theradicalchild: (Disney World War II Navy Bear)


Bravely Frustrating

In 2012, Square-Enix published the Nintendo 3DS title Bravely Default, which many videogame critics hailed as a throwback to instalments of the Final Fantasy franchise of old. It would receive a sequel for the system, Bravely Second, which continued the story of its precursor. The Nintendo Switch would take the 3DS’s place as a hybrid handheld and home console, with the company releasing Bravely Default II, which has no connection to the original game or its direct sequel, and continues the franchise’s tradition of turn-based battles with an emphasis on classes. It also sports some interesting changes, but are they for the better?

As mentioned, Bravely Default II, much akin to its brethren franchise Final Fantasy, has no narrative connections to other games in the franchise, and follows four playable protagonists: the enigmatic main character Seth, the refugee princess Gloria, the traveling scholar Elvis, and the mercenary Adelle. They embark on a quest to retrieve four elemental crystals while dealing with adversaries who utilize Asterisks, giving characters the ability to change classes. The sequel isn’t shy about its story’s resemblance to that of the original Final Fantasy, and is one of its primary detriments, although the background is decent.

The localization is mostly legible, although terrible decisions such as naming one of the protagonists “Elvis” really distracts from its okay quality, along with unnatural dialogue like “Protect! Protect! Protect!” and so on. The old-world speak is decent, and there’s a notable deficit of spelling and grammar errors, but the translation team could have given this aspect a once-over.

That leaves the gameplay to shoulder the burden, with the general mechanics containing many similarities to the prior two entries of the series. Rather than having an adjustable encounter rate, however, this entry contains visible enemies wandering dungeons and the overworld, with fights naturally triggered through contact, Seth able to slash foes on the field to give his party the advantage. Battles start with Seth’s party facing an entourage of enemies, with speed determining turn order, this mechanic somewhat different from the traditional turn-based structure of prior games. Characters and foes instantly execute their commands, akin to titles such as Final Fantasy X.

Rather than having a turn order gauge, however, Bravely Default II opts for having enemies show exclamation point icons to indicate their turns are imminent, with Seth and his party having active time gauges that determine which character goes when, and given some necessary foresight, an actual meter showing command order would have definitely been welcome. The sequel sports mechanics bequeathed from its precursors such as being able to Default, which serves as defense and accumulating one Brave Point, characters and enemies able to have a maximum of three Brave Points, and able to get extra commands within their turns.

As in prior entries, the game caps the number of executable orders per character and enemy turn at four, and it’s possible for both sides to have negative Brave Points, where they have to wait until reaching zero, recovering one Brave Point per turn, until they are able to execute another command. Much of the gameplay meat comes from the Asterisks the player acquires from defeating bosses who have them, which allows Seth and his companions to change classes, each with twelve abilities, passive and active, that they learn through leveling the class until mastery at level twelve for each vocation.

Characters have standard experience levels alongside class levels, with victory against the toughest bosses far more dependent upon which abilities the player has from their classes. Commands aside from Defaulting and executing supplemental turns include attacking with equipped weapons, using HP or MP-consuming abilities obtained through class mastery, using consumable items, or attempting to escape from the enemy, which naturally doesn’t work all the time, particularly against foes whose levels are on par or higher than the player’s. Victory nets all characters who are still alive base level and class experience, as one would expect.

Outside battle, characters can equip a subclass in addition to a primary class, which allows them to access that subclass’s abilities provided they have acquired a few levels in the vocation. For instance, players can have a fighting monk that can cast the white mage’s healing spells. Furthermore, the player can adjust the difficulty level, although even on Casual mode, bosses can still be walls preventing players from advancing the main storyline, having tons of HP, powerful enemies fighting alongside them, lots of cheap tricks, and taking upwards to an hour to complete, with failure resulting in an unceremonious Game Over and trip back to the title screen, largely necessitating online guides for strategies.

Control is superficially decent, with a fair save system, skippable cutscenes, clear direction on how to advance the central storyline and even subquests, auto-dash, the ability to see how prospective equipment affects stats before purchasing it, easy menus, a skill allowing to see how many treasure chests remain in an area, and so forth, although dungeons would have seriously benefitted from maps, their absence inexcusable given that even games from several generations past such as The Legend of Zelda: A Link to the Past had this feature. There are also plentiful load times, unskippable startup company screens, and the absence of a soft-reset or actual ability to pause the game, but in the end the controls are passable at best.

The soundtrack is probably the strongest aspect of Bravely Default II, with a number of solid tracks such as the overworld theme’s variations, the town themes, the battle music, and so forth. Sound effects are believable as one would expect from a game of its time, and there is voice acting as well, though its quality is somewhat mixed, especially in the case of a few annoying accented characters such as Elvis, who sounds somewhat like the eponymous ogre from the Shrek films.

The visuals are more of a mixed bag, with a three-dimensional chibi style similar to prior games in the franchise, which generally look decent, although there are some hiccups such as the player’s characters and enemies not making contact when attacking one another, some blurry and pixilated texturing, and a great deal of choppiness that somewhat bring them down.

As I didn’t complete the game, I can’t accurately gauge the time necessary to play it to completion, although at twenty-three hours, I was still partway through the second of seven chapters, so one can expect to spend quite a while if they wish to see it through to the end.

In the end, Bravely Default II is another Japanese RPG that I really wanted to like, but it just didn’t love me in return, given the various JRPG screw-yous in its gameplay mechanics, control issues such as the total lack of maps for dungeons, the generic narrative, mixed voice acting, and average visuals. It does have a few positive aspects such as its music, although frankly, that’s reason to purchase a soundtrack, not a videogame, and I can safely say there are far better Nintendo Switch RPGs out there, and won’t be revisiting this franchise anytime soon.

RECOMMENDED?
NO
theradicalchild: (Japanese Self-Defense Forces Flag)
Currently Playing

Bravely Default II - This game has somewhat jumped the shark for me, given the tendency of boss battles to be long and occasionally cheap even on the easiest difficulty, but I'll still see it to the end...maybe, since the job system is okay.

Shin Megami Tensei: Persona 2 Innocent Sin - Actually not bad, even if battles are somewhat slow (I remember the PlayStation version of Eternal Punishment allowing players to turn off animations in normal battles) and I need a guide to get tarot cards from the enemies.

In My Backlog

Baldur's Gate & Baldur's Gate II: Enhanced Editions - Low priority.

Learn Japanese to Survive! Kanji Combat - Next to play, unless my younger brother loans me another Switch game.

Slime Forest Adventure - I'll save this educational RPG for after I finish the Learn Japanese to Survive! series since it instructs in all Japanese character systems.

Ultima II: Revenge of the Enchantress - Until I can find I'm able to play the game with a workaround for the errors when starting a new game and not have to restart whenever I screw up, this one's on the shelf.

Ultima III: Exodus - Likewise.
theradicalchild: (Cress Albane)
TalesOfPhantasiaCrossEdition.jpg

Cress Cross

Namco’s Tales series commenced on the Super Famicom back in 1995, although it wouldn’t receive any spotlight outside Japan until a fan translation over a decade after its release, with North America’s first exposure to the franchise being Tales of Destiny for the Sony PlayStation. Phantasia would see a remake on the PlayStation, although this too remained in Japan, one on the Gameboy Advance hybriding elements from the SFC and PSX iterations that would see an English release, a fully-voiced port to the PlayStation Portable, and a touched-up version released on the PSP with the remake of Narikiri Dungeon entitled Tales of Phantasia: Cross Edition, to date the definite version of the game.

Phantasia opens with warriors from the past sending an evil lord named Dhaos into the future, where their descendants seal him inside a sarcophagus. Years later, the son of two of said warriors, Cress Albane, goes hunting with his best friend Chester Burklight, during which soldiers incinerate their hometown of Totis in search of one of the pendants used to seal Dhaos that Cress received from his father Miguel as a birthday gift. Cress eventually separates from Chester and meets other companions such as the healer Mint Adenade, whose mother had also participated in the sealing of Dhaos.

Cress and his companions’ journey will take them through the past and the future of their world, during which they meet other companions, including the summoner Claus Lester, one of the primary tasks of the narrative being his formation of pacts with various elemental spirits. Aside from the somewhat-tried time-travel aspect, the game generally tells its story well, with the heroes and villains largely being believable, alongside some potential variations in the form of extra characters such as the ninja Suzu and, new to Cross Edition, the time-traveling Rondoline Effenberg. There’s also a subquest involving two star-crossed lovers that can have differences depending upon the player’s choices.

Fortunately, the gameplay backs the narrative experience well, with random encounters on the overworld and in dungeons whose rate is mercifully less than in the Super Famicom version, and increasable or decreasable respectively through Dark and Holy Bottles. Phantasia sports a combat system with side-scrolling two-dimensional gameplay reminiscent of a fighting game restricted to two dimensions, the player controlling protagonist Cress and the AI controlling up to three active companions. Cress can chain attacks of either the slashing or thrusting varieties (most of his weapons having different attack power for each type), and execute TP-consuming special skills.

Cress can master physical skills after a hundred uses for each, allowing for the use of combination abilities that he largely gains by purchases through warriors across mostly in the past and future. His companions’ abilities also necessitate the use of TP, although enemies can interrupt the use of special skills by Cress and his confederates, and the AI admittedly isn’t always cooperative when it comes to Cress’s magic-centric allies. Fortunately, the targeting system is actually much better than in other action-based RPGs in that the action pauses while the player is switching enemies for Cress to target, most effective in Semi-Auto mode.

Also helpful is a minimap that shows the locations of the player’s characters and enemies on the linear battlefield, even showing when units on either side are in the process of casting magic, giving a bit of foresight as to whom to focus Cress’s attacks on. Eliminating magic-based antagonists is largely preferrable in that their spells, especially late in the game, can be especially deadly and decimate the player’s party easily, in which case death results in the typical Japanese RPG kusottare of a trip back to the title screen, wasted progress if far from a checkpoint, and needing to reload a previous save.

There are admittedly areas that would have benefitted from better placement of save points, although the gameplay is generally fast and as long as the player is playing on Normal difficulty, there isn’t a huge amount of time possibly wasted. Winning battles nets all living characters in the party, even those on the bench, experience for occasional level-ups, money to purchase new equipment and consumables, sporadic items, and a number of grade points depending upon performance largely stemming from who’s survived the battle and the maximum number of hits chained that the player, after an initial playthrough, can use to carry over certain elements into a New Game+.

Characters such as Claus, Arche, and Suzu don’t learn new skills from leveling, but rather in the first character’s case story events when contracting with spirits, the second’s case of purchase from NPCs and treasure chests, and the last’s case mostly the same as Arche. One element changed from previous incarnations is the replacement of the food sack system with a cooking system, new recipes gained from a chef found mostly in food shops, with successful cookery of dishes resulting in certain effects such as partial recovery of party HP or TP.

Perhaps the biggest improvement over prior versions of Phantasia is that, during the player and enemy’s spell animation, the action of battle still continues, accounting for faster combat and reducing the fluff in previous iterations. Generally, the gameplay works well aside from some occasional annoying enemies and fetch quests that necessitate the player gain random drops from certain enemies (two dungeons respectively needing fire and ice-protection accessories equipped on all characters to prevent death from field damage), and I can provide some tips such as using transformational Rune Bottles on stat-increasing items to increase their potency.

Control does have its positive aspects, such as the easy menus, shopping, quick dash, skippable text, and whatnot, although there are things that could have been better such as the absence of maps for the sometimes-convoluted and consequentially annoying dungeons, not the mention the odd placement of save points at times, with occasional long distances between save points and mini-bosses. Given the language barrier, as well, a guide is almost wholly necessary to make it through the game without a hitch, and there are a few points where, after completing dungeons, the game makes the player tread all the way back to their entrances, and exit items and magic would have been nice. Generally, the game doesn’t interact with players as well as it could, but things could have certainly been worse.

One of Motoi Sakuraba’s early soundtracks, the music is one of the high points of Phantasia, aside from the absence of the main theme from the PlayStation and Full Voice editions, with plenty of nice tracks such as the town theme, the main battle theme, mini-boss theme, “Fighting Spirits” (the summon boss battle music), and so forth, with other pieces such as “Aviators” definitely making the player stop and listen to the whole track loop. The voices also fit the characters in and out of battle, and aside from the typical seiyuu butchery of English names for skills, the sound is definitely one of the highlights of Cross Edition.

The visuals outside battle also imitate those of the PlayStation remake, with pretty colors, good anime art direction, and characters sprites that actually look like the luminaries they represent unlike in the SFC version, although their chibi design might be an acquired taste. One major difference from previous versions, however, is the battle graphics, with the player character sprites having much better anatomy, the spell animations being pretty as well. Perhaps the biggest strike against the visual presentation, however, is the heavy degree of recycling in terms of palette-swapped enemies and many rooms in dungeons looking exactly the same, but generally, the graphics are very much easy on the eyes.

Finally, the game will last players around twenty-four hours, with plenty of extra content such as the deeper floors of the Mines of Moria, and plentiful lasting appeal in the form of a New Game+, with a Grade Shop allowing players to carry over elements from their last playthrough into a new game, although some of the issues regarding the annoying enemies and dungeons may make the player hesitant to go through again.

Even so, Tales of Phantasia: Cross Edition proves to be the definitive version of the Namco classic, given its fast and fun battle system made even quicker through the lack of standstills during ability animations, well-written narrative, excellent soundtrack and voicework, and pretty visual direction. As mentioned, though, it does have issues regarding elements such as the ease of death at times and sometimes-convoluted dungeons, although it definitely puts prior incarnations of the title to shame, and certainly warrants a rerelease onto contemporary consoles, given the franchise’s rise in popularity outside Japan during the previous decade and odd lack of remasters during that time.

The Good:
+Fast, fun battle system.
+Great story.
+Excellent soundtrack.
+Nice visuals with some touch-ups.

The Bad:
-A lot of annoying enemies.
-Likewise, dungeons.
-The language barrier.
-A lot of graphical recycling.

The Bottom Line:
The definitive version of Phantasia.

Score Breakdown:
Platform: PlayStation Portable
Game Mechanics: 9.0/10
Controls: 6.0/10
Story: 9.5/10
Music/Sound: 9.5/10
Graphics: 9.0/10
Lasting Appeal: 8.0/10
Difficulty: Slightly Hard
Playing Time: ~24 Hours

Overall: 8.5/10
theradicalchild: (Mushroom Cloud)


A Wasteland of Time

The Fallout series of Western RPGs isn’t one I’ll admit I’m fond of, given my opinion that the games haven’t aged very well and largely necessitate use of the internet to make sense of their mechanisms. Over a decade ago I had purchased a collection on Steam that included the first two mainline games and Fallout Tactics: Brotherhood of Steel, a tactical RPG with greater emphasis upon the gameplay, although given a rather-shallow initial experience with the first game in the franchise, I didn’t bother with its successors until going back through the original with help from a guide. Given that I didn’t consider the gameplay one of the highlights of the titles, I definitely held doubts about the strategy RPG offering, very much warranted.

Fallout Tactics does not continue the story of its predecessors, focusing on the eponymous Brotherhood of Steel, tasked with restoring civilization to the world, and receiving eventual division into various factions. The narrative focuses on an Initiate into the recruit who is traveling the American wastelands in search of allies to aid in rebuilding civilization, with a mission-based structure, most of the plot coming in the form of the briefings and debriefings before and after the battles, character development being fairly scarce, with only short blurbs about the many recruitable characters. There are also occasional grammar errors in the dialogue, and the plot never reaches greatness.

Lamentably, the gameplay can’t salvage the game, borrowing the bulk of its mechanics from the main Fallout series, which actually does translate well in theory to a strategy RPG, given the tactical gameplay of the first and second installments, with the player’s party including the Initiate and five recruits tasked on missions that the player can’t back out of with certain objectives. Throughout the game, the player has bases of operations that frequently change as the plot advances, with an overworld connecting them and the battlefields where missions occur, and it’s generally not difficult to find out whither to travel next to further the narrative.

As the player travels across the wastes of the former United States, they’ll frequently come across encounters that are sometimes optional, but unless a character’s Outdoorsman skill is at least 100%, many of these skirmishes will be mandatory, the party beginning in the middle of a random map, and able to move towards one edge to depart back onto the overworld. There is a chance, however, hostiles will be on the map, and when they notice at least one of the player’s characters, they’ll attack, players able to choose between real-time or turn-based combat, the latter either unit-based or turn-based.

Each character has a certain number of Action Points that deplete when they move across the battlefield or execute attacks melee or ranged. When leveling, each character receives a number of skill points they can invest into various talents such as the mentioned Outdoorsmanship, Big Guns, Small Guns, Energy Weapons, and so forth. Unfortunately, the game doesn’t very well clarify what constitutes a “big” or “small” gun in the descriptions for the countless firearms, and an incredible amount of foresight is necessary with regards to these abilities, since there are a few points when players may, for instance, need energy weapons to harm powerful robot-based antagonists.

After a certain number of levels, a character may gain a “perk” such as Action Boy, which increases their maximum AP by one, although most others seem pointless and hardly helpful. Levels also rise incredibly slowly as seems the case with most Western RPGs, so if a player has trouble with certain missions, it can definitely be a chore wandering the wastelands trying vainly to grind their party. Odds are, however, the player won’t have trouble coming across enemies, since the encounter rate is incredibly high, even more so than a certain Camelot-developed PlayStation RPG, with many of these battles as mentioned being mandatary sans investment of points into the Outdoorsman skill.

As also mentioned, the player is unable to back out of missions once initiated, so if they’re having trouble, they have to reload the last save they hopefully made before entering the battlefield in order to try to grind their characters. One good point of the game mechanics is that the player can save their progress any time, a blessing given the relative ease of making mistakes such as accidentally moving a character around when they intended to shoot an adversary. Missions can also take several hours, making the potential for wasted time even greater, and combat is generally sluggish even with options to make them go faster in the game menus.

At the player’s current base of operations, they can purchase new equipment, ammunition, healing items, and whatnot from the quartermaster or chief medical officer, and most enemy units are also fairly liberal about the amount of loot they drop which the player can sell for money, shopping occurring in a barter system based on equivalent exchange of goods based on value. Lamentably, the shopping interface is absolutely horrible, with the game unwisely not pooling the player’s total funds, and shopping accomplished with only one character at a time, the player’s character with the highest Barter skill level being ideal for purchasing and selling items.

There isn’t much of a soundtrack to Fallout Tactics, with the bulk of the sound coming in the form of historical recordings, ambient noise most audible during combat, and the shooting of firearms. There is occasional voice acting that’s easily one of the high points of the game.

The visuals are near-note identical to those in the first two mainline Fallout games, and are pretty much one of the sole aspects done okay, with some decent environments, character and enemy sprites containing good anatomy, plenty diversity of character portraits, and nice blood and gore effects. One issue that hampers gameplay, however, is the fog of war that prevents players from seeing dangerous enemies ahead of time, so the graphics generally don’t reach excellence.

Finally, I made it through roughly three fourths of the game with a forty-plus-hour playtime, and to invest any more into the game would, frankly, be tortuous.

In the end, Fallout Tactics is a disappointing spinoff of a series that pretty much disappointed me from the get-go, and I had only played it and its precursors due to an offer for all three games over a decade ago on Steam that the strange positive reception they received amount mainstream videogame critics lured me into purchasing. I can safely say that I won’t be looking into any of the game’s successors in the near future, given the vagueness of Tactics’ general mechanics and unfriendly difficulty curve, alongside other issues such as the absence of a memorable soundtrack and user-unfriendliness aside from the save-anywhere feature, and if I could turn back time, I would definitely take back the time I felt I wasted on the game.

RECOMMENDED?
NO

Aviators

Sep. 28th, 2021 09:38 pm
theradicalchild: (Cress Albane)

I absolutely cannot get this music out of my head, and whenever I enter flight in this game I'm always tempted just to stay in the air and listen to it in full, and it really, really gives me the shivers, the good kind. Regardless of their quality, you can largely count on JRPGs to have awesome soundtracks.
theradicalchild: (Kusoge)


More Hellbound than Skyward

Let me preface this review by saying that I do not care much for Nintendo’s big-name franchises such as Mario and Zelda, particularly regarding the three-dimensional iterations of either series, which to me don’t quite carry the spirit of their 2-D brethren. There are installments of the Legend of Zelda franchise that I did enjoy such as Link to the Past, albeit largely due to getting too good at the game through repeated playthroughs during my childhood, adolescence, and early adulthood. One of the entries I had missed out on was Skyward Sword on the Wii, although it would receive a remaster on the Nintendo Switch, The Legend of Zelda: Skyward Sword HD.

When beginning a new game, the player can choose motion controls similar to the Wii version or button-only controls that would rather prefer them, and as the former was one of the chief complaints with the original version, I opted for the latter choice. The game itself features the backstory of the Demon King Demise laying waste to the land in want of the Triforce, with the goddess Hylia leading the survivors into the sky so she can war with the demonic deity, with the existence of the Surface ultimately forgotten among the inhabitants of the sky island that comes to be known as Skyloft.

The backstory is good, although the narrative itself is fairly derivative, the initial skybound world above a surface somewhat filched from Final Fantasy III, a storyline twist later on resemblant of a plot element of Lunar: The Silver Star, and the concept of time travel done to death. The plotline ultimately delves into the cliché of Link rescuing Zelda, not yet a princess, from the forces of evil, and is generally a disappointment. As well, while the translation is certainly legible, the localization team made some irritating dialogue decisions such as having the spirit of Link’s sword, Fi, speak in a robotic tone talking of calculations and probabilities and such, making the plot and writing overall a detriment.

Furthermore, even with button-only controls, the general game interface takes a lot of getting used too, with many needless complications regarding things such as throwing and rolling bomb flowers. The swinging of Link’s sword in different directions via use of the bottom-right joystick does work at times and adds strategy to some battles against standard enemies and bosses, most of the former mercifully optional, but there are a great many negative gameplay tropes such as having to go stealth a few times (with the “silent realms”, where Link has to gather fifteen nodes and need to start from the beginning if attacked by a guardian spirit, qualifying among one central instance).

Throughout his quest, Link has to solve many puzzles, most utilizing the tools he receives, and sometimes use them against bosses. Things at first are fun, although there are a great many portions that led me to reference the internet repeatedly, which is not something anyone should ever have to do when playing a videogame. Link’s ability to hold reviving fairies and healing potions in bottles can take the edge off at times, although the camera can be awful, with the absolute lack of a radar/minimap hurting as well. In the end, the game mechanics become a chore far more than anything else.

The controls, as one could assume, don’t help. Skyward Sword ditches the series’ save-anywhere feature for save points, but autosaving does occur at critical instances; regardless the spacing of hard saving opportunities is at times inconsistent, and a suspend save would have been welcome. There’s also an in-game measure of playtime, although one has to converse with Fi to view it, rather than the developers just saving the time and annoyance by displaying the clock in the menus. The puzzles driving players to repeatedly reference guilds, walkthroughs, and in some instances diagrams, don’t help either, and all in all, the game is one of the most user-unfriendly I’ve had the displeasure of playing.

The soundtrack is full of old and new tracks, Zelda’s Lullaby among the former and some sweeping themes such as the flying theme among the latter, and is one area where the game doesn’t fall flat. The sound effects are good as well, although the voices consist mostly of grunting that can get tiring after a while, with Link’s vocals in particular being irritating, and the near-death alarm is annoying as always.

The remastered visuals look decent for the most part, with well-proportioned character models, fit coloring, and some good environs, though these show some blurriness and pixilation up-close, and the camera can mar the experience.

Finally, the game is one of the longer Zeldas, taking somewhere from twenty-four to forty-eight hours to finish, with a Hero Mode accessed upon completion, although frankly, subsequent playthroughs would be nothing short of excruciating.

In summation, I really, really wanted to like Skyward Sword HD, but it just didn’t love me back, given issues such as the lousy controls, even when selecting the option of making them button-only, the weak narrative and writing, and the middling aural and visual presentations. There are rare cases in which the game is slightly enjoyable at times, but it winds up to be one of the far weaker installments of a franchise that has its share of good and bad (in my opinion, mostly the latter) titles, and there are far better Nintendo Switch games out there.

This review is based on a playthrough of a copy borrowed by the reviewer.

The Good:
+A few gameplay portions passable.
+Some of the music is good.
+Graphics look okay.

The Bad:
-Even button-only controls are horrid.
-Incredibly-weak narrative and writing.
-Puts quantity above quality.

The Bottom Line:
One of the far weaker Zeldas.

Score Breakdown:
Platform: Nintendo Switch
Game Mechanics: 1.5/10
Controls: 0.5/10
Story: 0.5/10
Localization: 2.0/10
Music/Sound: 2.5/10
Graphics: 3.5/10
Lasting Appeal: 0.0/10
Difficulty: Artificial
Playing Time: 24-48 Hours

Overall: 1.5/10
theradicalchild: (KOS-MOS)


Nietzsche im Weltraum

Those who beat Squaresoft (now Square-Enix’s) science-fiction RPG Xenogears noted that the ending credits proclaimed it as the fifth entry of a larger series, akin to the original Star Wars trilogy’s chronological placement as episodes four through six, and a Japan-only book called Xenogears Perfect Works covered a timeline detaining countless events that never made it into the game. A console generation later on the PlayStation 2, developer Monolith Soft produced and Namco published a spiritual successor/predecessor to Xenogears, Xenosaga Episode I: Der Wille zur Macht, which definitely retains the spirit of the original PlayStation game, but is this a good thing?

Episode I opens with archaeologists in Kenya, sometime during the twenty-first century, uncovering a relic that enables humanity to travel space beyond the Solar System, the monolithic Zohar. Over four millennia later, humans would leave Earth to colonize the galaxy after a cataclysmic event, with a human scientist named Shion Uzuki the caretaker of an android dubbed KOS-MOS, able to materialize and defeat alien beings known as the Gnosis. The narrative in general takes inspiration from philosophers such as Fredrich Nietzsche, and is very-well told, if forced down the player’s throat due to unskippable voiced dialogue, and slightly derivative of 2001: A Space Odyssey.

Much of the dialogue is well-written, although there are occasional hiccups such as the tendency of much of the battle dialogue, particularly with regards to characters shouting the names of their Techs in battle, to sound somewhat unnatural, and most of the lip movement during voiced scenes to be way off at times and indicative of the title’s Japanese origin. Probably the biggest localization change that makes a huge difference is the ability to skip voiced scenes completely, and there is occasional humor in the dialogue. Regardless, the translation somewhat seems unrefined at many points, with a little censorship of a few scenes as well.

For a game that allegedly emphasizes the narrative above the gameplay, the general combat mechanics are surprisingly well-executed, even somewhat addictive. Models indicating enemy parties populate the game’s dungeons, with occasional traps that the on-screen character can detonate to gain an advantage in the encounter triggered when contacting a foe, such as one boost point for each of the three active participants in battle to start with. Combat has a turn-based structure similar to other roleplaying contemporaries such as Final Fantasy X, with commands immediately executed after input, and each ally starting with four action points (six the maximum for each fighter).

Each action consumes a certain number of action points, which refill in between character turns, with characters having four AP able to execute melee and ranged attacks against enemies, each consuming two AP. A character can also defend to conserve AP, and when they have six the following turn, they can chain two attacks and execute a powerful Tech at the end of the combination, the player able to set up to four after different square/triangle button combinations in the game menus. With enough Tech Points acquired from winning battles, player can allow characters to use Techs after executing only one square or triangle attack with just 4 AP, with a maximum of two of these “shortcuts” per character.

Players can also use Tech Points to empower character Techs or reduce the wait time after execution before their subsequent turns in combat. Additionally, the player can use TP to provide increases to character stats outside combat, with each stat having a max that slightly increases when a character levels through standard RPG experience acquisition. Characters can also equip a weapon and an ammunition cartridge when available, along with a piece of body armor and two accessories. Using Skill Points also acquired alongside Tech Points from victory in combat, players can also extract passive benefits from accessories that provide benefits such as defense against certain status ailments, each ally able to equip up to three of these.

Each playable character in Xenosaga also has a “level” with regards to the aforementioned passive skills, with the acquisition of new ones from accessories gradually increasing it, level five seeming to be the highest tier. Additionally from combat do characters receive Ether Points they can invest into ability trees that allow them to execute EP-consuming magical attacks, with a cap as to how many they can use in combat. There are also certain Ether abilities that the player can only acquire through special means, although these may require referencing the internet to find, but mercifully the game is still beatable without finding them.

Another interesting facet of combat is the ability of playable characters to “boost” when they’ve acquired enough stamina from attacking enemies, with each ally having a maximum of three stackable boosts in battle, and can only do so when one character’s icon doesn’t appear in the turn order gauge at the bottom-right of the screen. However, these boosts are “use it or lose it,” and reset to zero with each new battle, with enemies able to boost for extra turns as well, although these seem to be spontaneous, and adversaries don’t seem to have any limit as to how many additional turns they can get.

One the main issues of combat is the need at many times for foresight, especially since the developers made the unusual decision, one that would repeat itself through the game’s two sequels, to have the turn order meter only show for up to four turns who goes next, with the gauge eventually running out of icons before “refilling.” It’s not a game-breaking design issue, and combat is generally fun (although a turbo mode, given some drawn-out Tech animations, would have been nice), with the various parallel systems being nothing short of engrossing, and accounting for a solid gameplay experience.

Control, on the other hand, could have been better. Most notable is the total inability, during voiced cutscenes, to skip dialogue, definitely not accommodating towards audiences such as hearing-impaired gamers who could only read. There are other issues as well such as the glacial menus, among their problems being their needless depth at times, for instance, with players needing to go to a character’s stat screen to change equipment. Autosaving, given the length of many cutscenes and sometimes-inconsistent placement of save points, would have been welcome as well. There are positives such as the ability to pause and skip cutscenes, but Xenosaga could have been more user-friendly.

Xenogears composer Yasunori Mitsuda composes Episode I’s soundtrack, which definitely has its share of good tracks, with some good cutscene pieces and a central theme that ultimately has a vocal iteration during the ending credits. However, most exploration throughout the game is silent except for footsteps and maybe whirring engines, and there’s only one standard battle theme until the final boss. The voice acting is largely solid, with voices fitting their respective characters, although allies whining and crying when they die, and shouting the names of their commands, can get tiresome. The sound isn’t solid, but could have certainly been worse.

For a game that’s around a score old, however, the visuals look surprisingly good, with well-proportioned character models containing good animation, anime designs, and expressions, lips moving as they should during voiced cutscenes. The environments are believable and contain nice coloring, and the designs of enemies in combat are good as well, with some occasional solid CG scenes, although as with most three-dimensional graphics, there’s an occasional tendency of environs to have blurry and pixilated texturing. Even so, a decent-looking game.

Finally, one could possibly make it through the game, skipping all cutscenes, in as little as twenty-four hours, although a playthrough with all cutscenes viewed and grinding occasionally necessary at times can push playtime up to around forty-eight (which was my approximate ending time) or beyond if the player really wants to grind their characters excessively, although there really isn’t much motivation to go through the game again, with no New Game+, a dearth of sidequests aside from tedious minigames, and most players likely wanting to move on to the sequel after a single playthrough.

Overall, Xenosaga Episode I is a competent Japanese RPG that hits some good notes, especially with regards to its surprisingly-fun gameplay systems, developed narrative, and nice graphics, although there are significant issues with regards to its glacial pacing, the notable waste of composer Yasunori Mitsuda’s talent, and absence of lacking appeal. A remaster would ideally resolve whatever issues it has, although the latest news of the series indicated an enhanced port wasn’t in order despite rumors, and while the first entry of the series was better than I remember, it certainly isn’t worth breaking out an old PlayStation 2 just to experience the game.

The Good:
+Surprisingly-good game mechanics.
+Well-written narrative.
+Some good music.
+Graphics look good even today.

The Bad:
-Battles would have benefitted from turbo mode.
-Glacial menus and cutscenes.
-Yasunori Mitsuda’s talent somewhat wasted.
-No reason to go through again.

The Bottom Line:
A competent but average JRPG.

Score Breakdown:
Platform: PlayStation 2
Game Mechanics: 8.5/10
Controls: 3.5/10
Story: 7.5/10
Localization: 5.0/10
Music/Sound: 6.5/10
Graphics: 7.5/10
Lasting Appeal: 0.0/10
Difficulty: Relatively Easy
Playing Time: 24-72 Hours

Overall: 5.5/10
theradicalchild: (KOS-MOS)
Beaten:

Xenosaga Episode I: Der Wille zur Macht - Not a great game, but certainly far better than I remember. Full review will come in a few days.

Currently Playing:

Fallout Tactics: Brotherhood of Steel - The interface takes some getting used to, but I've been having a decent time thus far and am still on the first mission.

The Legend of Zelda: Skyward Sword HD - I really wanted to like this game, but it's just not loving me back, given the extreme difficulty of getting used even to the button-only controls. I finished the Fire Sanctuary, but found that I still have a ways to go >_>

In My Backlog:

Baldur's Gate I & II: Enhanced Editions - Don't know when I'll ever get to these.

Dragon Quest (Nintendo Switch) - Can't say when I'll ever get to this game, either.

Ultima II: The Revenge of the Enchantress - Low priority right now.

Ultima III: Exodus - Likewise, will play after beating the second game. 
theradicalchild: (KOS-MOS)
Currently Playing:

The Legend of Zelda: Skyward Sword HD - My younger brother had warned me about this game's controls, although I opted for button-only control, and I've been having a decent time thus far, though as with other games in the series, the localization team really didn't make much of an effort to make the dialogue sound realistic.

Xenosaga Episode I: Der Wille zur Macht - I'm aboard the Durandal during the invasion by human soldiers, and I've spent a few hours grinding, which has been surprisingly fun, and I even was able to up the speed of one of Jr.'s Techs that attacks all enemies so that I can easily smack down enemy parties.

In My Backlog:

Baldur's Gate I + II: Enhanced Editions - Low priority.

Dragon Quest - Don't know when I'll get to this, if ever.

Fallout Tactics: Brotherhood of Steel - Might or might not be my next game, depending upon whether I beat anything for the rest of August.

Ultima II - A potential candidate for my next game, depending upon whether what I'm currently playing lasts me into September.

Ultima III - Will of course only play this after beating its predecessor.
theradicalchild: (Alucard)
Castlevania netflix titlecard.png 

Mostly based on Castlevania III and follows the last surviving member of the demon-hunting Belmont clan, Trevor, as he battles the forces of Count Dracula, vengeful against humans for killing his wife, executed by the Church for delving in science. Definitely far better than most videogame-based movies, and they should more do Netflix series based on games instead of trying to cram everything into two-hour films.
theradicalchild: (KOS-MOS)
Currently Playing:

Fire Emblem: Three Houses - I'm in Chapter 4, and spent an hour grinding quickly in missions, before finding thanks to the internet that it's apparently a better idea to change classes for characters earlier.

Xenosaga Episode I: Der Wille zur Macht - I don't know why, but I just had a strange itching to go through this game again, despite my mixed feelings on it from ages ago. It's actually a lot better than I remember it despite its flaws, and for some reason I've been having a blast grinding.

In My Backlog:

Baldur's Gate I + II: Enhanced Editions - Low priority.

Dragon Quest - Don't know when I'll get to this.

Fallout Tactics: Brotherhood of Steel - Depending upon the circumstances, this may be the next game I begin.

The Legend of Zelda: Skyward Sword HD - Another game my younger brother loaned me. He warned me that it has issues with its controls, and I'll probably hold off on it until I beat Three Houses.

Ultima II + III - Low priority too.
theradicalchild: (SMT: Strange Journey Redux)


A Journey That Begins Where Everything Ends

Ever since the release of the third mainline Shin Megami Tensei game on the PlayStation 2, subtitled Nocturne, the series would develop a following outside its native Japan, with most games in the long-running franchise afterward seeing English versions. It would be many years before the release of the next mainline game, Atlus content to put out spinoffs such as the Digital Devil Saga duology and additional installments of the Persona subseries, until they released what they considered the next “official” entry, subtitled Strange Journey, for the Nintendo DS. The following generation, the game would see an updated rerelease for the 3DS entitled Shin Megami Tensei: Strange Journey Redux, with several tweaks that make it the definitive version.

Redux opens with an expeditionary team investigating a phenomenon known as the Schwarzwelt appearing over the continent of Antarctica, the player controlling an American member of the group tasked with terminating the abnormality, before which he must navigate many bizarre labyrinths and gets the ability to summon monsters to help him fight. The story is generally well-told, with a great deal of originality and decisions throughout the game dictating what ending the player receives, an extra dungeon known as the Womb of Grief adding more narrative. There are some superficial similarities to the plots of prior Megami Tensei games, but the plot definitely helps far more than hurts.

The translation, fortunately, helps matters, with well-localized dialogue that’s largely free of spelling and grammatical errors, not to mention occasional oddities inherent in text localized from Japanese, although as Redux released towards the end of the 3DS’s lifecycle, the new voice acting remains in Japanese, but there are no other major issues aside from that.

Solid gameplay also backs the experience, with the original version of Strange Journey having in some respects returned the franchise to its roots, given the first-person dungeon exploration, with a Metroidvania-style formula of several enhancements assisting the protagonist’s exploration of each labyrinth, with occasional encouragement to explore prior dungeons after each upgrade to the player’s Main App. These include things such as unlocking hidden doors, changing the layout of certain areas of labyrinths through special tiles, detecting hidden enemies, making visible the walls, floors, and ceilings of “dark” areas, and the like.

As the protagonist explores labyrinths, an indicator gradually shifts from blue to red to indicate how close he is to encountering enemies, as always alleviating the tension associated with random encounters, certain Sub Apps able to increase or decrease their rate of occurrence. When the player does encounter an enemy party, they can either negotiate with them to get them to join the playable party, which typically requires items such as Life Stones and Shin Megami Tensei’s macca currency mostly gained from victory against antagonists. The player can also negotiate for other things such as items and money, though I didn’t find myself ever doing this.

Strange Journey Redux for the most part features a traditional turn-based system where the player inputs commands for their party of the protagonist and up to three demons and lets them and the enemy fight in a round. The typical trope of unpredictable turn order comes into play, although the player can acquire a Commander Skill, active or passive, that guarantees their party’s characters will all go before the enemy. Battles end when the player escapes or all characters/enemies are dead, the latter instance naturally resulting in a Game Over, although luckily, the rerelease’s liberalized save system somewhat cuts wasted playtime.

Whereas Nocturne featured the strategy of the player’s characters and the enemies able to obtain advantages by exploiting one another’s weaknesses (luckily visible any time in battle if the player has attempted a skill of a certain element), Redux sports its own twist, where if the protagonist or one of his demons exploits a monster’s weak point, all other characters of the same alignment (Law, Neutral, or Chaos) will unleash an additional attack, with a Sub App able to allow exploiters of weakness to transcend orientation. One major plus is that this system doesn’t work in the enemy’s favor at all.

The protagonist can equip different types of firearms to shoot regular rounds or elemental bullets at foes, ensuring he has some part to play in combat. Players won’t want to attach themselves to a particular party, and to keep up with more powerful enemies throughout the game, they can fuse demons, two at a time, to create empowered ones, the player able to register specific versions of monsters in the Demon Compendium for future resummoning at the cost of some macca. Fusion ultimately became my main method of acquiring new demons, and I very rarely had to negotiate with enemies, with some DLC allowing for faster leveling and money gain if desired.

The game mechanics work very well, with some elements to consider such as only the protagonist being able to use consumable items, which, while stackable, have limits to the amount the player can have in their inventory at any time. Players will also want to have demons in their convoy to summon in case any in their active party dies, the hero also only able to change demons. While the death of a demon removes it from the frontline party, a spell and item allow for simultaneous resurrection and resummoning of deceased demons. The different difficulty settings and mentioned DLC also make the rerelease accessible to most gaming audiences, and in the end, I found the gameplay more than joyful.

Exploring the first-person labyrinths can be fun too, upgrades to the Main App enhancing exploration akin to a Metroidvania, but one might find it easy to get lost at a few points, and there are things to consider such as the need to face respective walls to uncover hidden doors, leading to meticulous exploration without the aid of maps online. Despite this, there are plenty pluses to control such as the easy menus and liberalized save system, with two kinds of saves: field saves, which the player can make any time during exploration, and standard saves players make aboard the Red Sprite or at terminals. All in all, interaction is one of the game’s weak points, but the other aspects compensate for its flaws.

A nice soundtrack with an emphasis on orchestral instrumentation and ominous chanting accompanies the experience, with pretty much every track being solid, and there being different boss battle themes depending upon the kind of bosses. Redux adds Japanese voice acting, which remains in its mother tongue due to the remaster’s rerelease towards the end of the Nintendo 3DS’s lifecycle, although most voices fit their respective characters, with the demons participating in battle on either side having voices or aural effects of their own, enhancing the experience. There are some silent portions, but otherwise, the game is more than easy on the ears.

It’s easy on the eyes as well, even if there isn’t a whole lot of graphical improvement from the original, with a strict first-person perspective during cutscenes, exploration, and combat, but the player’s demons have good animations, and there are nice ability effects in battle. The lack of 3-D is disappointing, BUT while it like control is one of the game’s weak points, it has its strong suits.

Finally, a straightforward playthrough can take as little as sixty hours, although there is plenty side content and lasting appeal in the form of different plot branches, achievement medals, and a New Game+, but the occasional annoying dungeons may deter some players from going through again.

Overall, Shin Megami Tensei: Strange Journey Redux is a worthwhile remaster and one of many great swan songs for the Nintendo 3DS, given its solid strategic gameplay and exploration, enjoyable narrative with multiple plot branches and a polished localization, an excellent soundtrack, and nice stylistic visuals. There are a few issues to consider such as the occasional annoying dungeon (although Main App upgrades somewhat rectify that particular issue), the lack of English voicework, and the strict first-person disposition of the graphics, although the rerelease definitely does the dungeon crawl far better than the Persona Q games, and is one of the high points of the Megami Tensei franchise.

This review is based on an single playthrough of a copy digitally downloaded to the reviewer’s Nintendo 3DS, with DLC purchased and used.

The Good:
+Great gameplay accommodating to different player skills.
+Tight control and exploration.
+Enjoyable narrative with multiple plot branches and polished translation.
+Excellent soundtrack.
+Nice visuals.

The Bad:
-Some annoying dungeons.
-Voicework left in Japanese.
-Visuals strictly first-person and without 3-D capability.

The Bottom Line:
An excellent monster-capturing dungeon-crawl.

Score Breakdown:
Platform: Nintendo 3DS
Game Mechanics: 9.5/10
Controls: 9.0/10
Story: 9.5/10
Localization: 9.5/10
Music/Sound: 9.5/10
Graphics: 9.0/10
Lasting Appeal: 9.5/10
Difficulty: Adjustable
Playing Time: 30-60+ Hours

Overall: 9.5/10
theradicalchild: (SMT: Strange Journey Redux)
Currently playing:

Fire Emblem: Three Houses - My younger brother lent me this game, so I'm prioritizing it so I can get through it as soon as possible and get it back to him once I've exhausted its content. I think I'll go through it to see the different stories of the three houses and get a more complete experience.

Shin Megami Tensei: Strange Journey Redux - I'm at the final dungeon and have explored the first few floors a little. The blacked-out areas are somewhat annoying, although I hope to get the App that makes them visible on the automaps, after which I'll finish the Womb of Grief.

In my backlog:

Baldur's Gate I & II: Enhanced Editions - Not on my mind right now.

Dragon Quest (Nintendo Switch) - I do hope to play this this year due to it being the franchise's 35th anniversary.

Fallout Tactics: Brotherhood of Steel - It'll be some time before I get to this.

Ultima II + III - Low priority right now.
theradicalchild: (Benevodon of Moon)


Mana World Ransom

Square-Enix’s Seiken Densetsu series, known as Mana outside Japan, began as a spinoff of the Final Fantasy franchise, the first installment for the Gameboy known to Anglophones as Final Fantasy Adventure. While North American gamers would receive its first sequel for the Super NES, Secret of Mana, its sequel, only a few years prior given the official English name Trials of Mana, remained absent outside Japan until recently. The next Mana game Anglophone players would receive after Secret was Legend of Mana, with Square-Enix in recent years breathing new life into the series with remakes and remasters, Legend among the recipients of this treatment for Windows, the Nintendo Switch, and PlayStation 4. Is the rerelease worth playing?

Legend of Mana occurs in the world of Fa’Diel, where war incinerated the Mana Tree, and all the world’s various lands and inhabitants stored in artifacts, the first of which is a mailbox that creates a home serving as the playable male or female protagonist’s home base, with the primary hero or heroine tasked with rebuilding the world to its former glory. There are plenty of well-developed mini-stories throughout the game, and many memorable characters, although the central narrative is somewhat lacking, along with the general poor direction of the overall plot and accommodating gameplay.

The translation largely remains unchanged from the PlayStation version’s, which is a good thing, as it was one of the strongest ones of the original incarnation’s era, with nary a spelling or grammar error in sight, different dialects for certain characters such as Teapo’s Cockney speak and the pirate penguins, general comprehensible dialogue, occasional humor with references to things such as “getting stoned” and “being hard,” and the like. The font choice was definitely good, as well, with only minor spots in the localization regarding certain names such as “tako bugs”. Regardless, the translation very much helps the remaster far more than hurts.

Legend features a methodical structure where the player, largely through the completion of story quests, receives artifacts they place on the overworld to rebuild a town, dungeon, or field, new adventures encountered provided they’ve conversed with the right NPCs, entered an area, or fulfilled an objective that admittedly might necessitate use of a guide to uncover. Many quests revolve around traversing open fields and dungeons and maybe defeating a boss, and after a mission’s completion, the player can converse with Li’l Cactus at their home to get him to write a brief journal entry, with opportunities for obtaining these missable should players complete another quest in the meantime.

Within fields and dungeons, the player will frequently encounter enemies, which causes the screen to lock into place, akin to a beat-em-up arcade game, the general combat mechanics taking plentiful cues from the aforementioned gaming genre. When starting a new game, the player can select the hero or heroine’s initial weapon, although they can change to other weapon types throughout the game, and in the game menus, the player can assign skills such as jumping and dodge-rolling to two buttons, whilst the other two dictate weak and strong attacks, players able to string these in combination strikes.

There are plentiful safeguards against potential frustration with the game mechanics, such as the ability outside battle, new to the remaster, to toggle enemy encounters on or off except for storyline battles necessary to advance a subplot, not to mention the protagonist and his/her two allies starting each fight at full health. The player’s companions typically consist of a character central to the storyline and either a “pet” the player can capture through certain means and raise or a golem with fixed stats, sentient allies and pets able to level alongside the protagonist.

One of the main issues with Legend’s game mechanics, however, lies in its reward system, with defeated enemies dropping either an item for instant health recovery within the battle (with there being no system of consumable items, although a character’s health will slowly restore when they stand still), an item for various uses in things that may necessitate a guide, or experience crystals and coins any of the characters can collect, although without the use of a certain accessory or an additional player to control the second character, leveling allies can be somewhat taxing, and the hero or heroine will very easily be an experience hog, and experience crystals disappear after a few seconds.

Fortunately, battles tend to be quick affairs, although they generally don’t become too complex, the protagonist occasionally getting special skills they can use when their ability gauge is full, although these tend to require a great deal of foresight, given that their execution causes them to stand still for a few seconds before ultimately unleashing the skill, with enemies having ample opportunity to get out of the way. Should the main character or one of his/her allies lose all health, they naturally remain unable to fight, although gauges gradually fill that, when full, thrust them back into action with full health, but all characters losing all hit points results in a game over.

Given the generous save system, more generous in the remaster, however, wasted playtime is minimal, and as long as the player takes advantage of things such as blacksmithing to create better weapons and equipment, they’ll have little problem making it through the central storyline. The game mechanics generally work decently, battles being optional in the remaster being a major plus, along with some nifty features such as enemies blinking before executing powerful skills, although there are issues aside from the reward system such as having to track down certain allies to get them back in the party, given that they leave whenever the player enters their home, and in the end, the gameplay is largely serviceable.

On the subject of saving, Legend of Mana still has golden sprite statues where the player can record their progress, but most of the time outside combat, they can save anywhere, somewhat making said idols superfluous. The menus are generally easy to get a handle of, with an auto-equip function for the protagonist and no need to worry about the equipment of allies, although there exist major issues with regards to the field and dungeon designs, which can be convoluted, the total absence of in-game maps not helping. There’s also the difficulty of finding out how to advance the game without consulting a guide, and in the end, the remastery team could have made some effort to increase user-friendliness.

Yoko Shimomura’s soundtrack is one of the game’s highlights, with plenty beautiful town themes such as in Domina and Gato, and epic field and dungeon themes, the player able to choose between orchestrated or original instrumentation, and listen to any track within the game. The sound effects are somewhat generic and lack diversity, but otherwise, the remaster is a definite aural treat.

One could possibly say the same about Legend of Mana being eye candy, given plentiful positives such as the superb character and enemy designs and gorgeous environments scaled to contemporary widescreen televisions, along with a new, nice anime introduction before the title screen. However, the pixilation of the animate character and enemy sprites is very noticeable, and there are some reskins and recycled environments as well, and while the graphics rise above average, they don’t reach excellence.

Finally, the game can take as little as twelve hours to beat with a straightforward playthrough, up to twenty-four if the player decides to partake in every available quest, with a New Game+ theoretically adding replayability, although the weak control and ability to do every quest in a single playthrough (some are, however, missable), may deter players from wanting to go through again.

Overall, Legend of Mana is a bit of an odd duck, undoubtedly a polarizing game, given some of the unrefined aspects such as its game mechanics (which are otherwise decent), its control, the general absence of a strong overarching storyline, the unpolished parts of the visuals, and the average lasting appeal. However, it does have many astounding aspects, particularly its engaging mini-stories, the solid localization, and the beautiful soundtrack. Much like the Final Fantasy franchise from which the Mana series derives, the game, like many before and after it, dared to be different, and for the most part did a decent job in that respect, warranting a look, if nothing more.

This review is based on a playthrough of the PlayStation 4 version digitally downloaded by the reviewer.

The Good:
+Serviceable game mechanics.
+Interesting subplots.
+Excellent translation.
+Superb soundtrack.
+Good art direction.

The Bad:
-Guide necessary to get most of game.
-Dungeons and fields need maps badly.
-Weak overarching storyline with poor direction.
-Some rough spots in remastered graphics.
-Can be slightly tedious to go through again.

The Bottom Line:
Not the best Mana game, but still a decent remaster.

Score Breakdown:
Platform: PlayStation 4
Game Mechanics: 6.5/10
Controls: 5.0/10
Story: 8.5/10
Localization: 9.5/10
Music/Sound: 9.5/10
Graphics: 6.5/10
Lasting Appeal: 5.0/10
Difficulty: Moderate
Playing Time: 12-24 Hours

Overall: 7.5/10
theradicalchild: (Benevodon of Moon)


Trials with Class

While critics and fans largely regard Secret of Mana on the Super NES to be one of the greatest games of all time, its remake for the PlayStation 4 and Vita attracted significant criticism, especially from those who consider the original game infallible (which I don’t). Thus, there was naturally some trepidation at the announcement that Square-Enix was giving similar treatment to the long-untranslated Seiken Densetsu 3, given the official English name Trials of Mana, although expectations were more cautiously-optimistic given the original version’s beloved disposition in the fan translation world, with the remake meeting said anticipation.

Trials follows six different protagonists: the swordsman Duran, the beastman Kevin, the amazon Riesz, the thief Hawkeye, the sorceress Angela, and the healer Charlotte. Upon starting a new game, the player chooses one of these characters to be the main one, with two allies selectable among the bunch. Each character has different prologues before meeting their companions (with players able to play through those of the chosen protagonist’s allies once encountered), and afterward, it’s off to save the power of Mana from exploitation by dark forces. The story has plenty positive elements, such as a well-developed cast, political and religious themes, and the like, but there are little to no links to other Mana games, and one big plot twist in Duran’s quest has been done to death.

The localization is perhaps the remake’s weak point. While the dialogue certainly is legible, lips mostly sync with voices during voiced cutscenes, and the menus are clean, there is a lot of unnatural battle dialogue, with the convention of characters shouting the names of their attacks not translating well to the Anglophone world, and the script makes some questionable decisions such as referring to the Mana Faerie who joins the chosen characters early on as “Faerie” instead of “the Faerie,” which accounts for some awkward dialogue. In the end, Square-Enix does from time to time produce its share of translation turkeys, with Trials among them.

Fortunately, the gameplay largely compensates, with the remake taking more chances in this department than its predecessor’s updated rerelease, visible enemies encountered on fields and in dungeons between towns, and the battlefield limited to a certain area from which the player can escape by running towards the yellow border for a few seconds. However, combat is entertaining enough so to the point where most players likely won’t want to evacuate, and the adjustable difficulty accommodates players of different skill levels. The player manually controls one character, although they can switch control to the others any time during combat.

The controlled character the player can have string a series of combination attacks with the circle and triangle buttons, and even jump to attack aerial enemies. Some foes have a barrier the player needs to eradicate by attacking with a charged triangle button attack, breaking the monotony of battle at times. AI controls the character’s allies, the player having a number of options to adjust it in the game menus, dictating things such as how much of their MP they’ll use before conserving, and the option to use consumable items, nine of each the player can have at one time in battle in the franchise’s trademark item ring (which also has a limit to how many different item types players can have in combat).

One neat feature of combat is that before foes execute special skills, the game shows a “danger zone” that the controlled character can safely evade. Defeating all enemies in a battle nets experience for all characters, which occasional level-ups providing the leveling characters one or more training point the player can invest into five different stats so that they can learn occasional passive and active abilities, the protagonist and their allies initially able to equip up to two of the former, although this limit increases to four and six with respective class changes. When a character reaches level eighteen, the player can change their class in a light or dark direction at a Mana Stone, which unlocks more powerful training abilities. The next class change is possible at level thirty-eight with the addition of a special item gained from planting ??? Seeds, adding further abilities.

In addition to being able to rest and recover at inns, the player can also plant different item seeds to obtain various items, which in turn gradually levels up the item planter, with higher levels meaning better items. The game mechanics generally work well, aside from the tough decision of which classes to which to change the player’s characters and occasional idiocy of the AI in areas such as allies attacking shielded foes with normal attacks and not caring about enemy danger zones, but with the choice of characters and the class system itself, there’s plenty of diversity in playstyles, and the endgames for each character aren’t terribly drawn out.

Trials also interfaces well with players, with an easy menu system that’s light-years better than in the original version as well as explicit direction on where to go next to advance the narrative. Moreover, virtually all voiced dialogue is skippable, even in many instances actions occurring in between the delivery of lines, and maps help players with their journey. The only issues are the lack of a suspend save, given the occasional iffy placement of save points (gold ones fully restoring the party, silver statues allowing saving only), and the lengthy load times, but control is another high in the remake.

Composer Hiroki Kikuta returns from Secret to compose its sequel’s soundtrack, with players able to select between the remixed version in the remake or the original Super Famicom version, as well as select between English and Japanese voices. The main theme is superb, and there are plenty other standout tracks such as the various town themes, field tracks, and dungeon themes, although places such as the Windhall lack music. The voice performances are also of mixed quality, especially with the unnatural battle dialogue, but the sound effects are good, and the remake is overall easy on the ears.

The Trials remake uses a cel-shaded anime visual style that looks pleasant for the most part, with good character and enemy models, the former having moving lips during voiced cutscenes, although many of the latter consist of reskins. While the environs largely look pretty and colorful, there is noticeable environmental popup of distant elements and noticeable dithering at times, alongside blurry, pixilated texturing when the player views scenery up-close. The rerelease is definitely more than artistically competent, but has some kinks the developers could have worked out.

Finally, the remake is fairly short, with players potentially able to blaze through in at least twelve hours, and while the choice of characters when starting a new game and PlayStation Trophies make for nice lasting appeal, there isn’t much side content otherwise.

Ultimately, Trials of Mana, regardless of which platform players choose to experience it on, shows that Square-Enix’s Mana series yet has life, given the solid redesigned mechanics, excellent control, different choice of playable characters, great soundtrack, good visuals, and plenty reason to come back. Granted, it does have issues regarding its derivative story elements and spotty localization, although to date it remains one of the strongest entries of the Seiken Densetsu franchise, certain to please most gamers, most likely those that didn’t care much for the Secret of Mana remake.

This review is based on a single playthrough with Duran, Angela, and Charlotte on Beginner difficulty.

The Good:
+Great redesigned combat system.
+Solid control.
+Different party setups and playstyles.
+Excellent soundtrack.
+Nice visuals.
+Plentiful lasting appeal.

The Bad:
-Some derivative story elements.
-Spotty localization.
-A few weak voice performances.

The Bottom Line:
An ideal remake.

Score Breakdown:
Platform: PlayStation 4
Game Mechanics: 9.0/10
Controls: 9.0/10
Story: 6.5/10
Localization: 4.0/10
Music/Sound: 8.5/10
Graphics: 7.5/10
Lasting Appeal: 9.5/10
Difficulty: Adjustable
Playing Time: 12-15+ Hours

Overall: 8.0/10
theradicalchild: (Benevodon of Moon)
Currently playing:

Shin Megami Tensei: Strange Journey Redux
- I'm having an absolute blast fusing demons and getting full analyses on them, and am at the third main labyrinth, though I've revisiting prior ones since I got an upgraded unlock ability.

Trials of Mana (PlayStation 4) - I held off playing this since I wasn't very fond of the Super Famicom version (originally titled Seiken Densetsu 3), but this game has definitely surprised me, and I'm currently battling the Benevodons.

In my backlog:

Baldur's Gate I & II Enhanced Editions (Nintendo Switch) - I won't prioritize this collection since I didn't have a stellar experience with the original PC versions of the games, although I had heard there are story modes for both games to make them more bearable, and I'll eventually get around to these.

Dragon Quest (Nintendo Switch) - I'll get to this in a month or two since this year is the franchise's 35th anniversary.

Fallout Tactics: Brotherhood of Steel - Another game I've been holding off playing, having bought it over ten years ago on Steam due to a discount for a collection of the first two main games with this spinoff included.

Ultima II & III - I have these on my GOG app, and will eventually get to these.
theradicalchild: (Sonic Thumbs Up)
Shining Force Classics

Better than Emulation, but Not Flawless

During the sixteen-bit era of videogaming, the Super NES and Sega Genesis were the dominant consoles in North America, the latter aimed at older audiences and the former striving to be “family-friendly,” given Nintendo America’s draconian censorship policies. Both systems would receive their share of respective RPGs, chiefly the Final Fantasy franchise on the SNES, and the Shining and Phantasy Star series on the Genesis, most of which would see many ports during future console generations. Among the latest releases of the Shining titles is Shining Force Classics for the iOS, bringing along with the core games some contemporary enhancements.

The very first Shining game, Shining in the Darkness, is a first-person dungeon crawler with randomly-encountered turn-based combat in the main massive dungeon fought by three protagonists. A single town serves as a hub for performing functions such as resting to recover strength and purchasing new equipment, with navigation being a rather simple affair. While the inaugural Shining title does have some things going for it, such as a great soundtrack and good art direction, the chief game mechanics somewhat mar the experience, given the often-sluggish, generic combat and ease of losing oneself within the voluminous labyrinth.

The franchise would shift to the strategy RPG subgenre with Shining Force: The Legacy of Great Intention, divided into chapters with turn-based tactical battles necessary to advance the central storyline, a change that was certainly for the better, given the straightforwardness of the game mechanics, although there is a bit of character fatigue, some user-unfriendliness, a lackluster localization, and limited lasting appeal. However, story was decent for its time, and there are other positives such as a nice soundtrack and pretty visuals, and overall, the original Shining Force is a competent, if generic, strategy RPG.

The first numbered sequel, Shining Force II, is too a strategy RPG, although the developers didn’t divide it into chapters like the first game, given the less linear progression, which admittedly can lead to some instances where the player can lose themselves on the overworld figuring out what to do next, and there is again a deal of user-unfriendliness and spotty translation. However, it builds upon its precursor’s strategic gameplay for the better, has an original storyline, and has nice aural and visual presentation, although on the whole, it doesn’t quite achieve greatness.

Ultimately, Shining Force Classics is an okay collection of games that somewhat show their age, even with contemporary enhancements like save states. Shining in the Darkness is perhaps the low point of the anthology, given its genericness, although the shift from traditional roleplaying game to strategy RPG was for the better, both Shining Forces being more enjoyable, though they aren’t without their flaws. Those wishing to experience the original Shining Force would be better off playing the Gameboy Advance remake, and the collection needs not rank high in one’s gaming playlist.

This deep look is based on a playthrough to completion of all three games in the anthology.

Recommended?
Hesitantly
theradicalchild: (Sonic Thumbs Up)
Shining-Force-II

Granseal ‘94

The original Shining Force on the Sega Genesis had the honor of being my first strategy RPG during the sixteen-bit era, and while I enjoyed what little time I spent with it, as we had rented the game, I wouldn’t play it to completion until years later. We had also rented the game’s sequel, Shining Force II, another case where I wouldn’t see the game to the end until a generation or two later. The first numbered sequel would eventually find its way to iOS devices as part of the Shining Force Classics collection, and while it can be fun at times, it’s by no means a masterpiece.

Disaster is the name of the game as far as the second mainline entry goes, with a series of cataclysms wrecking the Kingdom of Granseal, thanks to a rat thief named Slade stealing magical jewels from a shrine, these disasters forcing the country’s inhabitants to resettle elsewhere overseas. The narrative ultimately focuses on a conflict against the devils, led by Zeon, with protagonist Bowie leading his own Shining Force against them. There are a few links to the original game (and gaiden game Final Conflict links the storylines), but a map showing the universe of the series would have been welcome, and there isn’t a lot of character interaction among the massive playable cast.

The translation definitely doesn’t help matters. While the dialogue is mostly legible, there are a series of issues such as the recycled names within the series for the various characters, such as Slade and Luke, not to mention a few name inconsistencies, such as “Nazca” and “Nazka”. There are also many errors within the text and frequent uncharacteristic dialogue such as one character proclaiming “Groovy!”, which really wrecks the mood. The error in prior English Shining Forces of characters obtaining “1 EXP points” also recurs, character names are in all caps, and class names are compressed to four letters. Generally, while the story was good for its time, the localization could have been better.

Shining Force II is a strategy RPG mechanically similar to the original game, albeit with some key differences, prime among them being that it’s significantly less linear than the first game, with the eventual ability to return to previous locations across a vast overworld, and not in a chapter-based division. Still, the tactical battles occur with the player’s party of up to twelve active characters facing off against enemies across battlefields in turn-based combat where speed most likely dictates turn order. When one of the player’s characters reaches their turn, they can move around in a range, movement luckily not ratcheted as in future strategy RPGs such as the original Final Fantasy Tactics.

Each character can attack normally (players able to calculate damage by subtracting enemy defense from attacker strength), use MP-consuming magic spells with each of these abilities having a maximum of four levels (which are adjustable for different situations), use an item (characters able to hold up to four, including their weapon), or simply end their turn. When a character is in range and is able to perform a move for an ally or against an enemy, the game switches to a separate screen where they execute their command, players able to disable the extra dialogue to speed up these scenes slightly.

Performing most commands nets a character experience points, with a hundred needed to advance a level and up to fifty obtainable with commands performed, the bulk of it coming from killing enemies, and largely proportional to a character’s level. Stats naturally increase with raised levels, with the sequel increasing the minimum level necessary to promote characters to twenty, forty being the maximum level an unpromoted character can obtain. Players will definitely get the most out of their characters by waiting until level forty to promote them, and in a twist, certain items can allow them to promote to alternate classes, such as master monk for healer allies, potential tank units.

Battles end in victory for the player when they off the “leader” enemy, whereas Bowie’s death transports players back to the last save point with half their money lost yet experience for all characters retained. Fortunately, the Shining Force Classics version retains many of the same modern conveniences implemented for the original game, such as the ability to keep up to three save states or rewind time by fifteen seconds, handy in case of screwups. However, contemporary features like a turn order meter are absent, alongside other issues such as a lack of balance in leveling and the need to center spells on enemies or allies to execute them. Regardless, the mechanics help the game more than hurt.

Control, alongside the localization, is one of the sequel’s weakest link. Given the reduced linearity, direction on how to advance the main storyline can be poor at times, and the player can’t view a map of the overworld to help in navigation. Reviving deceased characters at churches can be taxing as well, given the ability to resurrect only one at a time, and while the four-item limit for each character adds to the battle system’s effectiveness, managing inventory can be tedious. There are some bright spots, however, such as the sequel, like the original, being one of the earliest RPGs to feature a suspend save, and while it doesn’t interact with players as well as it could have, things definitely aren’t abysmal.

Motoaki Takenouchi’s soundtrack is inarguably the high point of Shining Force II, with a central theme in the form of “Warrior of the Reviving Light” (doubling as one of the primary battle tracks) and its various remixes such as the Caravan music and flying piece. There are also plenty of catchy tracks such as the main town theme, a few militaristic pieces such as the castle music, and enthralling tunes during the battle scenes, which change for promoted characters. The overall quality of the soundtrack could have definitely been better, alongside more diverse sound effects aside from pitches in digitized cutscene voices, but the sequel all in all is a definite aural treat.

The visuals look nice as well, bearing some more polish than the original game, with character sprites containing good anatomy and occasionally showing some gestures such as shaking heads, with their environments looking pretty and colorful as well. The designs for the characters prominent during cutscenes are good as well, their sprites resembling their portraits, with the high point of the graphics being the battle scenes where a character or enemy performs a command, characters and the enemy having great anatomy. There are some reskins on both sides of battle, and pixilation is more apparent on an iPad, but the sequel is more than visually competent.

The second numbered entry’s main source of lasting appeal comes in the form of difficulty selectable when starting a new game, not to mention the endless potential playstyles and extra battle that occurs a few minutes after the ending credits, but there aren’t any major sidequests or a New Game+ (though to be fair, the concept wouldn’t come along until Chrono Trigger), so this aspect is largely middling.

In the end, Shining Force II is a competent sequel that hits many of the right notes with regards to its straightforward tactical mechanics, inventive (for its time) storyline, excellent soundtrack, and great visual presentation, although it does have issues preventing it from truly excelling such as the general user-unfriendliness, poor direction in the main narrative, lackluster localization, and middling replay value. Granted, it is, alongside the original game, one of the better entries of Shining Force Classics, although it’s by no means a bucket-list game, and there are plenty other higher-quality titles within and without the tactical subgenre.

This review is based on a playthrough of the version included with Shining Force Classics on an iPad Pro, on Normal difficulty.

The Good:
+Good straightforward tactical mechanics.
+Original story.
+Excellent soundtrack.
+Nice visual direction.

The Bad:
-Somewhat user-unfriendly.
-Frequent poor direction on how to advance.
-Lackluster localization.
-Average lasting appeal.

The Bottom Line:
A competent sequel.

Score Breakdown:
Platform: iOS
Game Mechanics: 7.5/10
Controls: 4.0/10
Story: 7.5/10
Localization: 3.5/10
Music/Sound: 9.0/10
Graphics: 8.0/10
Lasting Appeal: 6.0/10
Difficulty: Adjustable
Playing Time: 24-36 Hours

Overall: 6.5/10
theradicalchild: (Kingdoms of Amalur: Re-Reckoning)


Thank Chafee

Let me preface this review by saying that I despise American politics to the point where I don’t even look at newspapers for fear of them triggering my dark side, and don’t bother browsing sites such as Twitter. I hate it even more when the topic injects itself into nonpolitical subjects such as videogames, although there are rare cases where the topics intersect in a good way, such as Texas politicians providing initiatives to Austin-based game developers, or a loan from the State of Rhode Island financing the development of Kingdoms of Amalur: Reckoning, which would see a remaster entitled Kingdoms of Amalur: Re-Reckoning, allowing a new generation to experience the Western RPG.

Like the original version Re-Reckoning features deep lore by fantasy author R.A. Salvatore, which is very engaging to the point where even subquests add significantly to the narrative. The game itself begins, unusually, with the player’s character’s death, although the gnomish scientist Fomorous Hugues revives this protagonist, the “Fateless One,” after which the hero embarks on a quest through the Faelands, one of the titular Kingdoms of Amalur, to discover the circumstances of their initial demise and life beforehand. The plot definitely helps the game well, although there are some played fantasy tropes such as the quest for immortality and general lack of distinction from other fantasy mythos.

Fortunately, the gameplay helps Re-Reckoning far more than hurts, with the player creating a customized protagonist of one of four playable races when starting a new game. Players begin as “Fateless,” although they can, when their character levels, invest points (three per level) into one of a trio of skill trees, corresponding to warrior, rogue, and mage classes, each with plenty active and passive abilities. The player also gets to invest one point when leveling into another breed of skills that decide things such as how much money they receive from selling excess items and how much detail the helpful minimap shows such as Lorestones that grant a pinch of experience and supplemental backstory.

Players can also wield a variety of different weapons such as swords, hammers, bow and arrows, knives, chakrams, and staves, with the gameplay generally devolving to hacking and slashing enemies regardless of armament, although charge attacks ultimately become available for each method of attack, as do mana-consuming abilities with active and passive actions, some of which the player can have “sustained,” consuming a fixed percentage of their maximum magic points for a neverending effect. Other notable magic includes one spell from the mage tree that can temporarily summon an AI-controlled skeleton ally that fights alongside the Fateless One.

Difficulty in Re-Reckoning is adjustable to fit different player skill levels, the game mechanics work well, the camera being an issue, and the lack of targeting akin to the Kingdom Hearts series not hurting at all. Battles tend to flow smoothly and accommodate many different playstyles, especially with the different skill trees, and there’s plenty of fun to have. Pretty much the only real issues are that gaining experience bonuses from Reckoning mode (which temporarily increases attack power) requires a great deal of button-mashing, and the player can’t always put up their shield to defend enemy attacks.

The remaster is generally user-friendly, with the rare ability to skip voiced text during most cutscenes, accommodating to hearing-impaired gamers. There’s also an in-game clock as well as fast-travel among visited areas of interest, although there are some points where instant conveyance is unavailable, namely in the middle of dungeons. While the direction on how to advance the main storyline and most subquests is generally clear as well, there are maybe a handful of moments where the player might find themselves needing to use a guide. Regardless, the game generally interacts well with players.

Probably the weakest aspect of Re-Reckoning is its audio presentation, given the relative lack of memorable music akin to many prominent Japanese RPGs, although there is good orchestration and excellent voice acting.

The remaster, however, fares better visually, with good colors and details such as different equipment affecting the protagonist’s appearance, realistic environments, character and enemy models with believable anatomy, and the like. There is a bit of choppiness, environmental popup, and some occasional blurry and pixilated texturing, but otherwise, the game is far from an eyesore.

Finally, while there is a great plethora of side content to prolong the experience, the remaster surprisingly doesn’t feel padded at all, especially due to things like fast-travel, and there’s plentiful lasting appeal in said extra material, although the Nintendo Switch, as usual, lacks achievements.

Overall, Kingdoms of Amalur: Re-Reckoning is a worthwhile remaster that hits most of the right notes with its gameplay, control, well-developed lore, and good graphics, with only a few areas in which it fumbles such as fast-travel not always being available, the lack of distinction from other fantasy settings, the unmemorable soundtrack, and a few technical issues with the visuals. Although the original version sold over a million copies, it was so overbudget it didn’t break even financially, causing some controversy in Rhode Island in the original’s time, but that it’s a great game largely compensates for that, and one could consider it a certain former Senator and Governor’s greatest accomplishment.

This review is based on a playthrough of a copy purchased by the reviewer.

The Good:
+Excellent game mechanics.
+Tight control.
+Deep lore.
+Nice visuals.

The Bad:
-Fast travel not always available.
-Not a whole lot of distinction from other fantasy settings.
-Soundtrack generally unmemorable.
-Some technical hiccups with graphics.

The Bottom Line:
A great Western RPG.

Score Breakdown:
Platform: Nintendo Switch
Game Mechanics: 9.5/10
Controls: 8.5/10
Story: 8.5/10
Music/Sound: 8.0/10
Graphics: 8.5/10
Lasting Appeal: 9.0/10
Difficulty: Adjustable
Playing Time: 30-60 Hours

Overall: 9.0/10
theradicalchild: (Kingdoms of Amalur: Re-Reckoning)
Games I'm playing:

Kingdom of Amalur: Re-Reckoning (Nintendo Switch) - I've been having an absolute blast doing sidequests whilst scarecely advancing the main plotline. The lore is superb, with every quest adding to the narrative in some fashion.

Shining Force II (iOS) - I'm having a good time with this as well, given the fast pace of battles and leveling. The music is definitely awesome.

Shows I'm watching:

Castlevania - Finished season two. Definitely one of the much-better videogame adaptations.

Marvel's Agents of S.H.I.E.L.D. - I watch one episode per day whilst I fulfill exercise goals on my Apple Watch. Definitely a deep show, but I sort of half-watch it and it doesn't really stick with me.

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