars: Knights of the Old Republic (KOTOR) was a great RPG. I am a fan of Star Wars and many of my nerdiest friends had basically told me that KOTOR was the best Star Wars game ever made. I had the feeling it was the no-friends type of RPG, but so many of my friends recommended it that I felt I should give it a try.
I had purchased the game just after buying my 360, counting on it to be a great experience. One hour into the game, I wondered if I had made an unfortunate mistake. While it was certainly Star Wars, it was feeling less and less like a game I wanted to play. To begin, you can customize your character. I knew very little about the game and didn’t care about character stats and intensive customization. I just wanted to try the game out, so I went with recommended stats and chose the female character that looked the least mannish.
The game began with a stuttering cutscene of a ship under attack that made the game look incredibly dated. I soon gained control of my customized character and had to run around a ship. Finding my way through the ship was easy enough, especially as there was basically only one exit in each area. The battle system felt staged and boring, as characters would attack in turns but there was one attack “mode”. Moving my character while this attack mode was engaged would cancel my actions. So, much like World of Warcraft, I got to sit back and watch my character attack automatically unless I was struck by the sudden desire to use a special attack or a healing item. There seemed to be little thought required here – a stark contrast to the many options allowed just minutes ago when customizing my character.
I continued through the game and ended up in Taris. I ran around, talking to many people. I had a companion who followed me around at this point but he said little and was pracitally useless. I got lost in a circular maze of a bar and had to consult my map (in the menu). After consulting the menu a few times, I grew increasingly frustrated by its complexity. The attempt to visually map things out such as character stats and equipping items in a grid seemed overly complex. There were so many options that I had trouble finding what I wanted. To make things more difficult, this was the first real Xbox game I had played on the 360, so I was continually confused when the game kept asking me to press the black and white buttons (now bumpers in a completely different area of the controller). This was not the game’s fault, but it wore down my patience.
After half an hour of talking to people and exploring the town, I had no idea where to go. Perhaps I am just one of those people who has to have a strategy guide in order to enjoy RPGs. I would like to think that KOTOR is more like an adventure game, so I would not need a guide. Unfortunately, I got stuck shortly after going to the one “event” to which I was invited. It was some sort of Sith party. When I went to the party, I was greeted by the man I had met earlier and then saw a short cutscene where the attendees joked about drinking too much. The cutscene ended and I heard a “clunk” noise. I looked around and everyone at the party was on the floor, unconscious, and no one in the surrounding apartments cared. The one lead I had stopped dead on the floor with the Sith party.
I was frustrated with my first experience of KOTOR. The game seemed burdened by dialogue that continued to refer to at least five people I had never seen or met. I was forced to ask stupid questions because I had so little background and constant remarks like, “You really aren’t from around here, are you?” made me feel even more like an outsider. Perhaps I take such comments too personally.
I wanted so badly for this game to take me away into the Star Wars universe. I really hoped that I could break out of my habit of playing turn-based RPGs with happy parties of friends. I may give KOTOR another shot in the future, but next time, it will probably be with a strategy guide to serve as my faithful companion.
Out of all the demos I downloaded off Xbox Live the other day, I was most excited to try out two RPGs: Eternal Sonata and Blue Dragon. I had heard a lot about both and they were part of what motivated me to finally buy a 360.I had already pre-ordered Eternal Sonata so I decided to play it first. I was immediately impressed by the vibrant colors and the richly detailed landscape. This world felt so alive, from the variation in the foliage to the distinct personalities of the NPCs. It had a great soundtrack based on Chopin’s music, which appealed to the classical musician in me. While it certainly has a few flaws, I realized that this just might be the immersive experience that I have been craving.
Eternal Sonata has a fast-paced battle system that feels like a cross between Kingdom Hearts and the traditional turn-based Final Fantasies. Characters’ movements can be controlled during a limited attack time. The position of a character can greatly change their attack and defense. For example, enemies have a harder time defending against attacks when the attacker is behind them. There are also two special attacks that become available depending on if a character is standing in the light or in shadows. I appreciated all this attention to detail. While the battle system did seem to have a high learning curve, at least for a demo, its original approach pulled me into the game immediately.
Like any other game, Eternal Sonata does have some flaws. The characters speak audible lines sometimes, such as when a battle begins. Some of these lines sound really stupid, including a little boy exclaiming, “C’mon! C’mon! C’mon!” I’m hoping that these lines sounded better in Japanese. Also, my QA tester training helped me to find two bugs in the half-hour demo. I was slightly disappointed, considering the obviously high production value of the game, but most commercial games do have bugs. Sometimes these bugs are reported and closed simply because there is no time to change them anymore.
I really enjoyed the Eternal Sonata demo. It had a nice pace and the demo limits felt natural, not confining. From the user-friendly menu to the inviting fantasy world, it seemed like a polished game that will be a lot of fun for me. Eternal Sonata combines two of my favorite genres: music/rhythm games and RPGs. I’m looking forward to buying it.
However, the Blue Dragon demo hardly sold me on the much-hyped RPG. First, I was disgusted by the childish art style and the ridiculous voices. When the opening cutscene began, I felt like I was watching cheap anime in 3D. I understand that Akira Toriyama of Dragon Ball Z was responsible for the character designs, but I am of the belief that some designs just don’t translate as well into HD. I had no problem with Dragon Ball Z designs in 2D, but in 3D they look wrong. It’s simply too perfect and, frankly, a bit frightening to see things like bloated heads, vacant eyes, and giant portly puppies in three realistic dimensions.
I hate to dismiss a game entirely on its artistic style. I have boycotted a couple, like Psychonauts, for this reason, but I wanted to give Blue Dragon a chance. After all, Hironobu Sakaguchi, who directed the first five Final Fantasy games, and famed Final Fantasy composer Nobuo Uematsu were involved. This game must have some redeeming qualities.
I continued past the first cutscene and found myself plagued by laborious tutorial dialogue from frightening giant animals such as the previously mentioned portly puppy. While illustrative screenshots attempted to break up the monotony, there was way too much information to absorb at once. I much prefer in-battle tutorials or other more interactive forms of instruction. I was practically asleep by the time I began the game.
I ran around and fought some enemies, but my entire party attacked with these gigantic genie-like creatures. It was never explained how or why these creatures attacked for us – they could have been anything from alien parasites to manifestations of the warriors’ souls. While it did seem cool, I was left scratching my head and it took my focus away from combat. When my allies needed healing, I explored the magic menus. I was immediately overwhelmed by almost 30 different spells, all at my disposal. Also, I had a large party and it appeared as if only one or two members could actually heal other people and yet they wouldn’t even get a turn in several fights. Desperate to heal my allies, I opened the menu to see if I could heal out of battles.
The menu appeared very industrial and was immediately overwhelming. Compared to the simpler, more friendly menu in Eternal Sonata, this was quite a shock. In a demo, there is no need for hundreds of spells and items. Since the game timer allows one hour to play the game, it is nearly impossible to even cast every spell in the time allotted. While I did find my healing spells within a few minutes, I was deeply disappointed in the overwhelming amount of items and the lack of direction after the hasty, dull tutorial.
I am definitely not pre-ordering Blue Dragon. If the gameplay or story could capture my attention, I would be willing to overlook the ridiculous visuals and childish voices. Unfortunately, my high expectations were met with disappointment in what felt like a hastily assembled demo. I am just glad that I have the Eternal Sonata demo to play, as I would be happy to check it out again.
Posted under:
Blue Dragon,
Dragon Ball Z,
Eternal Sonata,
Final Fantasy (General),
Kingdom Hearts,
Psychonauts,
Rhythm,
RPG,
Xbox 360
The DS has quickly become my favorite console these days, as it bears little resemblance to the larger systems (like the Wii) that I use at work. On the recommendation of a friend, I picked up Final Fantasy III (FFIII) in the hope that it would provide the same rewarding experiences as the RPGs I had played on larger screens. When Puzzle Quest wasn’t satisfying my need for a deep storyline, I finally decided to check out FFIII.FFIII immediately reminded me of Chocobo Tales. The touch-screen controls and the character designs were very similar to that other game I enjoyed so much. However, the combat system and extensive menus were as advanced as any other Final Fantasy. I felt at home right away; the blue and white dialogue boxes and menus were a pleasantly familiar sight.
FFIII seemed fairly straightforward, but the winding dungeons and caverns soon drove me to the internet to search for a map. Since this was a DS game, I had thought that I wouldn’t need a strategy guide (unlike every other RPG I had played thus far). My friend had warned me that the game could be difficult, so I was definitely afraid of making a mistake. The random battles occur very often, and being lost for just a few moments can mean the difference between life and death.
I doubt that I will purchase a strategy guide for this game, but it has definitely changed the way that I play it. I tried really hard to take the turns that would lead me to treasure chests, but sometimes I would accidentally advance the game and lose access to those items forever. Strategy guides have so often served as my mentors in those games, allowing me to progress efficiently and remain one step ahead of the enemy. In some ways, it was almost a form of companionship.
In my job, there are no strategy guides. You play the game so many times that you probably learn it better than the author of the guide. However, on a first play-through of the game you may miss some things. Just like the platform I missed week after week, certain secrets may remain hidden from even the most competent testers. When I have played new games, especially on overtime shifts, I have found my fellow testers to be incredible resources. If I get stuck in a certain area for more than five minutes, I’m not afraid to ask for help.
Despite my lack of a strategy guide, I have been having fun with FFIII. It seems to be a strong game with nice graphics and a cohesive storyline. It would be nice if the game were a little more forgiving to those of us who have never played it before, but I can always find help online if I get stuck.
Posted under:
Chocobo Tales,
Final Fantasy (General),
Final Fantasy III,
Nintendo DS,
Puzzle Quest,
QA/Testing,
RPG
There are few points in a game like Puzzle Quest where you get so frustrated that you stop playing. My experience fighting Dugog was one such occurrence where I took a break from playing. I had to regroup and develop a strategy.Before Dugog, I had been following the main storyline and paying little attention to the additional side quests and other opportunities to boost my character. I hadn’t developed my citadel, which allows you to learn spells from captured enemies. Certain spells, such as Regeneration, can become invaluable. It allowed me to cure myself with one simple spell that didn’t change the board at all (unlike the previously earned cure spell).
Initially, Dugog seemed unbeatable. The AI seemed to “favor” him, allowing him to get two or three “4 of a Kind” matches as I watched in distress. Some of my friends shared my frustration – the AI enemies did seem unusually lucky.
However, I soon realized that I could gain a much greater advantage by a perfectly honest method – leveling up. At its heart, Puzzle Quest is largely an RPG, so it is only natural that increasing your characters’ abilities is essential to moving ahead. I stopped ignoring the side quests and soon had a much stronger knight. When there were no more side quests to complete, I decided it was time for a rematch.
It still took me a few tries to beat Dugog, but I was much closer to winning each time. Considering the fact that Dugog was the first major boss, it should come as no surprise that he proved a challenge. I was glad that Dugog was difficult, because he taught me to explore the game and enjoy the journey.
When my sister, who doesn’t play a lot of games, tells me I should get a game, I tend to believe her. She had tried out Puzzle Quest on her boyfriend’s PSP and had fallen in love with it. She told me I would love it because it was like Bejeweled crossed with an RPG. I was sold. I picked up a copy shortly thereafter.As I have been actively avoiding Chocobo Tales, I needed something new to play, so I finally opened up Puzzle Quest. I wasn’t impressed by the opening credits (in place of fancy cutscenes), but the game itself was incredibly addicting. I was going to play it as I got my lunch ready, which turned into playing during lunch and for most of the afternoon. Surprisingly, one of my most difficult moments was trying to get past the training level, but I shortly developed a strategy for battles and beat it.
Strategy is a large part of the battles, which are basically puzzles like in Bejeweled. You take turns moving pieces in the puzzle, so you always have to think one or two moves ahead. For example, matching three skulls causes damage, so you have to be careful not to create a match that would allow your enemy to match three skulls on his or her next turn.
However, even the most sophisticated battle strategy can be ruined in an instant due to the large influence of chance in any battle. There are a large number of pieces above the board that fall in as other pieces are matched and removed from the game. These can be in any order, and your enemy can suddenly do massive amounts of damage or get three extra turns in a row despite your best intentions. More clever strategists plan with this sense of chance, such as matching pieces only in certain rows where it is highly unlikely for a large number of skulls to fall into place and harm you.
Puzzle Quest is very engaging and seems well-designed. It is a pared-down RPG that makes a great game for a portable system like the PSP and Nintendo DS. I can pick it up for five minutes and solve a puzzle. Unlike normal RPGs where it’s a hack-and-slash battle, the fighting system is good for my brain. I play Puzzle Quest to relax and take a break. I really enjoy it and I’m excited to see how it progresses as I continue to level up.
When I discovered that I was sick this weekend, it was not necessarily the end of the world. After all, “taking it easy” meant that I could game for hours on end. That sounds great, right? Unfortunately, the games I’ve been playing recently (with the exception of Elite Beat Agents and Ouendan) haven’t been able to grab me. I’m still searching for the next Okami, Final Fantasy VIII or original Kingdom Hearts. I want a game I can really sink my teeth into for 50+ hours and make it my own. While I really love the DS, I haven’t found a game yet that can provide that type of immersive experience.I like to think I'm a forgiving person when it comes to games, and I really wanted to give Final Fantasy XII another shot. I had similarly hated the constant movies in Final Fantasy X, but after playing past the ten-hour mark, it got better. It may have just been that I was finally used to the characters and had enough invested in the game at that point that I grew to like it. However, I hope that wasn’t the case and ended up playing FFXII for several hours, hoping it, too, would get better.
I was at a point in the game where I could run around and fight for several hours. I fought monster after monster, getting battle chains of 36 enemies or more so I thought I would get some great items. I then went to sell my items at a shop (since that’s how you make a large portion of your money, as enemies don’t drop much money). I was so excited because I had fought for nearly two hours straight and had leveled up my characters to the point where they finally surpassed the level of my guest character. I was so happy because I finally had enough money to upgrade my weapons.
I was able to afford new weapons for most characters…except one. I then discovered that, not only did I not have enough to upgrade everyone’s weapons, but I also had forgotten about armor upgrades and regular items. Even when I sold my old weapons I barely had enough and then there were still some vital spells I had to buy. Once again, I was back where I started. I needed money but there was no fast way to get it. Even fighting didn’t help that much, because you spend so much time fighting that your stats seem to increase before you could buy a weapon that would do the same thing. I wouldn’t be so upset if I wasn’t so frugal with my money. I hardly ever use items if I can help it, to the point where I consistenyl endanger my party due to low MP. Yet I still never seem to have enough money.
To make it worse, I’m not too happy with the license board character improvement system. I wasn’t fond of Final Fantasy X’s sphere grid, but at least characters would be on certain tracks that would turn them into more of a healer or a warrior or a black mage. With this game, I have to spend a ridiculous amount of time peering at tiny print in my strategy guide's license board, trying to figure out who should learn what. I think this is a case when there are just too many choices. Every character can learn everything and I really don’t think that should be the case. When you have six characters, it makes sense that they should specialize. So why aren’t there more licenses in the magic section that increase MP or evasion? Why is it that you can have everyone as a melee fighter and a ranged fighter? This method is very expensive, as you have to keep so many types of weapons on hand. It just takes way too much effort to try to outfit everyone so they are balanced fighters and mages. I really get frustrated with this system, as I feel I have too little direction.
Finally, I was aggravated to unlock new “quickenings” (like limit breaks in previous final fantasies) and discover no help at all in how to use them. I skimmed through the section in my strategy guide before the boss fight and it seems like something terribly complicated with buttons and timing. All the game needs is a mini interactive tutorial on quickenings. It would take two minutes of our time and yet the game just leaves you hanging.
I think it’s time to take another break from FFXII. Between the stupid movies (where they say phrases such as “manufacted nethicite” in every other sentence) and the frustrations in the economy and leveling system, there is little to enjoy. I have a couple of the older final fantasies, and it may be time that I replayed them to rediscover my love of RPGs. I really miss that case of game addiction. I just can’t stand the thought of playing FFXII again, only to discover more and more issues that make it feel like I’m wasting my time for nothing.
Posted under:
Elite Beat Agents,
Final Fantasy VIII,
Final Fantasy X,
Final Fantasy XII,
Kingdom Hearts,
Nintendo DS,
Okami,
Osu Tatake Ouendan,
RPG
After playing Elite Beat Agents at D.I.C.E., I decided that it was finally time to buy myself a Nintendo DS. Of course, I tried out my DS with that very game. Since the day I got my DS, I’ve suffered from a case of Elite Beat Addiction.I’ve never had a handheld console (unless you count those silly one-game devices from the early 1990’s). I thought that they weren’t as good as “real” consoles because the games were often less serious and much shorter. Fortunately, I was wrong. The DS has a wide variety of games that I am very excited to play. It is highly portable as well, meaning I can game on the go. It has also drastically changed my gaming habits in the last week.
One of the greatest advantages of the DS Lite is its size. I cautiously stuck it in my school bag a couple of days ago and found myself pulling it out to play between classes. This method of breaking up my play sessions was very helpful for beating the Elite Beat Agents on the first difficulty level. It took me several tries, but the shorter sessions were much easier on my brain and hands.
Part of the charm of Elite Beat Agents is in the songs. They’re really catchy and most of them are very fun to play. I was playing a punk song on the second difficulty level and it was so fast that I couldn’t think. I just had to go with the rhythm. Experiences like that allow me to internalize the music and make the game my own. I will never hear those songs again without thinking of Elite Beat Agents.
You know you’re addicted to a game when it begins creeping into other areas of your life. I find myself singing the songs from the game as I get ready in the morning. Then I listen to those songs on my way to class. When I am in class, I sit there, thinking, “I’d really like an Elite Beat Agents break right now.” It is now one of the first things I do when I come home.
After so many disappointments in games lately, it has been great to find a new game to obsess over. I used to come home and play RPGs for an hour or two. Now, Elite Beat Agents has helped me rediscover the joy of daily gaming. Even if I don’t have a large block of time, I can still play my DS.
“It’s a Final Fantasy, so why do I feel like I’m forcing myself to play it?” I asked myself this question because I’ve been avoiding my PS2 like the plague lately. I claim that I’m really busy, but playing games is something I usually want to do for fun. In all fairness, I similarly avoided playing FFX during the first ten hours, but at least I knew I could get a great gaming experience out of it in less than 100 hours. I keep hearing horror stories about FFXII:“My friend has been playing it for 200 hours and she’s still not done…her boyfriend goes to bed each night and she stays up, playing for hours…”
“I spent four hours wandering around Rabanastre, just trying to figure out where to go…”
These are not the kinds of comments that make me want to play a game. While I love the immersive environments of RPGs, I am simply having a hard time getting into FFXII. I really want to like this game. It has good graphics and an engaging new battle system…but is it really that engaging? I decided to take a look at my last play experience and see if it would provide any clues as to my lack of motivation.
I sat down on a quiet weekend night to play FFXII, prepared to play for several hours. I usually can play a game like this for about three or four hours without a break. Sometimes I’ll return to a game for another session. However, I mostly play for an hour or two at a time due to time restrictions. That night I had no time restrictions, but I only played for two hours. Why? It was simply too repetitive.
I began in a dungeon prison and had to go through a quick scripted fight sequence to get out. Then there was a ridiculously long cutscene involving politics, the military, and a bounty hunter. I can’t remember much more than that because there were a bunch of characters talking in different dialects and some were monsters, making it very difficult to understand some of the antiquated terms. If I had to sum it up in a few words, I would simply say that it was too long! Even if I’m playing a game for 70 hours, I don’t want all the details about politics. It’s just plain boring.
After the cutscene, the repetitive pattern was set into motion. It went something like this: run, fight, run, fight, watch a cutscene, repeat. I was running around in dungeons fighting monsters for at least an hour even though I had a guide to streamline my treasure hunting. I think the repetition becomes even duller because of the fighting system.
FFXII’s fighting system has been teased online since before it came out. The most common criticism is that the game “could play itself.” While I once thought that it required at least a semi-conscious player to program in the most advantageous automated commands, I was soon proved incorrect. I witnessed first-hand how the game can take care of itself. I got a cell phone call while I was stuck in a dungeon and my players were in the middle of a fight. As that monster was dying, one character ran ahead to the next monster and began attacking it. The rest of my party followed suit and soon that monster was defeated. They kept going, fighting all monsters in their path until the area was clear. From that point on, I was convinced I could get up and make a sandwich and my characters would still be there, hacking away at the next monster.
Even more shocking was the boss fight in this dungeon. It was a gigantic spider creature. I had been fighting more than my fair share of monsters in my quest for treasure and figured this would be an easy kill. Unfortunately, low MP recharge rates and a couple heavy-hitting attacks from the boss took out multiple party members. I soon got a “game over.” I sat there in disbelief for a couple of minutes – I had a strong party – and then gathered my wits and got back into the fight. I realized that a big factor in my downfall was the fact that one of my characters was set to automatically steal every turn from the boss. While this is very advantageous in short battles, boss fight strategy requires more characters as healers and attackers, not thieves. With this simple change, I beat the boss in no time.
I wish I felt more motivated to play FFXII. It seems like a well-crafted system and has so many beautiful details. However, I can’t get past the repetition and the way I left out of my own fights. These characters don’t need me. Perhaps that’s why I feel I don’t need FFXII.