theradicalchild: (Gaming Fox Scout)
Grandia HD Collection

Grandia Theft Temps

When I was well into PlayStation 2 RPGs, one I gave a shot was Grandia Xtreme, which was my first delve into the Game Arts franchise, when then I didn't know of its predecessors. Needless to say, it wasn't a totally positive experience given things like the save point starvation and consequentially having to go through long treks through dungeons without being able to recover, leaving you exhausted at the end of said dungeon crawls, although its predecessors seemed better in this regard, despite their PlayStation ports being technical messes. The Grandia HD Collection gave a great opportunity to redeem said issues, but did it?

Both games' narratives occur in completely different universes, with the first focusing on Justin as he yearns to become a great adventurer in search of his father, and the second focusing on a sarcastic Geohound named Ryudo charged with escorting a possessed nun, Elena, to meet the Pope so she can get cleansed. The first game's story is very hackneyed and melodramatic, while the second's is somewhat better in spite of boring cutscenes and borrowing heavily from another Game Arts title, Lunar 2: Eternal Blue. Lackluster translations, lamentably, don't help either game, with GungHo Entertainment apparently not being bothered to update their badly-written scripts.

The first and second Grandias feature variations of the same critically-lauded battle system, although said critics were obvious blind to their myriad flaws, beginning with their encounter systems, which are a huge step from the vastly superior ones like those in EarthBound, with enemies charging the player's party regardless of their strength, and some unfairness occurring with things like blinking and reappearing unexpectedly to surprise the player or in the second entry's case, aerial enemies that are a real pain to get the initiative against in the first place. How the player encounters said foes dictates whether they, the player, or no one gets to go first.

The game mechanics of both games largely follow the same rules, where the player's characters and the enemies all share one turn order gauge along which they move to a stopping point where the latter begin to execute their abilities, and the player decides the formers' commands. One key feature is the ability to cancel enemy commands if the player times their characters' attacks right (though foes can do the same), but both games require an incredible amount of foresight in this regard, given the unpredictability of enemy speed across the turn order gauge. A major thing that bogs down both games' battle systems is the lengthy, unskippable ability animations, which are significantly worse in the second game, and really prevents their gameplay from truly excelling.

Both Grandias have similar gameplay without combat, with players exploring towns and dungeons that are open or close-aired, or a combination of both. There are no explorable overworlds, with each having a rigid linear structure and plot advancement. The menu systems of both games are different and have their flaws, with the first having an annoying limit on item capacity; while the second ditches this, it has a really-irritating spherical menu system. Both, however, have save and recovery points that somewhat ease the pain of long dungeon treks, but they could have easily interacted with players better.

Noriyuki Iwadare composed the soundtracks of both games, which definitely do have their share of good tracks, although their quality is often grossly inconsistent, with some really weird or downright-bad pieces. Players have a choice between English and Japanese voicework for each game, but unfortunately, the first retains the same janitorial staff-quality performances as the PlayStation version. The second game's English voices are easily far better, but still imperfect. In the end, the sound of both games rises above average, but not by a heavy degree.

The first game's graphics were adapted to widescreen, with a world's worth of difference in their quality compared to the original versions, with nice colors and upscaling, looking overall generally gorgeous. However, the sequel is a far different ballpark, with hideous three-dimensional graphics that look every bit as bad as they did on the Dreamcast and PlayStation 2, very easily passing for a late PlayStation 1 game.

Finally, the first Grandia can be really long, up to ninety hours, while its sequel is about half that length, with little lasting appeal in either game.

Overall, while the Grandia HD Collection has a few things going for it like the battle systems (though these are far from perfect unlike mainstream and "fan" video game critics make them out to be) and to a lesser extent the soundtracks, they also have plenty going against them like the horrid control, average narratives, inconsistent voicework quality, and in the second game, the hideous graphics. Both also require a lot of time to complete, which is too much for games that are at best average, so unless they're on sale for a huge discount and your gaming dollars are really tight, you can easily live without experiencing them, as there are far better JRPGs out there.

This Deep Look is based on single playthroughs of both games.

RECOMMENDED?
HESITANTLY

theradicalchild: (Sleeping Gaming Koala)

Chrono Trigger

Beat Magus and am back in prehistoric times, going through Tyranno Lair.

Grandia HD Remaster

Got to Gadwin's place and have him and Sue back in my party.

Still working on my Fantasian Deep Look...
theradicalchild: (Moogle)
temp-Image-Cddqv4

Not Pixel Perfect, but Still Fun

Although Square, now Square-Enix’s, Final Fantasy series, has been around since 1987 (at least in Japan), it wouldn’t occur to them until the turn of the millennium to develop upgraded rereleases of earlier series entries like rival Enix’s Dragon Quest franchise had since it entered the 16-bit gaming era. When Square did get into the remake game, they initially did so for the doomed portable WonderSwan system before wising up and focusing on more mainstream systems such as the PlayStation. After merging with Enix, they found a cash cow in countless ports and upgrades of older Final Fantasies, a trend that continues today. In 2021, Square-Enix announced another series of upgraded rereleases, the Final Fantasy Pixel Remaster collection, whose release was initially limited to Windows, iOS, and Android; however, they expanded it to the PlayStation 4 and Nintendo Switch. Does this latest round of remakes warrant a playthrough for modern gaming audiences?

As the anthology’s moniker suggests, the primary selling point is its “remastered” visuals, which aim to be more faithful to the graphical styles of the original iterations of the first six Final Fantasies, chiefly regarding the character sprites, while avoiding appearing too dated graphically, and the results are inconsistent. While the sprites, colors, and environments are beautiful, the eponymous pixelation evokes the expression “Beauty is the eye of the beholder” since visual smoothness is rare; however, those who term old-school graphics infallible will appreciate the aesthetics. Regardless, many lazy graphical decisions from the first six games remain, like the player’s characters making no contact with the enemy when using standard attacks, the inanimate foes, and the reskins that recur throughout the collection.

Original series composer Nobuo Uematsu returned to remaster the soundtracks, a consistent high point of the collection, gloriously reorchestrated with contemporary video game instrumentation. Players can switch to the original digitized versions of the music for a more authentic old-school aural experience.

The Pixel Remasters sport numerous quality-of-life improvements that make the first six games more accessible to series newcomers. Among these are autosaving during transitions between areas, diagonal movement, and helpful in-game maps for towns and dungeons, in addition to those for the overworlds, which even indicate how many treasures remain in each visited area. Features from previous versions of the games, like suspend saving, also return.

While all six games have notable differences in their core gameplay, the collection improves them with features across all. Among them is the ability to toggle random encounters on or off outside combat and auto-battling that can speed up battles, soften the temporal burden of grinding, and shave superfluous playtime. New to the PlayStation 4 and Nintendo Switch ports are Boosts that can modify the games’ base difficulties to be lower or higher, chiefly through experience and money acquired from combat victory.

The central narratives of the collection’s entries remain unchanged (although the third game’s Pixel Remaster reverts to the plot of the original 8-bit version instead of retaining the DS remake’s), and their translations contain plenty of polish.

The collection features appeal in the form of PlayStation Trophies and whatever sidequests are within each game.

Overall, the Final Fantasy Pixel Remaster collection does warrant a playthrough from modern gaming audiences, especially the PlayStation 4 and Nintendo Switch versions, given the added options to modify the difficulty to accommodate their skill level. Granted, those who deem previous iterations of the game to be infallible or have exhausted themselves on said prior versions won’t find much to celebrate by reexperiencing the titles. The remastered soundtracks are inarguably the highlight of the anthology, but depending on how one looks at them, the visual remastery doesn’t always excel, given the lazy graphical aspects retained from the original versions of the games. Even so, the Pixel Remasters are the definitive versions of the first six Final Fantasies, making them far more accessible to mainstream gamers than ever.

This deep look is based on playthroughs of digital copies of all six remasters purchased and downloaded to the reviewer's PlayStation 4 to their standard endings.


RECOMMENDED?
YES

theradicalchild: (Wireframe Dungeon)

Excellent Origins

During my years in undergraduate college, I discovered a Nintendo DS RPG from Atlus entitled Etrian Odyssey that attempted to recreate the style of old-school first-person dungeon crawlers such as the Wizardry series. While it was not without its faults, I enjoyed it enough to play most of its sequels and remakes up to the apparent concluding entry, Etrian Odyssey Nexus on the 3DS. The following decade came the unexpected announcement that Atlus was remastering the first three mainline entries for Steam and the Nintendo Switch under the moniker of the Etrian Odyssey Origins Collection, allowing a new generation of gamers to experience them.

For those unfamiliar with the franchise, the structure of the first three games in the Etrian series consists of a hub town (two in the third installment) where the player creates a guild of playable characters of different classes, with five allies organized into front and back rows, each with the maximum of three adventurers. In town, the player can also purchase equipment for their characters, sleep at the inn to recover the party, and obtain missions from the tavern or whoever runs the town alongside which each entry’s Yggdrasil Labyrinth exists that have rewards such as money, items, and in the third entry, experience for the active characters.

Players can create characters from various classes, some overlapping throughout the games, sometimes with different monikers, such as magicians that can cast elemental magic. Each has a skill tree where the player can invest points into active and passive abilities that unlock advanced skills. Some classes are more effective on the front row, where they deal more yet receive more physical damage; in the back row, they receive but deal less physical damage unless they have a ranged weapon in which certain classes are adept; or, in a few cases, either.

Once ready, the player can head into the town’s adjacent Yggdrasil Labyrinth, which consists of first-person navigation of its various floors, upward or downward. Central to exploration is the dungeon map the player can create while wandering the multi-floored dungeon’s various Strati, with options allowing visited tiles and walls to be automatically mapped, somewhat reducing the legwork of the in-game cartography. Players must still manually place icons indicating elements like doors and secret passageways. While on the DS and 3DS, they could do so with their respective styluses, the developers adopted the mapping control surprisingly well for the Steam versions I played, even when using a controller.

The battle mechanics are also central to the Origins Collection, with fights randomly encountered. However, an indicator changes color from blue to red, which reduces the unpredictability of random battles. Combat utilizes a traditional turn-based style where the player inputs commands for their five characters: these include attacking with an equipped weapon, using a TP-consuming ability, consuming an item from the inventory, executing a limit break (which comes in different forms throughout the trilogy), or attempting escape, with up to five chances to do so if players select the option for each ally.

Victory nets characters who are still alive experience that allows them to level up, which gives allies skill points to put into their respective trees. Enemies also may drop parts that the player can sell at shops to unlock new consumables, weapons, armor, and accessories for sale, akin to Final Fantasy XII. What happens when the enemy obliterates the party depends upon the difficulty setting; on Picnic mode, the game transports them back to town with nothing lost, while on higher settings, death results in a Game Over with a chance to save progress made on the in-game cartography.

In all three games, powerful enemies known as FOEs wander each floor of the Yggdrasil Labyrinths; avoiding them upon first encounter is usually a good idea on difficulties above Picnic. Only in the second game do they not reward players with experience, but they still may drop materials across the whole trilogy. Bosses terminate each Stratum and may respawn after a few in-game days, providing more opportunity for extra experience and maybe a drop the player initially didn’t receive from them. Finding certain enemy drops to fill the compendia may necessitate the use of the internet, but luckily, obtaining all isn’t necessary to complete the main quests.

The game mechanics remain solid throughout the entire collection, with certain classes working well with one another; for instance, abilities that allow a single character to act first in a round can nullify the typical turn-based RPG issue of healing for allies with low health coming too late. Significant mechanical differences in the trilogy come in the third game, with the sea exploration to sail the waters around Armoroad and the eventual ability to allow one class to branch into the skill tree of another. The accommodation in the anthology to players of different skill levels is a big feather in its cap as well.

As mentioned, the developers adapted the cartographic control well to the Steam versions, which comes from my experience with a controller playing them on my television via the Steam Deck’s dock. Furthermore, because of the gameplay structure, there usually is no problem finding out how to advance the central storyline. However, I did come across a few points, most recently in the third game, where I had to consult the internet. The setup of the menus remains the same throughout all three titles and is easy to handle. However, fans of RPGs with highly interactive overworlds and town exploration will be in for disappointment.

The narratives of each Etrian are self-contained, with minimal connection; moreover, while it is up to the imagination of the player regarding the backstory of whatever playable characters they create, there are many stories within the Yggdrasil Labyrinths, sidequests, and especially the sea exploration in the tertiary entry which contain a great deal of thought and lore. The translations are top-notch, as one would expect from Atlus, despite a few rare awkward lines, and don’t mar the plot experience.

Yuzo Koshiro composed the soundtracks for all three games, with many varieties of tracks that have superb digitization and make for excellent aural experiences.

The art direction is also pretty, with the designs for the characters and enemies having polished appearances. However, the latter in combat have many reskins and are inanimate, with battles remaining strictly in the first person, like older installments of the Dragon Quest series. The three-dimensional parts of the visuals have a smoother look compared to the Nintendo DS versions. Still, there is slight blurriness and pixilation in the environmental textures.

Finally, one can blaze through each game in as little as twelve hours; however, side content such as postgames, Steam achievements, and filling the item and enemy compendia can boost playtime well beyond twenty-four hours per game.

In summation, Atlus did a superb job remastering the first three mainline Etrian Odyssey games, given their engrossing combat and mapping mechanics, lore-laden narratives, and solid audiovisual presentation. The accommodating difficulty settings will appeal to players of different skill levels, for the novice taking the edge off their old-school brutality and for the masochist providing a good, risky dungeon-crawling challenge. The Etrian Odyssey Origins Collection was a series of remasters I didn’t see coming. However, the developers did the games justice, and I can’t recommend the anthology highly enough.

This deep look is based on playthroughs to the standard endings of each entry on a Steam Deck using the television dock.


RECOMMENDED?
YES

theradicalchild: (Bunny Link)
The Legend of Zelda: Tears of the Kingdom

Tears of Disappointment

Let me begin this deep look by saying I do not like Nintendo’s Legend of Zelda series, and consider it one of the most overrated franchises in gaming history. There are a few entries that I enjoyed, such as the Triforce of the Gods games (A Link to the Past and A Link Between Worlds), but I believe that the franchise especially went downhill when it leaped from two to three dimensions. Even then, I didn’t care much for Ocarina of Time or its rerelease on the Nintendo 3DS. I remember buying a Nintendo Switch because of Breath of the Wild’s “universally positive” reception, but I still didn’t like it. The Legend of Zelda: Tears of the Kingdom continues the open-world direction the franchise has headed in, and while I really wanted to like the game, it just didn’t love me back.

Tears of the Kingdom occurs several years after Breath of the Wild, with Link and Zelda exploring the caves below Hyrule Castle, from which toxic Gloom has been sickening citizens of the kingdom. After encountering a mysterious mummy, an event known as the Upheaval occurs that results in Link losing the power that he had acquired in the game’s predecessor, with floating islands and poisonous Depths appearing as well. Some of the backstory is good, but the narrative doesn’t really strike any new ground, and in general, once you’ve experienced one Zelda game’s plot, you’ve pretty much experienced them all. The translation is legible, but Nintendo of America, as in recent years, didn’t really put much effort into making it sound realistic and fitting for a fantasy game, also annoyingly using the acronym OK instead of “okay” among other things.

The Gloom of Doom
And makes the endgame nigh unplayable.

Many elements from Breath of the Wild return, such as Link being able to find different kinds of melee/ranged weapons and shields that break after excessive use, with an initial limit as to how many he can carry at a time, but players late into the game can use Korok Seeds strewn throughout Hyrule to increase these limitations, which I only found out about via the internet. Shrines return, where Link, in most cases, must solve a complex puzzle to receive a Light of Blessing, four of which he can use to extend his life or stamina meters at Goddess Statues. Link can also obtain additional Hearts at points, including finishing one of the main Temples necessary to advance the storyline.

Players can outfit Link with clothing for his head, body, and legs for defensive power and increase it at Great Fairy Fountains throughout Hyrule; however, gaining access to their power is difficult without a guide. Certain clothes are necessary to traverse areas with extreme heat or cold without suffering damage, sometimes available in the regions where such conditions occur. Combat largely remains the same as in prior three-dimensional Zeldas, with Link able to lock on to an enemy within his view, attack it, block its attacks with his shield, and execute moves such as side jumps and backflips.

Lamentably, the same problems in combat carry over from prior 3-D Zelda installments, where switching a target necessitates that the player release the targeting button, get close to another enemy, and hold the same button. Moreover, the minimap doesn’t show enemy locations on the battlefield, which leaves Link completely blind from behind. Furthermore, if his back is near a wall, the camera can go haywire, and Link can leap and grab said wall, making him vulnerable to the enemy. Most of the time, killing enemies nets Link parts and armaments he can seize for himself.

Throughout his lengthy journey, Link gains several powers instrumental in solving the myriad puzzles present in most series predecessors. First is Ultrahand, which allows Link to telekinetically move an object around and rotate it in any direction except port or starboard, which leads to many annoying moments. Players can attach movable objects to one another and break one piece from another by wiggling the right stick. This ability plays significantly into advancing through the Temples Link accesses and completing Shrines scattered throughout Hyrule. However, I found it incredibly difficult to discover many Shrines and solve their respective puzzles, if present, without the internet.

Take that, tree.
Link's a lumberjack, he's...not okay.

Another ability Link acquires includes Fuse, which can allow him to fuse one of his breakable melee weapons and shields with a specific material gotten from defeating monsters or battlefield objects such as wooden crates or boulders, which renders it unchangeable until it breaks. He can also attach materials to arrows he can shoot from one of the bows he can carry to provide effects such as homing guidance towards enemies, which can fare well against those with unpredictable movement patterns. Sometimes, Link can pick the arrows he fires back up if they fail to strike a monster, provided the player can track them down.

Link also gains the Recall ability, which can target a single object and reverse its movement, be it one he has moved through Ultrahand or a moving part of an environment such as a giant cog, often necessary to solve some Shrine puzzles. Furthermore, players can photograph monsters and most weapons, shields, bows, and items they drop to note them in the various compendia, a tedious task when other roleplaying games automatically do so. The Ascend ability allows him to leap through a ceiling if it isn’t too high above and emerge at the top.

While Tears of the Kingdom has its fun moments, given the various killer moves Link can execute, there exist many issues aside from those mentioned that prevent it from being wholly enjoyable, especially toward the end when he must traverse the Depths for the endgame sequence and risk losing maximum life due to Gloom that infests the underworld which seems to exist solely to artificially make the game longer than it needs to be, with the potential to go into the final battles with a low number of Hearts. While there are food recipes that can cure Gloom taint, players will need to go through hoops to get the ingredients to make them, which again can necessitate the internet, which is the only possible way to get through the game in a reasonable time.

Moving to control, while players can theoretically record their progress anywhere, they cannot simply quit in the middle of a drawn-out puzzle and expect progress to remain, with the frequent load times, inexcusable in a cartridge game, not helping, and the autosave feature can be unreliable. Another major problem is the absence of automapping, which would have made discovering the Shrines and other locales of Hyrule easier, with segments of the country mapped entirely alongside no indicator of where the player has been when Link visits one of the Skyview Towers. Even then, Link sometimes must go through hoops to activate them in the first place. The teleportation between Shrines is a godsend, but Tears of the Kingdom could have been more user-friendly.

Along with rockets, flamethrowers, and other weaponry.
Vending machines were all the rage in ancient Hyrule.

Like Breath of the Wild, the sequel has a minimalistic musical presentation. While there are some decent tracks, the aurals rely too much upon ambiance. The sound effects are good, but the quality of the voicework is mixed, with some annoying performances and lots of annoying grunting during cutscenes not fully voiced. Thus, one could get away with muting the volume and listening to other music while playing the game.

The visuals are mostly the same as in Breath of the Wild, with a cel-shaded style that superficially appears decent, and the lighting effects and colors are genuinely beautiful. However, there are many technical hiccups, including a choppy framerate, environmental pop-up, blurry and pixilated texturing, and jaggies. Moreover, Link eating phantom food whenever the player uses food items in the game menus looks asinine. Ultimately, the game is only graphically acceptable.

When ceasing to play the Breath of the Wild sequel, my playtime numbered around seventy-two hours, with plenty of Shrines yet to discover and many sidequests left incomplete. While the supplemental content would theoretically enhance the lasting appeal, only those who somehow enjoy the game would want to play onward.

Overall, Tears of the Kingdom, like Breath of the Wild before it, was for me a massive letdown, given its tedious gameplay and control, hackneyed writing, and average audiovisual presentation, with the Zelda series and open worlds, in my opinion, going together as well as a fish and a bicycle. However, if you liked the first Nintendo Switch Zelda, you would probably enjoy its sequel, but there are far better open-world RPGs. Those in search of the definitive Zelda experience would be far better off playing one of the genuine classics of the franchise like A Link to the Past and A Link Between Worlds. Regardless, if I could use Link’s Recall ability on the time I spent with the game, I would do so in a heartbeat.

This deep look is based on an incomplete playthrough of around seventy-two hours to the “Destroy Ganondorf” quest.

theradicalchild: (Kusoge)


糞のロンド

Konami’s Castlevania series has a storied history dating back to the 8-bit era of video gaming, with its inaugural entry on the Nintendo Entertainment System establishing it as a side-scrolling action series focusing on the Belmont family of demon hunters focused on preventing Bram Stoker’s iconic vampire Count Dracula from wreaking havoc upon the world. The first entry proved successful to the point where they turned it into a franchise, with occasional variations of the formula along the way, especially early on with the first sequel Simon’s Quest, which bore elements that would influence the Metroidvania iterations of the series such as Symphony of the Night. Serving as a narrative predecessor to that entry was the traditional action title Castlevania: Rondo of Blood, not seeing an official English release until well over a decade later. Has it stood the test of time?

In 1792, the forces of darkness have resurrected Count Dracula yet again, with Richter, the current heir of the Belmont Clan, seeking to rescue his love Annette from the vampire’s clutches, along with a few others along the way such as the preteen Maria Renard, who can potentially become playable like the vampire slayer. The introductory cutscene, narrated in German, is cool, but developing scenes throughout the game are scarce, and the plot follows the typical “damsel in distress” cliché and the franchise’s “kill Dracula” goal, and essentially, once you’ve experienced one series entry’s plot, you’ve pretty much seen them all.

Given that the game’s scarce narrative reflects the fact that it originally released in 1993, the game itself plays as such, especially one originating in Japan. Richter’s whip has good attack range, although he can only lash it leftward or rightward, a step down from Super Castlevania where players could execute attacks in all eight cardinal directions. Consequentially, combat can be frustrating, especially in the case of small or flying enemies (or adversaries falling into both categories), their unpredictable offensive patterns not helping matters. Whenever Richter so much as contacts an enemy or a projectile, he receives damage, and can only take so much before he dies and the player needs to restart from a stage’s checkpoint, the degree of repetition in that case varying wildly.

In Rondo of Blood, players can expect to die a lot, with cheapness aplenty in the form of bottomless pits that lead to instant death, compounded by significant knockback whenever Richter takes damage, not to mention a mostly uncontrollable jumping and falling arc whenever the player has him leap into the air while moving. Upon death, the player loses one of four lives, after which the game brings Richter back to the beginning of the stage or last checkpoint (which go unindicated), amounting in significant repetition. Lose all lives, and players have the distinct honor of having to restart the stage they died in entirely.

Luckily, players can record their progress upon dying up to the stage they died in, and while there is also a quick-save feature, quitting and reloading it takes them back to the beginning of whatever checkpoint they crossed. Another system is the Item Crash, where Richter can find a variety of sub-tools throughout the stages such as throwing daggers, hurling an axe into the air, throwing a flaming potion onto the ground, and so forth, which consume a few hearts he can collect throughout each level, and carry one at a time. Dying loses him all hearts and the sub-tool he had upon death, further augmenting the myriad frustrations throughout the game. An additional move I discovered unintentionally is Richter’s ability to backflip with two presses of the jump button, though this barely helped me in my partial playthrough.

For the record, that's how you'll likely feel if you choose to play the game.


In general, the game mechanics are incredibly unfriendly towards novice players, with no way whatsoever to soften the difficulty except for cheating (which is pretty much impossible) and using an online guide would hardly dent Rondo. The enemy AI also involves heavy randomization in some cases (like a floating sword enemy surrounded by endless weapons, which can be easy or hard to kill depending upon whether it floats upward or downward), and even if you know how to defeat certain foes, putting any kind of strategy into play can still be incredibly difficult. In the end, this Classicvania still plays like a Japanese action game originally released back in 1993, given the endless degree of classic gameplay kusottare.

Apart from the mentioned quick-save feature (which is half-hearted) and ability to pause, control is really nothing to write home about, given things such as the inability to backtrack in levels (since there are occasional hidden things such as recovery items), alongside unskippable sequences before boss battles and the degree of repetition in the case of dying and/or getting a Game Over.

The soundtrack, though, is passable, given the rocky tracks in each stage and superb instrumentation, although there are indicators of primitive sound in cases such as the death and Game Over jingles (which you can expect to hear dozens of times), and sound can’t compensate for an overall lackluster gameplay experience.

The visuals also look good on the surface, with the rare anime cutscene, with well-proportioned character sprites and their respective animation, a choice of wallpaper around the game screen (since Rondo wasn’t originally made widescreen), although there are many palette swaps among the enemies, and the need to pay attention to dozens of things at once during gameplay doesn’t really aid the visual aspect, either.

Completing the game, if humanely possible, would probably take somewhere around twelve hours or so at the least, with much of the time consisting of endless repeats of the various stages, and while the potential alternate paths in each level, which can lead to acquiring a secondary playable character, would theoretically add lasting appeal, there would be little to no joy in investing any more precious time into such a masochistic experience.

Overall, Rondo of Blood is a disappointing experience, especially due to its unaccommodating difficulty, the maddening degree of repetition, the paper-thin narrative, and the artificial longevity that occurs due to said level of challenge. The game does have decent sound and sight, although those can’t atone for the countless gameplay foibles, and it very much plays like a Japanese action game originally released in 1993. This Classicvania is a relic of video games past, and those interested in the franchise would be far better off investing their precious gaming time into the contemporary Metroidvania entries, including its vastly superior direct narrative sequel Symphony of the Night.

This deep look is based on a playthrough of a copy digitally downloaded by the reviewer to his PlayStation 4 up to the fifth main stage of the game.

Recommended?
NO

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: (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
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

Profile

theradicalchild: (Default)
The Radical Child

June 2025

S M T W T F S
12 34 567
89 1011 12 13 14
15 1617 18192021
22232425262728
2930     

Syndicate

RSS Atom

Most Popular Tags

Style Credit

Expand Cut Tags

No cut tags
Page generated Jun. 19th, 2025 05:51 pm
Powered by Dreamwidth Studios