Thursday, February 28, 2019

A brief visual retrospective of my Breath of the Wild playthrough

I've still got plenty to do in The Legend of Zelda: Breath of the Wild but I've made some progress on my days off. I've still only done three out of four of the game's major story dungeons and 40-something of the game's shrines, but I'm content with playing through at a leisurely pace. It is a game that rewards easy exploration. I tend to fall into this habit of sticking to a game's main story beats and not indulging in optional content, but I think I'd really be damaging my experience if I did that with this game.

Almost, Zelda.

And of course I wouldn't want to. My start with Breath of the Wild was a bit rough while I got used to the controls and the open-ended nature of the game. Now that I've unlocked some abilities, upped my stamina, and acquired several more hearts, it feels pretty gratifying to just pick a direction and start walking. I'm going to run into something eventually, whether it be a new shrine, an environmental puzzle that might reward me with another Korok seed, or maybe just some monsters I can slay for their hard-earned treasures.

I'm gonna have to get up there, aren't I?
The way I approach the game has definitely changed. There was an impulse at first to blitz through the Divine Beast dungeons and get to a point where I knew I could then finish the game, but now that I'm more accustomed to it, I really like the leisurely pace of just uncovering new things in the game's huge world. I'm less frustrated dealing with environmental hazards like heat and cold because my exploration has rewarded me with new tools to deal with these things. I have more stamina now so I can clamber over pretty much any mountain you put in front of me. The breadth of the world is at my fingertips now. It feels very empowering.

Take that, mountain.
I may not dedicate the hundreds of hours that some Zelda stalwarts have to this game because at the end of the day I play a lot of games and I'm eventually going to want to move on. However, I've already invested a lot more time in the game than I thought I might, and I sense a lot more hours are coming. I'm looking forward to solving more physics puzzles, tackling tougher enemies, collecting stronger weapons, and witnessing more fun moments. It's a game full of a lot of great moments.

This sand seal is my best friend.

I'm also looking forward to finding more interesting equipment, because right now my Link looks like some sort of camel-themed samurai. Camelrai?
Definitely Camelrai.

Wednesday, February 27, 2019

The accessibility of Pokémon

Nintendo announced today that the 8th generation Pokémon titles would be coming out on Nintendo Switch in late 2019 and be entitled Pokémon Sword and Shield. I'm excited! I have a lot of feelings about Pokémon and my interest in the series has waxed and waned over the years, but I've played through every main game in the series to date and I don't imagine that's going to change any time soon.

The landscape of Pokémon really did change drastically with the release of Pokémon GO and how it exploded in popularity. I have to wonder what kind of effect that could have on a new core RPG in the series. Sure, Pokémon Sun and Moon were technically released after the hit mobile game, but it was only a three month time frame so I don't imagine there would have really been any time for it to have an influence on the design of the game.

Pokémon Let's Go was definitely a reaction to the success of Pokémon GO in that it hybridizes elements of the mobile game with aspects of the original series. I have plans to dig into that game a little more in the coming months, but I have to say I'm not a fan of Pokémon GO itself just because it's a very transparent game. The augmented reality elements are neat, but for me it's not engaging as a game itself. From what I've played of Let's Go, it bridges the gap between the core series and the mobile game in some interesting ways, but it does seem to be effectively Pokémon Lite. The single player Pokémon experience isn't tremendously deep or challenging in the first place so I'm curious what I would get out of an ostensibly even more watered-down experience.

I think people tend to get a lot of different things out of Pokémon. For me, the series has always been fun because it affords me with the opportunity to assemble a team. I'm big on party composition in any game that allows you to do it, and Pokémon gives you a dizzying variety of ways to get a team together. Sure, there's not a pressing need to micromanage what your team has for the single player experience, but it's still fun to do. I would prefer if the games had at least the option for a higher difficulty level so it's necessary to make sure your team has type coverage instead of steamrolling through the opposition with a single high-powered critter.

On the other hand, there's a huge amount of strategy in playing against other human opponents. There's a diverse and complex metagame among the folks that play the game that way. I've dabbled in this myself and I understand how engaging that can be. I've never been a dedicated player of any competitive game, though, and the older I get, the more true this becomes. I've always craved a more challenging and interesting single-player experience in Pokémon because the mechanics certainly allow for it. I'm not getting my hopes up that this will happen in Sword and Shield, but I'm at least hoping that Game Freak learns from some of the mistakes Sun and Moon made in terms of over tutorializing and glacial storytelling.

I think Pokémon GO was successful because it focused on the core principle of the series and cut pretty much everything else out. Because of that, it was very accessible for a wide variety of people. I think it would be helpful for me to be optimistic and see Let's Go as a way of bridging the community of people who enjoyed GO into a more traditional Pokémon experience. I'm just wondering if there will be even more measures included in Sword and Shield to make the series accessible when if I had my way, the games would be including more elements to create depth. Maybe it's useless to speculate at this point and simply take reassurance from the fact that regardless of what happens, I'm going to be raising some cute monsters a few months from now.

Tuesday, February 26, 2019

January 2018 Catchup

It's not really like me to jump ahead in a series if I can avoid it, but I'm willing to make an exception in some cases, particularly when context isn't important. I still plan on playing The Witcher 3 one of these days and I'm not sure I necessarily have the patience to play through the first two games, even though I do own them on Steam. It's surprising that I decided to play Darksiders II: Deathinitive Edition before finishing the first game. I'd very briefly played the first title for PC a few years back and didn't dislike it, but as so often seems to be the case, I became distracted and moved on to other titles.

Based on what I've heard over the years about Darksiders, the first of the series is essentially a Western Zelda game with a big emphasis on exploration and puzzle solving. The second game definitely doesn't ditch those elements but ramps up the focus on action pretty considerably. The combat is honestly pretty similar to the classic God of War games, which doesn't really bother me because I do think those games are fun. Darksiders II feels very much like a game stitched together from very clear influences and as a result doesn't bring anything unique to the table. The whole "four horsemen of the apocalypse" idea seems a little played out, too. At the end of the day, it's a generic game but a pretty well-made one that I don't regret playing at all. The recent news regarding THQ Nordic makes me want to try the other games in that series considerably less, however.

I also finally got around to finishing Bravely Second: End Layer in January, having taken an extended break from Bravely after the first game's doozy of an ending. Bravely Second doesn't have nearly as frustrating a conclusion, but the game is still not quite what I want it to be. I can't call the characters bad but I don't personally find them interesting or memorable and at the same time nothing about the plot ever struck me as particularly notable. It is a game that I only wanted to play because of the combat and job systems. It does both of these things well but even there I'm frustrated by the endless grind of leveling up the various job classes available in the game.

What I remember most about Bravely Second is that it has some really wild and interesting classes to choose from. There's a class that specializes in cat-themed magic, for instance, a patissier, and even a class that can wield four weapons at once. This is all really silly and a ton of fun. The job system is definitely what made the game worth playing for me, but the combat still managed to disappoint me in a lot of ways. Although the Bravely mechanic of storing up and expending turns is still effective, I'm often frustrated by how little strategy you can employ in boss encounters. I can't help but think of Etrian Odyssey where it's frequently necessary to debuff or inflict ailments on bosses. Bravely is more about finding the most efficient way to deal tremendous amounts of damage in one all-or-nothing turn. That's fun in its own way, but I wish it wasn't the only way to go.

Metronomicon: Slay the Dance Floor is a rhythm-based RPG that strikes me as a variant of what Theatrhythm Final Fantasy was doing, but better. Theatrhythm was a good game because of its music, but its RPG elements were totally ancillary to the experience and almost never affected the outcome of the song you were playing. In Metronomicon, not only do you need to make sure you're hitting the correct notes at the correct time, but you also need to micromanage the actions of your party members by continuously changing lanes.

If there's anything about Metronomicon that I didn't like, it's only that I wanted more. I wanted more songs, more classes, and more spells to use in combat. The core design of the game is really good and I'd like to see that go further. I'm hoping that Metronomicon is the sign of a trend of games that mix rhythm gameplay with other genres. We already have Crypt of the Necrodancer as an example of rhythm mixed with roguelike. I know there are more out there that I'm not aware of!

Finally, the last game I finished in January 2018 Mario & Luigi: Bowser's Inside Story. I remember when I played it originally way back when it came out for Nintendo DS, I lost interest about 10 hours into the game. Many years later, I came to dismiss it as a mediocre entry in the series because I'd heard a lot of feedback online that the series sort of started to go downhill. I'm sad that it took me so long to get back to this one because I couldn't disagree more with that sentiment, at least in the case of this game. Bowser's Inside Story is incredibly charming and easily captures the humor and fun from Superstar Saga and honestly eclipses Partners in Time in quality. There's plenty of variety in gameplay modes whether you're traversing the passageways inside Bowser's massive body, controlling Bowser himself, or even participating in mini-game like moments where Bowser might lay siege to a castle.

The standard combat is as solid as ever with the series' traditional timing-centric turn-based gameplay. It's funny that a remake of this game came out not too long after I decided to revisit the original game, but since it's been so recent, I doubt I'm going to really try that one out. However, I'm really interested in trying Dream Team and Paper Jam because maybe the online reaction I've heard isn't going to resonate with my own personal experience. There's always something to enjoy in these games, but at least in the case of Bowser's Inside Story, there's not really anything bad I can say about it at all.

Monday, February 25, 2019

End of Year 2017 Catchup

Because I'm obsessed with making lists and categorizing things, I thought I'd do a brief rundown of all the games I played in 2017. I've dedicated at least a paragraph to each of these games already, so I want to step back and talk about them as a whole and maybe discuss some stats for the year. All told, I finished 40 games in 2017 but I devoted significant time to at least 51. What follows is the list of games I finished.

1. Persona 2: Eternal Punishment (PS1/PSP) - January 9th
2. Oxenfree (PC) - January 12th
3. Evoland (PC) - January 12th
4. Evoland 2: A Slight Case of Spacetime Continuum Disorder (PC) - January 15th
5. Shin Megami Tensei: Persona 3 Portable (PSP) - February 2nd
6. Mega Man ZX (NDS) - February 6th
7. Freedom Planet (PC) - February 10th
8. Horizon Zero Dawn (PS4) - March 3rd
9. Persona 4 Golden (PSV) - April 1st
10. Persona 5 (PS4) - April 28th
11. Dragon Quest V: Hand of the Heavenly Bride (NDS) - May 5th
12. Cosmic Star Heroine (PS4) - May 6th
13. Phoenix Wright: Ace Attorney - Spirit of Justice (3DS) - May 27th
14. Emily Is Away (PC) - May 31st
15. The Legend of Heroes: Trails in the Sky the 3rd (PC) - June 9th
16. Emily Is Away Too (PC) - June 10th
17. Abzu (PS4) - June 11th
18. Gone Home (PS4) - June 11th
19. Geometry Wars 3 Dimensions: Evolved (PS4) - June 16th
20. Everybody's Gone to the Rapture (PS4) - June 19th
21. Azure Striker Gunvolt (3DS) - June 23rd
22. Knights of Pen and Paper (PC) - June 26th
23. Azure Striker Gunvolt 2 (3DS) - June 29th
24. Knights of Pen and Paper 2 (PC) - July 4th
25. Fire Emblem Echoes: Shadows of Valentia (3DS) - July 23rd
26. Final Fantasy XII: The Zodiac Age (PS4) - August 12th
27. Pokémon Moon (3DS) - August 13th
28. Mega Man ZX Advent (NDS) - September 6th
29. Final Fantasy X (PS4) - September 15th
30. Hiveswap: Act 1 (PC) - September 16th
31. Final Fantasy X-2 (PS4) - September 26th
32. Mega Man 7 (PS4) - September 28th
33. Mega Man 8 (PS4) - September 30th
34. The Walking Dead: Season One (PS3) - October 2nd
35. The Walking Dead: Season Two (PS4) - October 8th
36. The Banner Saga (PC) - October 8th
37. Soul Blazer (SNES) - October 11th
38. Horizon Zero Dawn: The Frozen Wilds (PS4) - November 23rd
39. Final Fantasy Record Keeper (Android) - December 7th
40. Downwell (PS4) - December 15th

Here are the games I played more than a few minutes that I never finished.

1. Final Fantasy XIV: Heavensward (PC) - January
2. Stories: The Path of Destinies (PC) - January
3. Child of Light (PC) - February
4. Dark Souls: Prepare to Die Edition (PC) - February
5. Hatsune Miku: Project DIVA Future Tone (PS4) - March
6. Nioh (PS4) - March
7. XCOM: Enemy Unknown (PC) - October
8. The Banner Saga 2 (PC) - October
9. Shantae and the Pirate's Curse (Wii U) - October
10. Darkest Dungeon (PS4) - October
11. Nier: Automata (PS4) - October

Looking back on that list of unfinished games really makes me want to consider a few to revisit, maybe on different platforms. I have the Banner Saga Trilogy on PS4 for instance and I've been meaning to get back to it for awhile. In the meantime, though, let's look at some stats!

Most Used Platforms
PS4: 15 games
PC: 11 games
3DS: 5 games

Most Played Genres
RPG: 21 games
Narrative: 10 games
Action/Platformer: 8 games

Well, I definitely have some clear preferences. I think RPG is maybe too broad a category at this point, but once you start breaking things down into subgenres, things start to get a little muddled. Sure, I played several strategy RPGs and a couple of Western RPGs and plenty of Japanese ones, but at the end of the day, they're all RPGs. Even "Narrative" is a pretty nebulous category since I lumped in point-and-click adventure games with "walking simulators."

I'm interested to also do this for 2018 as well after I go through those games. I think the stats are going to end up being quite a bit different.

Sunday, February 24, 2019

November and December 2017 Catchup

At this point of the year I really slowed down on finishing games. As I mentioned in my last entry, there was a pretty huge gap between the last game I finished in October and the first I finished in November. As it turns out, I only finished one game in November and it wasn't even a full game! It was Horizon Zero Dawn: The Frozen Wilds, the game's DLC expansion.

The Frozen Wilds added a couple of really fearsome new enemy types, a handful of weapons, and a new snowy region, all of which were valid reasons to return to a game I already enjoyed tremendously. Horizon was one of the last games I ever did a video review on and it would have been nice to return to it and maybe do an updated video, but by the time this expansion came out, I was pretty much done making videos entirely. Still, it was a really interesting expansion. The main game featured a pretty nice variety of enemy types already, but the new machines were nice to see. I had many exciting encounters with what I can only describe as a giant mechanical polar bear.

There were a slew of new elemental weapons introduced which were pretty fun to use. Horizon already has a pretty big emphasis on the elements associated with different weapon, whether it be slings that fire ice bullets or bows that fire electric arrows. These particular weapons were more like those elements distilled. The Forgefire for instance is essentially just a flamethrower, and the Icerail an ice variant of it. I would have preferred a little more emphasis on melee combat, though, which is one of the real weak points of the game in the first place. The story of the expansion doesn't have a lot of relevance to the overall narrative arc but it does add some flavor to an already lore-heavy game in learning about the reclusive Banuk tribe inhabiting the snowy north.

Looking back, it starts to become a little clearer why I might have started finishing fewer games at around this time. I'm almost ashamed to even reflect on it now, but I started to harbor a terrible addiction... to a mobile game. I now consider it a learning experience because it has encouraged me to never fall into the same trap again because it ended up eating a lot of my time and I got very little out of it at the end of the day. That game was Final Fantasy Record Keeper.

I don't know why I even decided to play it in the first place and I'm sure that when I started, I had no intention of playing it for more than a few minutes. Somehow, though, it got its hooks in me and I was spending most of my free time on it. It got to the point that playing Record Keeper at home became a banned activity. So, I played it at work or every other free moment I had. I maintained a spreadsheet of the items that I'd found. I started to spend money on the game. I justified it because I was spending a dollar here, a dollar there. I don't know how much I ended up spending in the long run but it's safe to say it's more than the game is worth.

Let me give some context on this here really quick. Record Keeper is what's called a gacha game--which is funny, because that's pronounced like "gotcha" and it kind of feels like that's what the game is doing to you most of the time. Gacha games are from a Japanese tradition in which in-game currency is accrued through completing quests or missions and then spent on what are essentially loot boxes to get new stuff. In the case of Final Fantasy Record Keeper, this new stuff consists of new weapons and armor for your heroes. What drew me in initially is the fact that almost every single Final Fantasy character you can think of is a playable character in the game. Not only that, the graphical style most closely resembles Final Fantasy VI, my favorite main-series Final Fantasy game. The combat system is superficially similar to it as well in that it uses the classic Active Time Battle mechanic in place for every Final Fantasy from IV to VII.

Right out of the gate, Final Fantasy Record Keeper was cashing in on my intense nostalgia for classic Final Fantasy by drawing me in with the prospect of playing as my favorite childhood heroes and reliving experiences from those games. While doing so, I had the opportunity to unlock new pieces of gear and equipment that also pay homage to these games. It all sounds pretty cool on the surface, but the more you play the game, the more the cracks start to show. The amount of grinding and constant playing required to get the amount of currency you need to get new weapons is excessive. I became addicted to it, though, and played hundreds upon hundreds of battles to complete all of the game's static content. New events would release every single week and then that content would go away forever after a certain period of time. In order to make sure I was acquiring as much currency as possible and experiencing all the game had to offer, I had to play enough to make sure I had time to complete whatever content was available before it expired. It started to feel like work--but I kept doing it because I had built up some sort of bizarre obligation to play this game I was no longer even enjoying. I was trying to power up my characters to their fullest extent and fill out their extensive arsenals but rarely stopped to examine why I felt this was still necessary.

In December, I finished all of the available Realm Dungeons, which are essentially just constant battles that loosely retell the events of various Final Fantasy games. There are hundreds of them. It took a considerable amount of time. After I was done with that, I played through the Elite variants of these dungeons as well and also completed other challenges called Nightmare dungeons and then started working on a new tier of challenges called Magicite. The game continued to escalate to higher and higher levels of difficulties that required better and better gear to stay competitive. I realized even at the time that the game was structured in a way that encouraged me to spend money to stay ahead of the curve, but I stubbornly continued to play anyway.

I did finish one more game in December and that was Downwell, an absurdly addictive platformer originally developed for mobile devices. I played it on PS4 and am still a little unsure how well the game might control using a touch screen. It's a really interesting concept though, in that the primary goal of the game is to fall down an endless well and take out enemies by bouncing off of them or shooting them with your gunboots. Falling for long streaks without hitting any surface is rewarded with more money which can of course be used to purchase upgrades from shops you encounter along the way. In an interesting twist, these shops stop time if you fall into them without hitting the ground. When you exit, you can freely continue your combo to make sure you acquire more money.

Downwell was actually one of my favorite games I played that whole year and I never heard anyone talking about it that much. It's extremely difficult and rewarding to master. I still go back to play it sometimes to this day.

That's it for 2017, though! I'll probably do one more entry on this year just to sort of wrap everything up, and then I'll move on to what I missed in 2018!

Saturday, February 23, 2019

Bite-sized strategy gameplay in Into the Breach

Subset Games was responsible for 2012's FTL: Faster Than Light, a roguelike set in space that I enjoyed a lot. It's extraordinarily difficult as so often the odds are stacked against you. The goal in that game was to simply reach Federation headquarters and defend it against the opposing Rebel Flagship. Along the way you encounter much opposition not only from rebels but from obstacles in space and other hazards. Because so many of the game's elements are randomly generated, every run is a little different. It was exciting in a very addicting way to keep trying run after run, hoping that maybe you end up with better tools at your disposal the next time around. To this day I have not completed a run of this game!

Into the Breach is a new game from this developer that on the surface is very different from its predecessor. There are still randomly generated elements and ways to unlock new content as you complete additional runs, but the gameplay itself is more akin to a turn-based strategy RPG. Players command a squad of three mechs that are tasked with liberating various regions on an island. Once a certain number of regions have been liberated, the opposing alien force will attack the area's headquarters and you'll engage in a battle there to save the island itself. There are four islands in total, only two of which must be completed in order to advance to the final area. I haven't completed a run of this game either but I feel a bit more confident I can do so than with FTL, which always seemed completely out of the realm of possibility.

What I like a lot about Into the Breach so far is that the strategy is really engaging. Each of the mechs at your disposal does something very different from other mechs. I've only unlocked about six of them so far, consisting of two different squads, but there is a lot of deceptive nuance in the simplicity of what these mechs do. The starting squad is really straightforward in that it contains a melee, ranged, and artillery mech. The second squad is a little more advanced in that it contains a jet mech that can leapfrog enemy aliens to attack, and then there's a rocket mech that litters the battlefield with damaging exhaust after firing.

All of this is cool enough on its own, but what really sets Into the Breach apart from other strategy RPGs is that you're able to see what actions the enemies will take before it actually happens. This sounds pretty strange on paper but in the game itself it totally works. Every action you take is a response to your enemy's projected future action. This is explained in game by the fact that the characters you assume control of are time travelers sent back in time to save the world from an alien invasion.

It might sound like knowing all of your enemy's moves in advance makes the game easier, but that's certainly not the case. It's a mechanic that makes things a little more even, but the odds are still hilariously stacked against you. Your squad contains no more than three mechs at a time and new aliens pop out of the ground every single turn. Each mission only lasts five turns, but that's more than enough time to get overwhelmed. Seeing the future actions of opponents allows you to manipulate the battlefield to prevent them from destroying towns or permanently taking pilots out of commission. Much like FTL, Into the Breach features permadeath. Mechs are capable of being deployed on auto-pilot, but the unique skills of pilots greatly increase a mech's utility, so it's still very punishing to lose one.

Into the Breach has that satisfying gameplay loop of not being very time-consuming to play, but also being very challenging. Runs end quickly and brutally, but it's not at all difficult to reroll and try again, hoping things proceed a little differently. Maybe you try a different mech lineup this time, or try to achieve a different goal to unlock one of the game's achievements. These achievements award coins that allow you to purchase additional squads of mechs. Considering the level of variety available from just the first two squads, I'm really excited to see what else the game has to show me.


Friday, February 22, 2019

The Problem of Finishing Games

I have a palpable need to finish games. This has been true for a long time, but I know it wasn't always the case. I have vague memories of abandoning many games as a child, only to resume them years later. I can think of one specific instance where I finished FFVII, VIIII, and IX in one weekend because I'd reached the end of all of them and lost interest. I can't even imagine that happening to me now. If I've put a significant amount of time into a game, I'll make sure I finish it. Sure, there are rare exceptions, but for the most part I tend to follow through.

I've been wondering lately, though, if that's really the best way to do things. I catalog the games I finish on Backloggery and I think it's a big part of why I treat games the way I do. Every game I finish is filling up this invisible progress bar I have in my mind. It's satisfying when I finish several games in succession, but I also feel because I hold myself to finishing games, I sometimes end up spending more time with game I don't like all that much. I doubt I would have finished Mega Man ZX or ZX Advent if not for my need to systematically complete series and document the games I've beaten. Would I have subjected myself to playing through the entirety of Persona 2: Eternal Punishment if not for my need to document beaten games? Probably not. At the same time, though, I acknowledge that not finishing it would have left me with a sense of tremendous anxiety, because the plan all along way to play it first as part of a Persona marathon and not playing it to completion would have soured the whole experience for me.

Of course, there are games that I didn't particularly care for that I decided not to invest time into finishing--but sometimes I think about them and consider revisiting them just for the sake of completion, just so I don't have a game in my library that's sitting there, unfinished. I think of the ludicrously difficult Nioh, which I've barely made progress in. I think of Bloodborne, so universally lauded and critically acclaimed. I have trouble engaging with these games but I want to force myself to finish them just so I have that context to enrich my perspective on the gaming zeitgeist. And maybe I'll learn to like them? It's happened before. Like I've mentioned on this blog, I once refused to even give shooters a chance.

Even with games I like, I think it's probably time for me to acknowledge that I don't necessary need to play all the way through to still consider it a positive experience. I really love FTL and suffer anxiety at the thought that I may never actually finish a run of the game. I've made it to the final boss several times but am thwarted every single time. I still enjoy the game up to that point. Maybe that should be enough? I really want to get back to XCOM, which means I'd want to play XCOM 2. I played probably through 90% of Pillars of Eternity and have been considering repurchasing it on PS4. But is it necessary when I've already experienced so much of the game? What if I want to play Pillars of Eternity II? Do I necessary need to go back and play through the original in its entirety? Logic says no, but because of my tendency to obsess on the documentation and completion of games, I instinctively want to.

Forcing myself to play through games isn't always a negative experience, though. Yeah, sometimes it means I play all the way through games I don't like all that much, but it does often leave me with interesting impressions and a deeper understanding of certain things. I like to understand why people like certain games or certain aspects of games. I still don't completely understand Dark Souls/Bloodborne but have invested a decent amount of time trying to figure that out. Is it necessary to continue when I'm not totally feeling it? Probably not, but that doesn't stop me from wanting to do it. Nier Automata is sort of another example. It's hard for me to justify playing through that game multiple times to get the full experience but I still frequently consider going back to it even if I'm not necessarily having fun.

I think it's all about my motivation. If my motivation is to create something from my experience, then it's okay for me to continue playing even when I'm not feeling it. Maybe I'm wanting to write a review or need the context for some sort of writing project. But if I'm just trying to tick a checkbox or up my number of games beaten, then I'd say it's safe to say I can give myself a break. That gives me plenty of wiggle room, I think.

Thursday, February 21, 2019

Grappling with UI in Breath of the Wild

I'm still really enjoying myself in Breath of the Wild, having just conquered my second Divine Beast and a handful of other challenges. I've discussed previously that I enjoy the game most during sequences that are focused and central to the overall narrative of the game. The main dungeons and plot-crucial quests are in general pretty well done. Just like Vah Ruta, the quests leading up to Vah Naboris are really cool, involving some stealth, some hilarious dialogue, and a fun and quirky boss fight. The dungeon itself is really involved too, with some puzzles that left me scratching my head.

What I haven't talked about a whole lot so far is the combat. I'm big on getting the most out of a game's mechanics. I don't want to ever feel like I'm just fumbling my way through a game, relying on dumb luck or button mashing to persevere. Sure, I could probably just stack heart upgrades and cook a tremendous amount of food to easily make my way through the game, but I want to be able to have some small level of mastery over the combat system where that's not strictly necessary. I don't need to be able to get through the game without taking damage, but I think shooting for a happy middleground is reasonable.

Because I like to dig into a game's mechanics, I want to make sure in Breath of the Wild that I'm not ignoring stuff like parrying, charge attacks, or the oft-ignored flurry rush technique. I think the combat system is reasonably well-designed and I feel reasonably comfortable with those mechanics, but I can't help but feel the more I play that I'm battling against the game's controls more than anything else. It becomes frustrating enough that I frequently feel like falling back on button-mashing to progress. It's equally frustrating when this seems to end up being a smarter strategy than approaching encounters in a calculated way.

Maybe I just don't have enough Zelda in my DNA, but I have a really tough time becoming accustomed to Breath of the Wild's controls. The jump button feels unnatural, for instance, but swapping it for B on the controller means it starts to feel weird to sprint, because X doesn't feel any better for that either. If it were up to me, I'd rebind pretty much every button in the game to something else. I can't count the number of times I've accidentally clicked in the left analog stick causing Link to crouch and start stealthily sneaking up on a boss that's staring me right in the face. I also seem to struggle with blocking in general, because the button for that also points your camera toward the direction Link is facing. Ideally, this wouldn't happen at all because it disorients me more often than not.

Because I feel like I'm so often struggling with these controls, I have a much harder time actually becoming comfortable with the game's combat mechanics. It's really fun when you parry successfully or just narrowly dodge an attack so you can follow up with a Flurry Rush, but when I accidentally bring out my bow when I intended to block or violently hurl a spear instead of opening up my ability menu, I start to get a little frustrated. The boss fight in Vah Naboris is a really nice fight but almost every time I died had little to do with being thwarted by the boss and more about grappling with the controls, and that's really annoying.

I also really struggle with the inventory system and think it could have been considerably cleaner and easier to navigate, especially since you deal with so many different materials for recipes and crafting. I find myself pretty often opening my inventory by mistake too, because I'd intended to open the map. Sometimes I even end up using an item because the confirm and cancel buttons are swapped from what I'm used to! I think I'd be much better served by only playing Breath of the Wild for awhile so more traditional control schemes don't subconsciously make me worse at playing this game, but I've never been good at sticking to playing one game at a time.

Wednesday, February 20, 2019

Decision paralysis in Etrian Odyssey Nexus

I think what I was most excited about when I first heard about Etrian Odyssey Nexus was the fact that it had a huge roster of 19 playable classes collected from various entries in the series. I thought that sounded like an amazing chance for me to really theorycraft what kind of party I could build. And it's true, I spent probably two hours before I even started playing the game taking the time to consider just how to construct my party. However, I started to get frustrated because I was faced with just so many different options that I wanted to try.

I finally settled on a pretty balanced party that has been working out really well. I'm maybe a little under halfway through the game if my estimation is right and I've hit very few brick walls impeding my progress. It's a tradition in the Etrian Odyssey series, at least for me, that there are at least a couple of cases where I'm forced to stop and maybe restructure my party before I continue. In any of the entries in this series, this can be a pretty time-consuming endeavor. Leveling up takes time and your inactive party members don't gain passive experience.

Etrian Odyssey Nexus thankfully introduced an accessory called the Memory Conch that allows your inactive party members (of which I have 13) to gain experience equal to half what your party members gain. This is nice, but it still makes me feel like I'm really falling behind if I ever decide to swap to a different party composition or even just switch out a member or two. My reserve party members are six to seven levels behind my main party and that kind of gap makes a huge difference in this game. It wouldn't be uncommon for a weaker party member slotted into my primary party to get repeatedly one-shotted in encounters, even the routine ones.

So, roughly 30 hours into this game, I don't feel enthused at the idea of investing more time to level up reserve party members just so I can experiment with different builds. This is disappointing, because it's a big part of why I wanted to play the game in the first place! Of course, it's an Etrian Odyssey title so I'm going to play it no matter what, but it's a shame that one of its big selling points for me isn't something I'm even engaging with. Maybe that will change as I progress even further into the game, but it sort of makes me wish Atlus had elected to introduce mechanics that made keeping multiple different squads of fighters a more rewarding or necessary strategy. It wouldn't break the game to have all guild members share experience by default and I'd find the game tremendously more enjoyable. There's still a lot of strategy in developing your characters' builds in the ways that work best for you and your composition even if you had more classes at your ready disposal.

On the other hand, the sheer number of classes (and different builds for each class) really does do wonders for the game's replayability. I can see how that would be a huge boon for a lot of players, but for me, I tend not to replay games often. I play a lot of games and have a sizable backlog. If I'm trying out a different party composition in a new playthrough, it's probably because I'm playing a different game in the series entirely. I still haven't played the Untold games, after all. We'll have to see as I progress ever further into the game if I decide to switch things up with a new composition or stick with the same core five throughout. I'm starting to get a little fatigued with this group but I am getting closer to level 40 when the classes start to unlock new abilities.

Tuesday, February 19, 2019

The depth of Breath of the Wild's open world

I've made a little more progress on Breath of the Wild. I'm pretty consistently playing it every day not only because my girlfriend is quite insistent that I continue but also because I'm committed to actually finishing it and getting the complete experience of the game.

I think my opinions on this game may differ from the majority of folks that really loved it. I have the most fun with the game when I'm on a focused, coherent quest in which I'm seeking to achieve a specific objective. This means that my time is spent defeating enemies, solving puzzles, sneaking around, or collecting treasure. What I like a little less is when I'm walking for long periods of time from place to place just trying to find the next objective. And I guess that's interesting, because I think for a lot of people they'd enjoy Breath of the Wild if it had no story at all and was primarily about wandering the game's massive world. I think I understand that take but at the end of the day it's not what I'm looking for.

I can't help but compare the game to Horizon Zero Dawn which of course came out at around the same time. There was a lot of comparisons of the game floating around then, with the prevailing sentiment being that Zelda improved on Horizon's formula in a lot of ways. Sure, I'll admit that Zelda is better in the sense that it doesn't shoehorn you into specific paths or prevent you from exploring certain areas. In Breath of the Wild, if you see it, you can travel to it. This isn't always the case in Horizon where there are pretty specific climbing paths ala Tomb Raider or Uncharted. Still, Horizon's world was absolutely massive and every place you could go to had something new to see. I feel this isn't always the case with Breath of the Wild. I can go anywhere, sure, but what's less clear is why I would want to do that. There are so many open expanses of land in which there is absolutely nothing to do from point to point.

What I found really engrossing about Horizon (and perhaps frustrating for my spectator) that I frequently became distracted from my primary quest objective by stumbling across different side-quests, ruins, artifacts, and monsters. I might be on the way to the next rung of the main quest when suddenly I came across a bandit camp to infiltrate or an ancient artifact might catch my attention at the end of an intricate mountain path. Following through on these distractions was almost always rewarding. There weren't many times in that game where I felt like I was wandering around aimlessly, bored with what little I had to do on the way.

It's not that Breath of the Wild has nothing to do. That's certainly not true. There are countless shrines to explore with puzzles to solve, there are korok seeds to uncover (even though I'm tremendously bad at finding them), and you'll come across the occasional monster camp or guardian (hereon referred to as laser boys). I can't shake the feeling as I'm playing though, that it'd be nice if there were a few more enemies roaming around or a few more non-shrine areas to explore just for some flavor.

I'm still fairly early in the game at this point, having just completed my first Divine Beast, Vah Ruta. The quest leading up to unlocking this dungeon is really interesting and fun because you're constantly doing something engaging the whole way through. You have to navigate your way through monster camps as you climb your way up the mountain to Zora's Domain, carefully picking off lightning keese along the way. You'll have to decide whether or not you stealthily move past some archers firing lightning arrows at you or sloppily take them out head-on. And then when you enter the dungeon itself, you get to surf around on Sidon the Zora prince and hurtle wildly up waterfalls, propelling Link into the air where he can fire shock arrows into the beast's weak points. These are the parts of the game that I really like a lot and I look forward to tackling the other Divine Beast dungeons as I progress further.

Monday, February 18, 2019

October 2017 Catchup

So, technically I finished the first part of The Walking Dead: Season One at the end of September, but I didn't finish the entire thing until a few days later. Come to think of it, I didn't realize I'd actually managed to get through the whole season in such a short period of time. I think if I'd played through the episodes as they released I would have had a much more scattered reception to the game because I would have started missing a lot of important details. The first season is pretty interesting. It actually wasn't my first experience with TellTale, but the only other game of theirs I'd ever played as the hilariously titled Strong Bad's Cool Game for Attractive People which of course has a wildly different theme.

I played both this and The Walking Dead: Season Two back to back. I think I liked the first one a little better because I felt more invested in Lee as a character than I did in a lot of the folks left over in the second season. I was left with a neutral enough reception to the second season that I didn't feel particularly motivated to continue, particularly since I've heard the reception to that was pretty mixed. I'm kind of okay with not knowing what else happens since I can pretty much guess that you'll make choices, people will die, and life moves on. Just like with the show and comic book series the game is based on, the outcome is pretty bleak.

I also finished The Banner Saga for PC in October, which is of course a grim and vaguely Nordic strategy RPG in which you command an army comprised of a group of humans and bearded giants who don't always get along particularly well. I really enjoyed it for a lot of reasons, but the hand-drawn art style and simple but engaging tactical combat were big parts of it. It's also a very bleak game in which your choices matter. There are always sacrifices to be made in pretty much any decision and it's easy to end up in rough situations due to making a string of bad choices. I think I only spent 10-12 hours on this game, which is definitely on the shorter side for a game of this type, but it's helpful that it continues pretty seamlessly into The Banner Saga 2, which I didn't quite finish! However, I did end up buying The Banner Saga Trilogy on PS4 so I think I'll continue it there one of these days.

I also randomly played through Soul Blazer a few days after that. I think the reason I decided to do it was because I was searching for a game I could play on PC (through emulation) while I was away from my console games. I had a weird setup at the time where my computer was completely separate from everything else and I don't completely remember why. I chose Soul Blazer because I'd already played through Illusion of Gaia and Terranigma in the past, which are part of a loosely connected trilogy. I could definitely see how it influenced those games but I enjoyed it even as a standalone experience. It almost has a classic arcade game vibe at times, but it's loosely an action RPG in which you wander an overworld Legend of Zelda style and defeat waves of enemies as well as the lairs at which they generate. In doing so, you resurrect the souls of former occupants of a town and gradually restore life to it. You progress through the game resurrecting these towns that you are then able to visit and interact with the NPCs therein. Even though the games following it improved on this format, I still thought it was a really interesting and fun game to play even to this day.

I finished Soul Blazer on around October 11th. Looking ahead, I see I didn't finish anything else until near the end of November! It looks like during this time I ended up starting a lot of games that I either didn't finish until much later or ended up falling off completely. I mentioned earlier that I'd started Banner Saga 2, but there was also Half-Minute Hero 2 which is a really weird and interesting game that I might actually revisit someday. I also tried Shantae and the Pirate's Curse, which struck me as a passable platformer but not particularly memorable. That was disappointing because I'd always wanted to try out the series.

I also started Nier: Automata which to this day I've only played up to the end of the first "route." I have such weird feelings about this game. I enjoyed playing what I did for the most part and I understand from a lot of reading online that that first route is not emblematic of what the game is as a whole. To me, it was a decent action RPG with a really nice soundtrack, but from what I've heard it gets a lot better after you've played through the game three times? That seems like such an ask for me to invest that amount of time into a game to get the full experience. I started the second route which puts you in control of former support character 9S but because the experience the second time through is so similar to the first, I became discouraged and eventually fell off. I think one day I'd really like to revisit it, but every time I try to do so, I have trouble sticking with it.

Sunday, February 17, 2019

Daemon X Machina demo impressions


I downloaded the demo of upcoming Nintendo Switch game Daemon X Machina the other day because I was really curious about it. It's an action game in which you assume the role of a mecha pilot and embark on missions to blow up a bunch of stuff and occasionally battle enormous enemy robots that are bent on destroying towns for whatever reason. It's clear I'm not very familiar with the story at this stage, but I will say that the gameplay itself is pretty fun! It does lack a certain visceral impact that I feel a game like this should have and seems to skew more towards arcade action than anything else, but the feel of zipping around a battleground, firing missiles and chewing through opponents is pretty satisfying. I also like that I have the ability to eject from my mech and run around, firing lasers from a floating pod hovering about my shoulder. I'm not sure what practical purpose this serves but I'm curious to see if there are reconnaissance or exploratory missions that might require ejecting beyond just because my mech exploded.

The one time I ended up ejecting was in a one-on-one fight with a pink-haired antagonist mecha pilot whose name I can't recall right now. I wasn't able to dodge enough of her onslaught and as a result I was forced to escape before being completely destroyed. I was actually able to finish her off by darting around the battlefield and taking potshots at her, even though I was much more vulnerable while not being protected by tons of steels and machinery. It's interesting and I hope there is more to that mechanic that simply a last-ditch effort after being effectively defeated.

The gameplay itself is pretty good, but I think what I'm most looking forward to about the game lies in the customization. I've never played much of Armored Core, which is the closest series I can think of as a comparison to this game, but I have played (and very much enjoyed) a lot of the Front Mission series, which is of course a series of turn-based strategy RPGs. The gameplay in those is quite different but based on what I can see so far, the way in which you upgrade and customize your mechs in Daemon X Machina is quite similar. It appears that you're able to switch out individual parts like the chest, arms, and legs, and each of these parts have unique characteristics which must be considered when making changes. For example, in the demo, I changed out my mech's body for a much heavier, bulkier component to increase durability. However, as a result, the speed at which my mecha was able to lift into the air greatly decreased and my mobility in general was massively degraded. I'm eager to experiment more with the ways in which I can fine-tune the way my mech feels and performs.

I don't have much of a feel for the plot or characterization at this point, but I do have a pretty firm grasp of how the game will be structured. It's definitely mission-centric. There is no open world to explore and each level is self-contained. In between missions you'll visit a central hub to maintain your mech and make any upgrades as necessary. Most of the plot of course occurs on these missions as well, or in interludes between them. There's actually a reasonable amount of dialogue and voice acting in the demo that hints at some interesting stuff, but for me, I don't have enough context to really make much sense of it.

Overall, I think the demo has sold me on purchasing the game when it releases, but I'm curious to see how the developer handles mission design as a whole. The demo contains some pretty cool levels and even an interesting boss or two, but I very much hope the full game does more than cycle through these types of levels over and over.

Saturday, February 16, 2019

Breath of the Wild first impressions

I'm on the first steps of my journey with The Legend of Zelda: Breath of the Wild. I think it's worth noting, in the interest of full disclosure, that I am not a seasoned Zelda veteran. There are two games in this series on which I've spent any notable amount of time and those are Link to the Past for Super Nintendo and Ocarina of Time for Nintendo 64. I've played some of the others very briefly but OoT is still the only one I've finished. It is the entry that resonated with me most when I was a kid, but none of the others grabbed me enough to convince me to play more of the series.

It's pretty clear based on the content of this blog that I'm a big fan of Japanese games, and turn-based RPGs in particular are the games I tend to enjoy the most. I like action RPGs too, but for whatever reason, action-adventure games (with more of an emphasis on adventure) never struck a chord with me in quite the same way. There's this sense of progression that for me is missing in these games, even when I'm finding new artifacts and maybe even more heart pieces and things like that. I became so ensconced in the tradition of turn-based RPGs that I found myself always craving the ability to level up and perhaps more importantly, to build my character in some way. I'm also a big fan of fielding a party of adventurers! There is something lonely about spending an entire game with only one solitary character.

I think that my tastes for video games have really expanded in recent years, particularly in the last five or so. I've spent a lot more time writing about and critically analyzing the games that I play and have come to some realizations about what I like about video games in general and how unwilling I've been to explore other genres. As a result, I've discovered some really amazing games that I might have otherwise never given a second look. Five years ago, I probably wouldn't have dreamed of playing a shooter, for instance, first-person or otherwise. I was missing out on a lot of really good games just because I had a distaste for the format. I think the same is true for pretty much any genre.

I think action/adventure games in particular are tough for me to enjoy because there is that emphasis on puzzle-solving as a mechanic of progression, both optional and otherwise. Breath of the Wild certainly embodies this, with its massive series of mini-dungeons littered throughout the huge expanse of Hyrule. I tend to find puzzles frustrating, unless for some reason they are designed in a really clever and interesting way. My first impulse when approaching a puzzle in a standard RPG or maybe an action game is to try it once or twice and then look it up so I can move on to the fun parts. I'm typically much more invested in the gameplay itself or the narrative than something like a puzzle. I've never found them to be an interesting gameplay mechanic or something that personally resonates with me.

At the same time, though, I find myself thinking back to games where I've enjoyed puzzles and found the way they're weaved into the gameplay to be really engaging and interesting. I can't help but immediately think of Lufia 2, a turn-based RPG I very much enjoyed which features a huge variety of great puzzles. These are pretty similar to puzzles you might find in Link to the Past. Lufia 2 was pretty much a hybrid of turn-based RPG and classic Zelda gameplay. Why were those not frustrating but others are? What about Golden Sun? Again, it's a turn-based RPG that features puzzles solvable with the use of characters' psynergy powers. These are really interesting too, and not altogether dissimilar from the kind of physics puzzles on display in Breath of the Wild, although of course there's a huge gap in graphical fidelity there.

What about adventure games? And in this case, I mean point-and-click like The Longest Journey or even something more contemporary like Ace Attorney. Picking the right items and combining them in the correct ways or locating the right areas can essentially be described as an act of solving puzzles and I absolutely love those games. I think the narrative is really the main thing I like about those games but I still feel that the puzzles enhance the experience.

I think what really differentiates these games is that there's always something I can fall back on after conquering a puzzle. In the case of something like Lufia 2 or Golden Sun, solving the puzzle means I might uncover treasure, discover new aspects of the narrative, or maybe fight a boss. In the case of adventure games, it means I'm progressing to the next area or solving a mystery. That's rewarding. It makes me feel accomplished. In Zelda I feel like its puzzles maybe serve a different purpose. To me, they seem like a pretty core component of the gameplay, to the point that the act of doing the puzzle and completing it is its own reward. Sure, these puzzles often unlock new items or mechanics, but it so often feels that these new items exist only to assist in completing additional puzzles. And maybe this doesn't apply to Breath of the Wild so much because the shrines you complete allow you to increase your health and stamina, meaning you can not only more effectively explore the game's massive world, but you are more hardy in combat as well.

I think I have a Lot To Say about Breath of the Wild and probably my feelings on Zelda as a series and will continue to do so over time. Some of my opinions are pretty prototypical and kind of complicated. I think it's helpful to analyze how I feel here because I want to enjoy Zelda more than I actually do. I know that Breath of the Wild is a huge paradigm shift for the series and whether or not I enjoy it doesn't necessarily relate to how I feel about the series as a whole, but I think it's worth analyzing even so.

Friday, February 15, 2019

Hollow Knight Sequel, Dead Cells update, and a new game added to the Now Playing list

I discussed Hollow Knight on this blog a few weeks back and commented on how I really got surprisingly engrossed in that game. Metroidvania has not historically been my favorite genre but Hollow Knight made me really understand what makes games like that good and just how good they can be. It is an intricate and beautiful game with absurdly tight controls. Pretty much everything about it is just top class. It has great art design, lore, customization, bosses, level design, etc. It's definitely one of the best games I've played in awhile, which is why I'm really excited to hear that it's getting a sequel called Hollow Knight: Silksong.

Hollow Knight is already a game that is rich with content. I expected to spend 10 to 15 hours on the game, but I finally shelved it after about 50, with still more tantalizing challenges left to uncover. The Voidheart Edition released for PS4 features all of the game's downloadable content, of which there is a pretty considerable amount. There were four DLC packs that added a variety of new mechanics, enemies, bosses, and storylines to a game that already had a vast kingdom full of secrets and challenges. Silksong was originally conceived as yet more downloadable content for the game featuring antagonist and occasionally ally Hornet but became so much bigger and more ambitious that developer Team Cherry decided to expand it into a full game. Needless to say, I'm pretty excited about this. I hear that it will be initially Switch and PC exclusive, so I'll need to make a decision on whether or not I want to wait to get it when it hits PS4.

Dead Cells (which I also discussed here) also received a pretty big update that hit the PlayStation 4 version yesterday. I've been playing it basically non-stop lately but so most of the changes seemed pretty relevant to me. It's a total rebalancing of the game based largely on community suggestions. I'm a big fan of developers taking player feedback into account so I'm pretty excited to try out the full gamut of changes. I still haven't even had a completely successful run yet, so I'm still playing it pretty steadily.

One of the main changes that has a big impact for me is that timed doors were moved to transitional levels instead of placing them in out-of-the-way areas in the levels themselves. It was always stressful trying to find them in procedurally generated areas when you're already rushing to get through the level in a certain time frame. The fact that these doors also now contain a selection of items to choose from instead of just a stat scroll is a pretty welcome change, too. Another cool change I noticed was that the Mutations (which are essentially just passive skills you can pick when you complete levels) have been rebalanced overall. One important Mutation I used pretty often before offered flat cooldown reduction for skills. It now has a more active component in that it no longer provides a flat bonus but rewards you by reducing your cooldowns whenever you take out your opponents, either in melee or from range depending on the Mutation you chose.

I really do want to buckle down and finish a run of Dead Cells, but this goal might be slightly hampered by the fact that I just purchased a new game for Switch at the behest of my girlfriend. And this game is going to take me some time. That game is The Legend of Zelda: Breath of the Wild. That's right. I finally caved. I haven't finished a Zelda game since Ocarina of Time so this is going to be interesting. I'm sure I'm going to be talking about this one a lot going forward.

Wednesday, February 13, 2019

February 2019 Nintendo Direct Thoughts

I was lucky enough to have a day off for when Nintendo announced they'd be airing a Direct with new information on the upcoming Fire Emblem: Three Houses. I was ready and waiting in front of my TV, ironically preparing to watch the Direct on YouTube through my PlayStation 4. I was excited but tempering my expectations. I have plenty of games to play as it is, after all, and if for some reason Fire Emblem was the only game that still sparked my interest, it wasn't going to be the end of the world. I'm happy to report that it was a really great presentation overall!

Let's talk about some of the games that were featured. First up was Super Mario Maker 2, which looks really good and I'm sure will be very well received and popular. I never got around to playing the first game for a couple of reasons. I tend not to get super engrossed in games that encourage user-created content and based on what I've seen from streams and YouTube, the primary value of the game is in playing through absurdly tough levels meant more to frustrate than to entertain. Even when that's not the case, I struggle with the goal of the game sense I tend to like games that allow you to make progress toward an end goal. I'm glad the game exists for the people that are really into this kind of thing, though.

Marvel Ultimate Alliance 3 was already announced a bit ago, but the footage the Direct teased looks pretty good. The roster is really impressive with the number of very recognizable Marvel heroes it features. I was worried it might fall prey to some of the issues Marvel vs Capcom Infinite did with its cast. I've never played through one of the Ultimate Alliance games in their entirety but they are fun action RPGs and I expect I'll definitely give this new one a try if the reviews are solid. Boxboy + Boxgirl seems like a really solid puzzle platformer that I might try but it's not really in my typical wheelhouse. I am interested in Bloodstained: Ritual of the Night but if I'm being honest I don't love the visual style and if I do play it, it'll probably be on PlayStation 4 instead. What can I say? I really dig trophies.

I'm really intrigued by both Dragon Quest XI S and Dragon Quest Builders 2. I have access to DQXI for PS4 but haven't gotten around to playing it yet, so I have to wonder if I should just wait until the Switch version is available since it seems to feature a lot more content overall. Dragon Quest Builders looks like a really solid game too and I would definitely consider playing through both of them based on what gameplay I've seen so far.

Rune Factory 4 Special also looks great. I think that would be a great pickup for me in particular because I'd always heard great things about the original version of the game on 3DS and never got around to playing it! I think I might try to sample some of the older games before giving this one a shot but it's certainly on my radar. I really do dig the hybrid of action RPG and life/farming simulation concept. Oninaki also looks really interesting, even if Tokyo RPG Factory's last two games were met with a sort of mixed reception. I did a video review of I am Setsuna where I talked about that in a lot of detail, but never got around to playing Lost Sphear. Oninaki looks pretty interesting on the surface but it's another title I may wait for reviews on before I decide to make the purchase.

Daemon x Machina somewhat interests me only because I really enjoy mecha in general, but I'm not completely sold on the gameplay from what I've seen so far. I'll definitely be keeping an eye out for that one. The Nintendo Direct also teased very briefly a new Chocobo Dungeon game which I'm actually pretty excited about! Although I've never managed to finish one of the series, I do really like them a lot and I'd be more than happy to pick it up and give it a try.

Now, what looked most interesting to me in the whole Direct (aside from Fire Emblem, of course) was a new IP from the creators of Bayonetta and Nier Automata called Astral Chain. It looks to be a straight-up action game in which the two protagonists are linked together by a chain. It looks really flashy and fun, which is exactly what I'd expect from Platinum Games. That'll be a must-play for me.

Finally, the main thing I was looking forward to was hearing more about Fire Emblem: Three Houses. It's looking really good! I'm really glad to hear that the protagonist isn't royalty for once, which has only happened one other time in the series with Ike from Path of Radiance. The fact that he or she is also a teacher at a military academy is really interesting and feels like a unique take on the series. I'm really intrigued to find out more about the difference between the three different nations, their themes, and the personalities of all the game's various characters. The gameplay itself seems a lot different than the norm since so much of it is concerned with training these students and developing their skills. I'm really excited to finally try it out when it comes out in July.

Tuesday, February 12, 2019

September 2017 Catchup

Remember when I said I wasn't particularly impressed with Mega Man ZX back in February? No? Just me? Well, the first game I finished in September was Mega Man ZX Advent, because it wasn't until that point that I decided I was ready to tackle another game from that series. I don't think I liked it too much more than ZX even if it did change up a few things. There were differences between the two, but it didn't leave enough of an impression on me for me to really articulate what they were. The characters still equipped power suits called Biometals for their powers and a lot of the same ones returned from ZX. Those two games just were not much of a successor to Mega Man Zero for me and later Azure Striker Gunvolt was a much improved foray into the same genre.

A game I really did like that I finished in September maybe about a week afterward was Final Fantasy X for the very first time. I'm a huge fan of the Final Fantasy series and even at that point I'd played and beaten literally every other main-series title not counting the MMOs. The fact that I ended with FFX is honestly pretty bonkers considering its stance and popularity, but I think it happened just due to a perfect storm of circumstances. I didn't have a PlayStation 2 when the game originally released, but I did have a chance to play through the opening sequences at a friend's house and recall enjoying it. By the time I did get a PS2, FFXII was already out and of course I decided to focus on that instead. Sometime after that I did end up purchasing both Final Fantasy X and X-2, playing the former briefly before again falling off and getting distracted by other things.

By the time I felt like I was ready to maybe tackle the game again, a remaster of the game had come out for PS3. I grabbed that and decided at that point that I was going to invest effort into actually playing through it. But of course this didn't pan out and I got distracted yet again. Eventually, the game became available on the PS4 as well with slightly improved graphics from the PS3 version, so I decided if I was going to continue, I would just play that version, but it was hard to justify purchasing a game I owned two different versions of already. Later on, my girlfriend insisted I play her copy of the PS4 version, so I finally decided to pull the trigger, something like 15 years after the game originally came out.

I'd played through the opening of the game so many times that it was actually really slow going at first and I felt frustrated at having to go through the motions of what was at this point a pretty boring sequence for me. The game didn't really click for me at all until I'd gotten a few hours in. It's not a game that resonates with me as much as some other games in the series but I do find that I enjoy it, particularly the fact that party members can be swapped out at will and each characters feels pretty distinct. I even really enjoy Blitzball a lot as a minigame. I'd put it up there with Final Fantasy minigames like FFVIII's Triple Triad and IX's Tetra Master. It's a game with a lot of problems but I'm glad I finally played through it!

I also played through a little point-and-click adventure game called Hiveswap: Act 1. I have mixed feelings about this game. My primary thought is that I finished this when it came out in September 2017 and it's now February 2019 as of this writing and Act 2 has not come out. Although the game is very well-written and made with care, featuring tons of descriptive text on pretty much everything you can interact with in the game, the game is three hours long at maximum. This is for a game that was originally launched on Kickstarter in 2012. As a fan of the series on which this game is based, it seems silly to expect to wait that period of time for a game that lasts three hours, no matter how good it is. And now that Act 2's status is indefinite, it's unclear whether or not future games will even be coming.

I played Final Fantasy X-2 back to back with its predecessor because of course they're bundled together in the remaster and despite what I'd always heard about the game, I wanted to give it a try for myself. My verdict is that the poor reputation it has is mostly justified. The plot and premise are insanely ridiculous and the game is probably one of the most unnecessary sequels I can think of. The job system in the game is interesting but never as satisfying as I wanted it to be. I didn't absolutely hate playing through the game because there were a few things about it that were somewhat enjoyable, but I'm still puzzled this game was ever made in the first place.

Finally, I rounded out the month by playing through both Mega Man 7 and Mega Man 8 both for the second time in the Mega Man Legacy Collection 2. To this day I haven't gotten back to that collection to pick up on Mega Man 9 and 10, which is a shame because I remember quite enjoying them the first time. Mega Man 7 is sort of a divisive game, I think because although the graphics are colorful and nice to look at, most of the sprites are oversized and it makes the game controls not quite as tight as the original NES titles. I still really like it a lot, but the difficulty level is a little extreme, even if I felt more capable of tackling it this time. Mega Man 8 is a really pretty game in a style that I'm glad they sort of revisited in Mega Man 11, but again, the controls are not as tight as they were in the past and when you combine that with some really questionable level designs, you end up with a game that doesn't rank up there with the classic entries.

Whew, that was another long one. Join me next time when I start playing through a bunch of episodic games and things got kind of confusing on my Backloggery!


Monday, February 11, 2019

August 2017 Catchup

I started Final Fantasy XII: The Zodiac Age shortly before I finished Fire Emblem Echoes and I was really looking forward to playing through it. I think Final Fantasy XII is a divisive game for fans of the series. Some really don't like it much at all while others consider it to be one of the best of the series. I still hail titles like Final Fantasy VI and Final Fantasy Tactics as the best the series has to offer, but FFXII is certainly in the top 5, despite its flaws.

One of the main problems I had with the original version of the game was that its License Board was identical for all the playable characters. This meant that once you'd reached a point maybe 3/4ths of the way through the game, you'd unlocked the entire thing and each character had access to the same abilities and equipment options. The only real difference between the characters at that point would be the Quickenings and summons they had access to. This might have been enough to distinguish the characters in terms of play style if not for the fact that in the late game, neither Quickenings nor summons really matter at all. It's far more efficient at that point to simply let the game auto-battle because the amount of damage summons and Quickenings did weren't worth the time it took for them to cast.

The Zodiac Age is an excellent remaster because not only does it makes a nice-looking game look even nicer, but it also completely overhauls the License Board. Each of the game's characters can now assume a set of character classes, limiting the types of skills and options they can access on the License Board. On the surface it might seem bad to limit the options each character has but I actually really like it because it forces you to make choices and construct builds that make each character very different from each other.

I was already a fan of the game's core gameplay, so fixing one of the primary issues I had with the original game results in a much-improved title that serves as the definitive version of the game for me. If I was hesitant to include the game in my top 5 Final Fantasies before, this remaster makes it a lot easier. The sprawling dungeons, exploration, and addictive and kind of strange AI customization  combat all really work for me. I also like Quickenings and summons a lot, even if they still really fall off late game just like they did in the original version of the game.

The Zodiac Age does still of course have issues. Vaan and Penelo are still really bland and unimportant characters in the grand scheme of things and some of the ultimate weapons in the game have really annoying requirements to acquire. (Not as annoying as Final Fantasy X, of course, but still.) Also, Giruvegan is a tremendously irritating dungeon to traverse and I didn't enjoy playing through it a second time. Despite these faults, I still consider FFXII the best modern Final Fantasy and the remaster makes a good game great.

The other game I finished in August 2017 was actually Pokemon Moon. It took me quite a long time to get through this game because although I like Pokemon in general, I found Sun and Moon to be overwhelmingly tedious. It's been discussed online a lot that the game has a lot of really bland and overlong cutscenes. In a game where the story has never been the primary focus, including these long, irrelevant cutscenes seems like a big misstep. Some of the new pokemon designs are pretty cool and I thought the fact that it abandoned the more traditional gym structure was interesting, but the tedium of the story really detracts from the experience. It's interesting, too, because a lot of the changes Sun and Moon make are for the better, but so much of it just doesn't work in practice. I'm interested to see where Game Freak takes the series from here. At this point I wonder if maybe the series just isn't for me anymore.

Coming up in September, more Final Fantasy?!


July 2017 Catchup

Knights of Pen and Paper 2 was the last gasp of shorter indie games I was playing in June but I didn't finish it until the very beginning of July. It was in many ways a more fleshed-out version of its predecessor, featuring a whole slew of new classes and archetypes. The gameplay is largely identical in that it primarily consists of traveling from place to place doing mundane quests and fighting wave after wave of enemies in turn-based encounters. I would say it succeeds more as a game than the first in the series and I really enjoy the concept of playing out a D&D campaign as both the players and the characters they portray.

The itch that Knights of Pen and Paper 2 really scratches for me at the end of the day is the same one that a series like Etrian Odyssey does. I really enjoy having the freedom to put together a customized party of adventurers. The customization in this game in particular is not overly robust, but it has just enough to keep me interested and the overall structure of it is casual enough that it doesn't need much more in the way of depth for the type of game it is.

What I spent most of July playing was Fire Emblem Echoes: Shadows of Valentia, a surprise Nintendo 3DS remake of Fire Emblem Gaiden, the second entry in the series originally for the NES. I had expected never to have the resources to play this game since it was only ever available in Japanese. Its infamously strange structure seemed to discourage the fan-translation community from touching it, which is really the only way I'd ever anticipated having the opportunity to play it.

Just for some context, Fire Emblem as is a series of turn-based strategy RPGs that typically take place on a top-down map. Units can be moved on the field of battle and attack each other in encounters that play out in fully-animated scenes. What's interesting about Fire Emblem in general is that each of the units players take control of is a unique character. In series like Advance Wars, Tactics Ogre, or Final Fantasy Tactics, many of the controllable units are generic and are recruited or created by the player. Characters in Fire Emblem are recruited due to events in the storyline or join the army of their own volition. Although their backgrounds and motivations aren't always as clear or as well-written as one might like, it's still clear that each of these units is a named character with an allegiance, motivation, or individual investment in the story. I really like this about the series.

The other side of the coin with Fire Emblem is that because each unit is an individual character, it matters much more when they fall in combat. Death in Fire Emblem is permanent. If a particular character is important, that might mean game over in the event of their death. In many cases though, it's possible to move on after a character dies, which means that character will no longer be available for the rest of the game. This creates a very interesting sense of tension in the series. Every decision matters intensely because if you make the wrong move, it might mean one character's story is over.

Fire Emblem Echoes in particular is an odd duck in the lineup of Fire Emblem games because unlike just about any other title in the series, it features some maps that can be explored at will. Other entries are mission-based, but Echoes does feature a fair amount of exploration, treasure-seeking, and enemies that be encountered in dungeons. This means it is possible to grind for experience, whereas it is rigorously limited in certain other titles in the series in which it is only possible to get experience from the story missions. I'm not sure it's a game I'd recommend to someone new to the series because of how different it is, but the classic strategy gameplay is solid and the exploratory bits are at the very least an interesting change of pace.

I finished nine games in June but only two in July! Looking forward, this trend continues for a little while. More on that next time, when I play through a game I'd been anticipating revisiting for awhile!

Saturday, February 9, 2019

June 2017 Catchup, Part 2

As I talked about before, Trails in the Sky the 3rd was the first game I finished in June 2017. I found it interesting but not quite what I expected. After that, I embarked on several other short games because I'd become fatigued with the ridiculous number of lengthy RPGs I'd played so far in the year. I'd already played Emily Is Away the previous month and finished up Emily Is Away Too early on in June. It improved on its predecessor in a lot of ways while still retaining the nostalgic feel of those teenage years on AOL Instant Messenger, but I was disappointed with how similar the two routes were. Although you could choose to pursue a couple of different characters, it turned out the conversations you had with them were structured in a very similar way and if I recall correctly, some of the wording was identical. This showcased a lack of care in the writing that I didn't super care for at the end of the day. 

Next up on the list in June 2017 was Abzu, a third-person exploration game in which you assume the role of a diver exploring a beautiful underwater world. This is also the very last game I released a YouTube video on and it was by far my shortest. The game itself is only about two hours long, so I guess that makes sense. I enjoyed my time with the game mostly because it just is very pretty and relaxing. Shortly afterward, I played through another exploration game with somewhat more of a narrative, Gone Home. This was a period of time where I was in the mood to play a type of game that I hadn't played much of before and Gone Home certainly scratched that itch. It is a game in which you comb over all the nooks and crannies of a single house, gleaning different information about the overall story. There's no one home and as you poke around, you'll figure out exactly why. That's essentially all there is to it, but it's really fun to uncover all the meticulously crafted pieces of information within the game, from discarded notes, pieces of paper, wall hangings, shelves, tables, and drawers. I remarked back when I played it that the style of first-person exploration would be a wonderful fit for the investigative sequences in a modern Ace Attorney game.

I spent a little more time in Geometry Wars 3 Dimensions: Evolved and was really surprised with just how much I liked it. Geometry Wars is a series of space shoot-em-ups in which you blast various geometrically shaped enemies into bits. Unlike earlier entries in the series, this title isn't strictly 2D and features a wide variety of different 3D maps that have really fun designs. You might find yourself navigating around a giant cylindrical or spherical planet while dodging tremendous waves of enemies that blanket the entire screen. It has a feel that is very satisfying and prompted me to try a lot of different shoot-em-ups at the time, none of which really scratched the same itch as this game.

After playing Abzu and Gone Home, I thought I might try as many games in that same general style as possible, because they're typically very short and easily digestible experiences that resonate with me on a different level than traditional games. Next up on that list was a free PlayStation Plus game called Everybody's Gone to the Rapture, which I ultimately found pretty disappointing. I'm surprised I managed to power my way all the way through it, because it has a disjointed narrative with an unsatisfying conclusion. It's also kind of a chore to play because you walk absurdly slowly. There is some fun to be had in exploring, but it's not worth the trouble in most cases.

I decided at that point that I'd had enough of serene exploration games and tried something totally different in Azure Striker Gunvolt, an action platformer developed by Inti Creates, the same team responsible for the Mega Man Zero series. I was a little wary of the developer after not particularly caring for Mega Man ZX, but Gunvolt ended up being extremely solid. I liked it a lot more as a successor to Mega Man Zero than just about anything else I've played. The gameplay pattern is just different enough from Mega Man to stand out. Tagging enemies and then following up with other abilities is the game's main gimmick and it really works as a mechanic. I liked Gunvolt a lot and hope that more entries in that series will come eventually.

Knights of Pen and Paper was yet another game I finished in June 2017 and was in fact the final game I ever wrote about on this blog before taking an almost two year break. I found the concept of it fascinating but I can't wholeheartedly recommend it as a game because the gameplay pattern is so built upon grinding, which squanders a bit of the charm of the premise. I wrote about it here.

Finally, I also finished Azure Striker Gunvolt 2, which was yet another super solid action platformer. I can't emphasize just how much more polished and fluid these games feel compared to the ZX titles. I'm almost tempted to pick up the Switch versions and play them again, but as I'm typing it I'm kind of realizing that's a huge waste of money and is probably a terrible idea considering the mountain of games I still need to get through. 

Whew, that's it for June 2017! I haven't looked ahead yet, but surely July can't be as packed a month.

Friday, February 8, 2019

Now Playing: Dead Cells

The list of games I'm playing right now will soon expand into an amorphous blob and blot out the sun. There are a lot of games. And I'm engrossed in a lot of them! Dead Cells is one of those games. It has a very accessible pick-up-and-play appeal that keeps me coming back over and over but what keeps me engrossed and from burning out is the unlocking of more and more content as I play through.

Dead Cells is of course a roguelike in which your primary character, a body possessed by some weird goop, repeatedly dies and comes back, perhaps with new upgrades you managed to gain on your last run. You collect cells from slain enemies and use them to pay for new upgrade and weapon options. The ability to buy these weapons and abilities with your collected cells is acquired by finding scrolls in the game's levels. Some of these are hidden in secret rooms and others drop randomly from defeated bosses and other opponents. Most of this is pretty standard roguelike stuff, but Dead Cells sets itself apart by being very satisfying in feel and play style. Weapons have different weights and combos and ranges that really set themselves apart from each other. It's always satisfying to unlock a new weapon because it means you're learning a new style of play entirely.

You have the ability to customize your loadout based on the weapons you pick up in Dead Cells, up to four slots total, mapped to Square, Triangle, L2, and R2. Your Square and Triangle are your primary weapons, divided into melee, ranged, and shields. There's a lot of variety here, spanning from weapons like one-handed swords, sledgehammers, and daggers, to various shields, bows, and magic spells. Some weapons synergize with others better than others. The delay on a certain weapon might synergize perfectly with another weapon or item that stuns or freezes an opponent, for instance. Maybe you use the Spartan Sandal on enemies that you can kick into a wall and watch them burst into a shower of blood and sparks while you rely on a crossbow for enemies that are more out in the open.

Your L2 and R2 items are typically more mechanical in nature, comprising a series of different types of traps, turrets, and grenades. There's room for synergy here too. A carefully placed ice grenade will freeze a group of enemies, setting you up for a follow-up from a fire grenade--or maybe you'll just blast them with an arc of electricity or toss some saw blades their way. There's a ton of weapon and ability combinations to toy with, making the game a sheer joy to play over and over. It's really fun and engaging when you make it far enough in the game's levels to land a really interesting or powerful build, but even when you're not landing the items you want, there's a fun challenge in adapting with sub-optimal gear.

I haven't even come close to making it all the way through Dead Cells but I'm predicting I'll be playing it for awhile. I still have tons and tons of different weapons and upgrades to unlock and I think it's pretty likely I'll be talking about it again.