theradicalchild: (Moogle)
Final Fantasy VI Pixel Remaster

The Gift of the War of the Magi

Though Squaresoft’s (now Square-Enix’s) fabled Final Fantasy franchise began in the 8-bit era of video games, I had no exposure to it until the release of Final Fantasy III on the Super NES, which I happily enjoyed and replayed endlessly to the point of exhausting all its secrets. I would discover it was the sixth entry of the series due to Squaresoft’s American branch renumbering the games because of the absence of many earlier entries in English. The company would eventually rectify the numbering, and especially after merging with Enix, milk most of the earlier games financially. The Pixel Remaster collection would be among the latest iterations of the first six entries, with the sixth, Final Fantasy VI Pixel Remaster, taking the most time to release due to some fine-tuning, but was it worth it?

The game occurs a millennium after the War of the Magi when rival entities known as the Warring Triad enslaved humans and transformed them into magical beings called espers before realizing their errors and emancipating them, the Triad petrifying themselves as well. Afterward, the espers exiled themselves to another realm, magic becoming a myth and humans advancing their society through science and technology, creating a steampunk world featuring opera and the fine arts. In the decades preceding the main action, the Gestahlian Empire, headed by its namesake Emperor Gestahl, has dominated the world with a few exceptions.

The ”present” begins with three imperial officers piloting Magitek Armor: Biggs, Wedge, and the enigmatic ?????? (which I pronounce like a Tim Allen grunt), eventually identified as Terra Branford, a magically gifted maiden with a mysterious past, traveling to the city of Narshe to investigate a frozen esper. Several events follow that result in her alliance with the Returners, an insurgent organization opposed to the empire. Imperial Court Mage Kefka Palazzo plots with the emperor to hunt for espers, unseal their realm, and bring magic into the world to tighten their clutch on humanity.

From the beginning, the narrative’s Star Wars inspirations are apparent, given the adversarial empire and rebellion against it. A few plot holes and video game illogic also abound, which include three characters sharing one diving helmet to traverse an underwater trench and cranes from the imperial palace rising to grab the player’s airship when it could have just flown higher. Other tropes like amnesia exist, and the developers excised a scene that had surprisingly remained in the Super NES version’s English localization where imperial soldiers repeatedly punch turncoat general Celes Chere, as it had been from the Game Boy Advance and original mobile versions.

However, the plot has endless harmonious beats, such as the intricate backstory for most playable characters, with each receiving a notable blurb when introduced into the narrative. In the original game’s time, the greater emphasis on the steampunk genre was also a welcome break from the largely fantastical atmospheres of previous series entries. Most luminaries and their interactions are nothing short of endearing, such as the womanizing King Edgar and his martial artist brother Sabin, the mysterious Shadow with connections to Strago and his granddaughter Relm, and the clownish but maniacal Kefka as an antagonist. Despite its derivative aspects, the sixth Final Fantasy’s plot was and remains a pinnacle of Japanese RPG storytelling.

Barbecue sounds good right now
Make the villain a clown, expect a circus

The latest localization, with the original Super NES version’s script a hallmark of translator Ted Woolsey, breathes life into the narrative. The naming conventions are sound, starting with the initial homage to Biggs and Wedge from the Star Wars series (with Woolsey originally mistranslating the former as “Vicks”) and continuing with other reasonable choices such as changing Tina to Terra (since the former sounds exotic only in Japan), Lock to Locke (like philosopher John Locke), magic-based armor to Magitek armor, phantom beast to esper, and so on. Corrections of Woolsey’s other errors like "Merton" to "Meltdown" and Setzer’s opinion of the empire regarding his finances (due to misinterpreting a Japanese idiom) remain from the Game Boy Advance and prior mobile versions.

However, the latest translation isn’t entirely untouchable. For instance, many nonplayer characters have the same dialogue; some lines also come across as awkward, like those during Kefka’s initial scenes when approaching Figaro Castle, along with others by the villain such as “Son of a sandworm!” (where “Son of a…” would sound better) and where he enjoys the sound of voices “screaming in unison” (when “in agony” wouldn't have been as ridiculous). Lines also abound that Ted Woolsey wrote better like Edgar saying that Shadow would “slit his momma’s throat for a nickel,” retranslated as “He’d kill his own best friend for the right price.” Another is Locke chastising as rude a merchant who calls him a thief instead of a treasure hunter, which was faithful to the Japanese script, but Woolsey rewriting it as threatening to rip said salesman’s lungs out sounded cooler.

Even so, the script lacks spelling, grammar, and name consistency errors, and many iconic quotes flourish. Among them is the running gag of Locke terming himself a treasure hunter instead of a thief, and some of Kefka’s lines like inviting Edgar to “enjoy the barbecue” when incinerating his castle, noting to his troops why oppose rhymes with dispose, and saying the playable cast “sound like pages from a self-help book.” Many characters also sport dialects like Cyan’s Renaissance-era usage of “thou” and “thy” (which leads to Gau, who speaks in pidgin, calling Sabin “Mr. Thou” when the former word comes up) and Setzer’s utilization of gambling terminology. Ultimately, despite its issues, the localization is well-executed and doesn’t impede the plot.

Mechanically, the sixth Pixel Remaster is like its predecessors, but many differences exist. Initially, players control Terra and her two guardians from a galaxy far, far away as they pilot Magitek armor through Narshe, encountering several enemies that hopelessly try to off them. The active time system, with players still able to select between Active and Wait modes, the former letting the action continue as they navigate menus and the latter pausing it as they do so, returns and follows the same rules as previous games. Users of Magitek armor can use several laser and missile-based abilities to slaughter the enemy, with Terra initially able to cast MP-consuming magic.

There are about two other times throughout the game where the playable characters pilot Magitek armor, but the player’s active party of up to four characters will mostly fight on foot in random encounters that the Pixel Remaster mercifully allows them to toggle on and off at a whim outside combat. Battle commands in this mode include attacking with equipped weapons, with damage depending upon what row a character is in (although flails and boomerangs deal equivalent damage regardless of position); using an ability inherent to specific characters, like Locke stealing items from enemies or Edgar utilizing various Tools; casting different types of MP-consuming magic, with espers eventually allowing everyone to learn and use it; or consuming an item.

Characters can also defend to reduce damage, retaining their stances until they execute a different ability once their active time gauges refill, change their row, or attempt to escape simultaneously, which usually works except against bosses; however, evacuation time may be higher versus more powerful adversaries. Victory rewards all characters still alive or not zombified experience for occasional leveling, money to purchase goods, and later, Ability Points to acquire magic from espers. Death necessitates reloading a prior save file; luckily, autosaving occurs frequently, alongside standard save points where players can use Sleeping Bags and Tents to restore their party, reducing wasted playtime.

Apparently the empire didn't make him rich, after all
Ya ba dibba dibba dibba dibba dibba dibba dum

Another combat mode aside from pedestrian encounters and those in Magitek armor is strategy battles, which occur twice early in the game, where the player controls up to three parties with a maximum of four characters each, first with Locke and numerous Moogles, among them being Mog whom the player later recruits officially, and second with all mainline allies acquired up to that point, albeit lesser in number. In these skirmishes, the player can switch between parties and move them around the battlefield, able to contact advancing enemy sprites to trigger combat, which works as it does in standard random encounters. An adversarial sprite reaching the target the player must defend results in needing to reload the last save while defeating one representing a boss yields victory.

A plot point comes where the player’s characters split, and they must choose one of the parties to advance the storyline until they reunite. Other moments come, including the final dungeon, where the player must divide their party into teams and make it to the end, with party swapping working as it does in the strategy battles. Other dungeons sport quirks like the Cultists’ Tower, where players can only use magic and items. The final boss battle sequence features a structure where players must choose a base party and backup characters from the rest of the accumulated cast that replace them should one be dead when a tier ends.

Returning to unique character skills, improvements from the original mobile ports remain with further refinement. Unlike the Super NES and Game Boy Advance versions, the player no longer needs to sit and do nothing as Cyan’s Bushido skills charge and can control other characters until he ultimately executes them. In the Pixel Remaster, selecting one of Sabin’s Blitzes opens a box with the button combination necessary to use it; if they err in input, they can restart until they get it right and let him unleash his fury. Turbo auto-battling from the previous collection remakes returns, with some quirks like not needing to repeat said Blitz inputs for Sabin to reuse them.

Characters can eventually equip espers that grant stat bonuses whenever they level while allowing them to learn various magic through acquiring Ability Points after combat, with each spell having a multiplier that dictates the learning rate. Depending on how one plays their cards, this system can grant them an advantage later in the game. Boosts from the previous PlayStation 4 and Switch ports of the Pixel Remasters return that can modify rewards from combat and reduce the old-school grind and brutality that the original Final Fantasy VI could often feature, making the latest iteration more accessible than ever to modern audiences.

The mechanics work pleasantly, given the agile pace of combat, diverse ways to slaughter the enemy, fun tricks like using Phoenix Down and Holy Water to off undead enemies instantly, and the mentioned Boosts to accommodate players of different abilities; however, there are a few issues. For instance, some innate character abilities can backfire, like Celes’ Runic ability that absorbs the next cast magic (even healing cast by other characters); Gau's use of specific Rage abilities is also random and uncancellable until he dies. Other nitpicks include the inability to view enemy status benefits and detriments and some unskippable cutscenes before critical boss fights, including the last.

The final Pixel Remaster inherits most quality-of-life improvements from its predecessors, which include autosaving during transitions between areas, a suspend save, and helpful in-game maps for the overworld (which shows unvisited locations as gray dots and how many treasures remain in each location) and the myriad dungeons. Positive usability features from the previous versions, including a sortable inventory, unlimited space for different item types, optimizing equipment for each character, and an in-game clock viewable any time outside battle, also return. However, issues abound in the lack of fast travel before acquiring an airship, the difficulty for newcomers in finding many secrets without a guide, and (with rare exceptions) the unskippable cutscenes.

And Cyan definitely didn't quote it
Bushido in the Bedroom probably wouldn't be said literature

Nobuo Uematsu’s soundtrack for Final Fantasy VI was one of the highlights of his musical career, gloriously reorchestrated in the Pixel Remaster, with some surprises. Beginning with a title screen theme inspired by “Thus Spake Zarathustra” and sporting tracks indigenous to the series, like the prelude and overture, the soundtrack features endless variety, with every playable character having a musical motif and sundry remixes, like Terra’s theme, one of which doubles as the first overworld music. Other notable tunes include the “Spinach Rag,” of which Scott Joplin would be proud, most noticeable at the Opera House, which has a surprise as actual English vocals for the game’s iconic opera scene, consequentially sounding better than before. The sound effects are never out of place, with Kefka’s iconic digitized laugh returning. Aside from frequent silence and the slight derivation of a few pieces, the sixth entry’s sound is near-note perfect.

That the original version featured taller character sprites without battles as within could explain its lengthier remastery compared to the previous collection entries. Plenty of pluses are present, like the superb art direction, with character sprites reflecting their respective designs, the characters showing vast emotional spectra, the environments having harmonious color schemes and occasional weather effects, and so forth. The Super NES iteration utilized Mode-7 visual effects, which its respective remaster still does mostly on the overworld, but even more so in scenes like the opera performance. However, the heavy pixilation from the previous remasters returns, and the buildings on the said overworld appear flat, reversing the 3-D effects of the the last mobile version. Laziness further abounds in the battle visuals, with most issues from prior entries returning; despite flashy ability effects, the telekinetic attacking by the player’s characters persists, along with inanimate foes (many being reskins) that merely flash when executing their commands. Ultimately, the graphics don’t detriment the experience yet fall significantly short of perfection.

The sixth is the longest of the Pixel Remasters, taking beyond twenty-four hours to complete, with nods to lasting appeal as PlayStation Trophies, sidequests, mastering every obtainable spell from espers, and constantly attempting to beat the step record the game tracks. However, most unversed in prior versions may need to reference the internet to find everything, and a New Game+ is absent.

In summation, Final Fantasy VI Pixel Remaster is inarguably amazing, given its harmonious gameplay mechanics, the quality-of-life improvements over prior incarnations, the rich narrative with endearing characters, the above-average translation, the beautifully remastered soundtrack, and the solid visual direction. However, it has issues that make labels like “one of the greatest games of all time” and “masterpiece” aberrations, given the handful of scrappy game mechanics, some unfriendliness to those who have never touched previous versions, some unoriginal narrative elements, a few oddities in the localization, and many lazy visual choices bequeathed from past iterations. Regardless, it is the best way to experience the classic and ends the Pixel Remaster collection on a high note.

This review is based on a playthrough of a digital copy downloaded to the reviewer's PlayStation 4, played to the standard ending.


Score Breakdown
The Good The Bad
  • Engrossing game mechanics with adjustable difficulty.
  • Some quality-of-life improvements.
  • Rich narrative with endearing characters.
  • Great localization.
  • Superb remastered soundtrack.
  • Good remastered visuals.
  • A few scrappy mechanics.
  • Some direction can be vague for newcomers.
  • Story on derivative side.
  • Translation has occasional oddities.
  • Many graphical aspects are lazy.
The Bottom Line
The definitive version of the classic.
Platform PlayStation 4
Game Mechanics 9.0/10
Control 8.0/10
Story 9.0/10
Localization 8.5/10
Aurals 9.5/10
Visuals 7.5/10
Lasting Appeal 8.0/10
Difficulty Adjustable
Playtime 24+ Hours
Overall: 8.5/10
theradicalchild: (Autistic Controller)

Chrono Trigger

Got the broken Masamune. I really wish they had left the character names as Grand and Leon and the sword as Grandleon. Masamune was the name of an ancient katana like those Chrono wields in the game, not a traditional straight sword like those Frog uses. Terrible name change, plain and fucking simple. Too many Japanese RPG translators can't write worth a shit.

Fantasian

Still grinding until I get Ez's skill to apply Quick Up to all characters.

Grandia

After the base, after the train, and in the West Misty Forest. Got a shitload of great elemental skills now.

Still working on my Final Fantasy VI Pixel Remaster, which will definitely be a doozy.
theradicalchild: (Wireframe Dungeon)
Etrian Odyssey II HD

The Second Crusade

When Atlus’s Etrian Odyssey for the Nintendo DS saw its North American release, most gamers found it a throwback to old-school role-playing games, given a fully customizable party, first-person dungeon exploration, and sometimes punishing difficulty. Given its success, it was natural that a sequel would see its release soon afterward, later given a 3DS remake and years later remastered for Windows and the Nintendo Switch as part of the Etrian Odyssey Origins Collection as Etrian Odyssey II HD, allowing new generations to discover the original version of the first sequel of the dungeon-crawling franchise.

Upon starting a new game, the player must create a party of five characters of diverse classes, with some new selections in the sequel, which include Gunner and War Magus. Before choosing a party, it’s a good idea to give their skill sets a once-over to ensure that whatever party the player selects can work harmoniously. For example, the Survivalist has certain skills that can grant specific allies the initiative in a round of combat, which can, for example, help healers execute their healing before the enemy kills whomever the player wishes to heal.

Battles in the labyrinth are random, with an indicator gradually turning red to indicate how close the player is to encountering enemies, a feature that, like in the first game, alleviates the typical tension associated with random encounters. Fights follow the traditional turn-based formula of inputting commands for the player’s party and letting them and the enemy beat up one another in a round, with agility determining turn order. The player puts their characters into a formation consisting of a front and back row, each able to hold up to three characters, with characters in the front row dealing and taking more damage and back row characters taking and dealing less damage.

Commands include attacking with an equipped weapon, defending, using items, attempting to escape (with up to five opportunities and an increased chance of success with a skill all characters have), changing the front and back row formation (if all characters in the front row die, the back and front rows will switch), or using a unique Force skill when a character’s Force points are at maximum. Defeating all enemies results in the player acquiring experience for all participating characters who are still alive, not to mention monster parts that the player can sell at the shop in town for money (since monsters don’t drop money themselves).

I'm a War Magus, not a doctor!
Violating the Hippocratic Oath

Sold parts gradually unlock more powerful equipment and consumable items. In some cases, gear and consumables are of limited stock, so the player must acquire more monster parts to unlock the equipment and items again for purchase. What happens when the player dies in combat depends upon the difficulty setting: the lowest challenge, Picnic, transports players back into town with no experience lost, while higher settings result in a Game Over but the chance to preserve the dungeon map.

Leveling results in the player acquiring a skill point they can invest in a character class skill tree, with upper-level skills requiring weaker skills to have a certain number of points to unlock them. Bosses end each Stratum, their difficulty depending upon the challenge mode, and as a hint for those playing on standard or advanced settings, using bind skills on their head, arms, and feet can be pivotal. Ultimately, the game mechanics are virtually flawless and accommodating to players of divergent skill levels.

The interface is mostly the same as it was in the first game, with a linear structure and a hub town where the player can perform various tasks such as buying new items and equipment, recovering health, and so forth, with expectant features like the ability to see how gear increases or decreases stats before purchasing it while shopping. The ability to map walls automatically also reduces some of the stress of dungeon cartography, and there are some improvements in dungeon navigation, primarily magnetic poles every couple of floors that provide teleportation shortcuts. Aside from the lack of visibility of stat increases or decreases when pawning equipment, control is very tight.

While one can argue that the first Etrian Odyssey sequel is light on plot, it isn’t forced down the player’s throat like in contemporary high-end video game releases. Plenty of positives include intricate backstory (especially elaborated upon towards the end), tavern quest subplots, and mysterious characters such as the adversarial dungeon-crawling duo Der Freischütz and Artelinde. The translation is equally solid, although it features some of its preceding remaster’s missteps with awkward lines such as “It’s a horde of enemies!” when targeting all monsters in battle.


An Etrian autumn

Yuzo Koshiro’s soundtrack, like in the first game, is one of its high points, with plenty of catchy, memorable tracks for each Stratum and enemy engagements, the primary battle theme changing midway through the game. Sound effects could have used more diversity at times, but otherwise, the sequel is an aural delight.

The sequel uses the same remastered visual style as its predecessor, relying on anime character portraits for the player’s characters, people in town, and occasional people in the labyrinth, with three-dimensional dungeon visuals that look nice and colorful, While the monster designs in battle look nice, they’re still inanimate, and a few reskinned foes abound. Still, the game looks good in high definition.

Finally, one can breeze through the sequel in as little as twelve hours; however, plenty of lasting appeal exists: a postgame Stratum, filling the compendia, tavern quests, and Steam achievements, which can push it well beyond that length.

In summation, Etrian Odyssey II HD is, like its predecessor, a great remaster that sports quick combat with adjustable difficulty, making it more accessible to players who would not usually enjoy such RPGs. Control and the signature cartography are also tight, the audiovisual presentation is solid, and the story has some good twists; however, many may admittedly find the narrative shallow. Regardless, the remaster of the first Etrian sequel accomplishes the goal of the remaster collection of bringing the old-school-style dungeon crawler to new audiences. Given the endless possibilities of character and party customization, it will keep prospective players occupied for a fair time.

This review is based on a playthrough to the standard ending with no postgame content attempted.


Score Breakdown
The Good The Bad
  • Lots of classes and formations to mess with.
  • Tight control.
  • Solid audiovisual presentation.
  • Endless lasting appeal.
  • Plot is thinly developed.
  • Many areas where the graphics could have been better.
The Bottom Line
Another great Etrian remaster.
Platform Steam
Game Mechanics 10/10
Control 9.5/10
Story 9.0/10
Localization 9.5/10
Aurals 9.5/10
Visuals 9.0/10
Lasting Appeal 10/10
Difficulty Adjustable
Playtime 12-24+ Hours
Overall: 9.5/10
theradicalchild: (Laharl Prinny)

Dood, Where's My Netherworld?

Japanese videogame developer Nippon Ichi Software first dove into the roleplaying game genre with the Marl Kingdom titles, the first of which Atlus localized as Rhapsody: A Musical Adventure. Given the rather polarized reception for that title, N1 would not reemerge in North American markets until the English release of Makai Senki Disgaea, known initially outside Japan as Disgaea: Hour of Darkness, which would receive several ports to systems such as the PlayStation Portable and Nintendo Switch, the latest of which came to the Nintendo Switch, PlayStation 4, and iOS devices as Disgaea 1 Complete, perhaps the definitive version of the game.

From the start, one can play as Laharl, Prince of the Netherworld, or one of his servants, Etna. The former wakes from a years-long slumber to discover that his father, King Krichevskoy, has died, and the Netherworld has plunged into chaos. Etna has tried for a long time to wake the prince, and he seeks to secure his throne from other contenders. In Etna Mode, she accidentally kills Laharl while trying to wake him, after which she seeks to affirm her succession as Queen of the Netherworld. Both stories are generally enjoyable, humorous, and well-developed, with multiple endings and the potential for variant events. However, clichés such as amnesia abound, and a few characters get no more scenes after they join your party. Regardless, the narrative is a high point.

Lamentably, the localization effort feels rushed, given things such as misspelled words during and after the ending credits, vocal tracks with English versions regressing to their Japanese iterations, and so forth. However, most of the dialogue is good and ably translated, aside from lines indicative of Japanese origin like Flonne’s “Nin, nin, nin!” Still, the story is more than coherent, and the localizers luckily didn’t censor some of the game’s more mature humor. Regardless, the translation team could have put more thought into the English text.

Fortunately, solid gameplay backs the narrative experience, with among its many positive aspects being the total absence of random encounters and tactical battles only occurring at the player’s will. Party maintenance occurs in Laharl’s palace, where he can walk around, talk to NPCs, check Etna’s secret room to view her diary entries, shop for consumable items and equipment, and engage in one of many story or side-battles. Various battlegrounds unlock as players advance through the central storyline, with skippable cutscenes usually before and after fights. The same rules apply in Etna Mode.

Battles occur on 3-D grid-based maps, with the player able to withdraw up to ten characters from a base panel and move them. When close to enemies, they can attack with their equipped weapon, which, except in the case of monster-based classes, will cause the character’s proficiency with the armament type to increase and level to unlock SP-consuming skills. Important story characters usually have special skills obtained with experience levels, with the termination of enemies resulting in the highest point gain. However, an improvement over prior versions of the first Disgaea is that magic-based classes now obtain experience using healing and stat-boosting spells.

Also helpful for leveling weaker characters is that the player can have them stand on any of the three open sides of an attacker, with a certain chance the adjacent allies will perform a combo, where they share in experience gain, should the combination succeed. Characters also gain Mana that the player can use at the Netherworld Senate to create new characters (with the ally-creators able to learn abilities from their “pupils” in battle when standing alongside them, and this can be particularly useful for allowing classes such as healers to learn offensive spells from attack-magic-based characters for easier leveling).

Different humanoid classes have base forms and four or five advanced versions with higher stats and proficiency with certain weapons. Leveling low-level classes unlocks higher incarnations, and when the player wants to upgrade, they can “transmigrate” a character to the higher-level vocation. In this case, their experience levels revert to zero, and the player gets a certain number of points depending upon how much Mana they have, which they can distribute among initial stats. Monster classes also exist and have different higher-level reskins, with the player unlocking them through killing the specific monster type in battle, with more than one of a type killed lowering base Mana cost.

For characters to transmigrate, the player needs to get them up to three ranks, which involves the characters solo fighting an enemy party. Doing so can also unlock higher-Mana-costing proposals that the player can bring before the Netherworld Senate, with the player, before a vote, able to bribe Senators with items in their battle inventory. After a vote, the Senate either approves or denies a request; in the latter instance, the player can either go back to Laharl’s castle, with the Mana used lost (and the player will likely want to reload a prior save before the vote) or attempt to force the proposal through by fighting the dissident Senators, difficult at lower levels.

Purchasing items from the two castle shops earns players points that sometimes make higher-level consumables and equipment available. Laharl’s castle also has a hospital where the player can pay to fully restore characters dead or damaged from battle, which, in turn, occasionally provides players rewards such as powerful equipment. In combat, the player and the enemy have separate turn sessions, so there’s usually no question of who takes their turns when. Another bright spot, which the game’s sequels would implement, is a turbo mode to significantly reduce attack and ability animations, which can shave hundreds of hours of gameplay for those seeking all PlayStation Trophies.

If a character loses all HP, they disappear from the battlefield, with no chance to revive them except back in Laharl’s castle in between battles; thus, the number of units the player can have on the battleground decreases by one. A Game Over and a trip back to Laharl’s castle happens after losing ten allies, no experience in the battle preserved, an issue prevalent in most Japanese strategy RPGs. Thus, grinding is necessary to keep up with the enemy; luckily, plenty of stages abound that make for decent leveling grounds, namely those with Geo Panel tiles offering multiplied experience points.

On that point, many maps have colored Geo Panels with Geo Crystals providing various effects such as increased experience for enemies killed on the tiles, heightened offensive or defensive power for either the player’s characters and the enemy, or just the latter in some cases, adding a certain degree of strategy at times. The player’s units can also lift allies or enemies and toss them across the battlefield; throwing one enemy onto another creates a new enemy with heightened levels and stats. The player can further destroy Geo Crystals of a color different from that on the tiles they’re sitting upon, which can potentially start a chain reaction with damaging color changes that increase the bonus gauge level, further unlocking post-battle bonuses.

One class can alter the Geo Panel and Crystal makeup on the battlefield once per map; this can help if the player falls short in increasing a bonus level a certain amount and requires an extra boost. Sparking chain reactions is especially useful in acquiring rare items in the Item World, where the player delves into a consumable item or piece of equipment; higher floor numbers mean higher-level enemies and rewards. Players can skip levels entirely via the portal to the next level or kill all enemies to acquire a floor’s prizes. The Item World can aid grinding since the consumable Mr. Gency’s Exit safeguards against wasted playtime there.

Ultimately, the game mechanics serve the game well and are sure to please strategy RPG enthusiasts. However, there abound a few issues aside from the grinding, which include the pickiness of elevation restrictions when executing skills, the lack of a forecast of how effective an attack will be before using it, the all-or-nothing reward mechanics of standard battle maps outside the Item World, and the potential difficulty of getting low-level characters up to speed with more powerful allies (in which case post-battle experience bonuses often don’t help). Regardless, I can say that despite not caring much for tactical RPGs, I found the original Disgaea a joy to experience.

Perhaps the best aspect of the original Disgaea is its aurals, mainly Nippon Ichi composer Tenpei Sato’s soundtrack, with the central series theme recalling John Williams’ score to the Harry Potter film franchise, alongside plenty of other catchy tunes such as the different castle themes for Laharl and Etna Mode. Other tracks that include Captain Gordon’s motif evoke his disposition as a beloved superhero, and various vocal pieces abound throughout the game. The player also has a choice between English and Japanese voices, the former sounding good and fitting the comical nature of the game, although there are occasional weak performances. Regardless, the first game is an aural delight.

Although the developers “touched up” the graphics to be more artistically in line with the game’s successors, the results are mixed. The visual designers replaced most character sprites, and while in Hour and Afternoon of Darkness, the main ones, like Laharl, faced eight directions, in Complete, they only face diagonally. Some inconsistencies include most winged characters not having visible wings on their sprites. Furthermore, many environments have blurry, sometimes pixilated texturing. The game is far from an eyesore, but the touchups could have been better.

Finally, given the turbo mode, playing through both storylines of the rerelease takes significantly shorter, over forty-eight hours, with a surprisingly high amount of lasting appeal due to things such as being able to grind thousands of experience levels, the Item World, side content such as extra maps, in-game compendia with percentage-complete indicators, storyline variations, PlayStation Trophies, and alternate endings, though not all will appreciate the grinding.

Overall, Disgaea 1 Complete is undoubtedly the definitive version, given the touchups to the game mechanics like the turbo mode and different means of acquiring experience for certain character classes, the well-developed storyline, the excellent aurals, and infinite lasting appeal. Granted, it does have issues regarding the potential for its admittedly dense mechanics to off-put some, the rushed translation, and the lackluster graphics. Furthermore, while I most recently played the PlayStation 4 version, interested parties may prefer the iOS or Android versions since they have supplemental features such as Cheat Mode and autobattle. Despite its issues, those who enjoy strategy RPGs will likely appreciate the deep mechanics of the original Disgaea, with Nippon Ichi becoming a prime producer of tactics games.

This review is based on a playthrough of the PlayStation 4 version of Laharl Mode.


Score Breakdown
The Good The Bad
  • Engrossing mechanics.
  • Great lighthearted plot.
  • Superb soundtrack.
  • Endless lasting appeal.
  • A bit grindy.
  • Control has its issues.
  • Translation feels rushed.
  • Visuals could have used more polish.
The Bottom Line
Good on the PlayStation 4, but you'll probably want to get the iOS or Android version instead.
Platform PlayStation 4
Game Mechanics 7.5/10
Control 6.5/10
Story 9.0/10
Localization 5.0/10
Aurals 9.5/10
Visuals 6.0/10
Lasting Appeal 9.0/10
Difficulty Hard
Playtime 48+ Hours
Overall: 7.5/10
theradicalchild: (Fencing Fox)
Dragon Quest IV: Chapters of the Chosen

The Road to Zenithia

Dragon Quest is a series with an extensive history of remakes to reach new generations of gamers, one of them being the fourth game using the visuals of the seventh mainline installment for the Sony PlayStation. Although Enix America originally intended to localize the remake, the closure of developer Heartbeat in Japan terminated such plans. About two generations later, however, Square-Enix announced remakes of the fourth through sixth Dragon Quest games, known as the Zenithian Trilogy, for the Nintendo DS, with the American branch translating the fourth game as Dragon Quest IV: Chapters of the Chosen, which would be ported years later to iOS devices.

The fourth game differs from its predecessors and successors in its use of a narrative system of chapters, staying true to the English subtitle, new to the remake (but present in the PlayStation version) being a prologue chapter where the player briefly controls the protagonist, male or female, they create when starting a new game. Following this are several chapters during which the player controls the deuteragonists before they join the main character. These include Ragnar McRyan, a knight of Burland; Tsarevna Alena and her protectors, Kiryl and Borya; Torneko Taloon, a fledgling merchant; and the gypsy sisters Meena and Maya.

The chapter-based structure, where the player controls different characters, individual or part of a small group, remains unique within and without the franchise, with the overarching plot of Psaro the Manslayer unleashing demons upon the world and seeking the Secret of Evolution. While developing cutscenes are admittedly scarce and plot direction can be poor at times, the narrative never feels forced in the face of the player, with an extra postgame chapter putting a new twist on the original plotline, accounting for one of the better stories of the series.

The translation breathes life into the dialogue, with different parts of the world having regional dialects, such as Scottish in Burland and Russian in Zamoksva, with puns aplenty in terms of names for encountered enemies, towns, and certain characters. Moreover, the localization team reconciled the naming conventions of the original NES English version and the Japanese script very well. There are also a few cultural references; for instance, one opponent Alena faces in the tournament is named Quick Draw McGore. Some minor errors exist; for example, a couple refers to each other as mother and father, and keeping the name of a central town as Endor with zero Star Wars references one could perceive as asinine. Regardless, the localization is one of the strongest Square-Enix has produced.


Good luck beating these guys before they run away.

Players of prior Dragon Quests will be familiar with the game mechanics, enemies randomly encountered, and the frontline party of up to four active characters squaring off against them. New to the remake, at least to Anglophone players, is the ability to input manual commands for allies once they join during the main chapter instead of relying upon various AI commands. However, they are still available if the player does not prefer manual command input. Each character can attack, use MP-consuming spells if able, defend, or use items. The party can collectively attempt to escape, though this option naturally can fail.

If the player doesn’t want to waste time on weak enemies, Holy Water or the Holy Protection spell can nullify fights with them. Battles, for the most part, flow quickly, especially if the player sets message speed to the maximum setting and lets the AI take over for standard encounters. While the AI has quirks such as allies not deciding commands until they reach their turns, in which case they may heal a character that gets to low health within the same round, it’s not foolproof. During most boss battles, players will likely prefer more control over their party’s actions.

The order in which the player’s characters and the enemy execute their commands in a round after input can vary, even when battling the same types of opponents; however, the Accelerate spell can help them take their turns first. There’s also an annoying tendency of magic that damages enemies to do nothing against various foes, even versus the same types, and slight early-game hell in the form of revival magic that only works half the time (but that which always works the player eventually acquires). Total defeat in combat costs players half their carried gold, though the bank in Endor can somewhat nullify this penalty.

The original Dragon Quest IV also had been released in an age when sleeping at inns did not fully restore the party, with the player needing to pay at churches to recover ailments and revive deceased characters, death in combat leaving only the protagonist alive at the last church saved at. Grinding may also be necessary to make it through the game, with the Whistle ability acquired by Torneko summoning enemy parties instantly and helping here. Furthermore, should players partake in the postgame chapter, they will want to hold on to cursed equipment. Ultimately, the battle system works, although the dated traditions of the franchise are still in play.


Putting the Dragon in Dragon Quest.

The iPad controls take some getting used to (in my case, I mostly used my left hand and an Apple Pencil). However, they work, with the menus being easy and the new presence of a bag to store excess items negating that players sell or drop goods. The player can further see how the equipment increases or decreases stats before purchase, text speed is adjustable, and an option for auto-healing all characters in the party using spells exists in the menus. Moreover, magic allows for instant exit from dungeons and conveyance among visited towns, and descriptions exist for spells and items as they should be in any RPG. However, as mentioned, the plot direction is often poor, and dungeons lack maps. Regardless, despite some rough spots, control is tight.

The soundtrack by the late Koichi Sugiyama, as usual, is astounding, with plenty of neoclassical tracks, but one technical problem is that the music of wherever the player is, be it in a town or dungeon or on the overworld, resets after the player fights a battle or acquires a quest item. This issue can make the tracks feel repetitive and impossible to hear in full without remaining still. The signature primitive sound effects of the series in battle are also present, but the audio is a high point.

The graphics mostly remain unchanged from the PlayStation version and show their age. The colors are pretty, as are the character and monster designs (despite some palette swaps). However, pixilation abounds with the sprites and environments, and combat remains in first-person like classic franchise entries. Some positives are present, like the perpetual animation of enemy sprites in battle and night/day effects, but the visuals have not aged well.

Finally, the fourth entry is around a twenty-four-hour game, with the postgame content possibly boosting playtime beyond that, and filling the monster compendium provides another source of lasting appeal. However, one will likely need a guide, and no other replayability exists.

In conclusion, Dragon Quest IV, when the Nintendo DS version was released, was a great return of the game to the Anglophone world, following the trend the eighth installment had started regarding localization style, with the iOS version bringing it to more audiences. However, it does retain some dated elements of the franchise, especially in its core gameplay. Furthermore, the graphics have aged poorly, and the lasting appeal is finite. Still, its narrative form remains unique in the franchise, with a solid translation helping, and the musical score remains magnificent as always. As the start of the Zenithian trilogy, it proves a good diving board into the franchise, available for modern gamers to enjoy.

This review is based on a playthrough of the iOS version on an iPad without the postgame content completed.


Score Breakdown
The Good The Bad
  • Quick, straightforward game mechanics.
  • Good touchscreen controls.
  • Great story and translation.
  • Excellent soundtrack.
  • Retains dated traditions of franchise.
  • Some poor direction of current plot objective.
  • Graphics show their age.
  • No lasting appeal beyond post-game content.
The Bottom Line
A competent remake.
Platform iOS
Game Mechanics 6.0/10
Control 7.5/10
Story 9.0/10
Localization 9.0/10
Aurals 9.5/10
Visuals 6.5/10
Lasting Appeal 5.0/10
Difficulty Hard
Playtime 24+ Hours
Overall: 7.5/10
theradicalchild: (Sleeping Gaming Koala)

Gaming

Disgaea 1 Complete

I have access to the final battle but still need to grind a little. I've been using the third map of Prinny Land to do so since my characters are powerful enough to handle it (though the Prinny God enemy sometimes plays cheap), and one class can add Geo Panels to the map since I cleared it, which helps to secure some post-battle bonuses.

Xenoblade Chronicles 2

I've been traversing a convoluted area, though I've reached another city.

I beat Dragon Quest IV, but won't bother with the postgame chapter since I've done it during previous playthroughs of past incarnations of the remake.

theradicalchild: (Default)
Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey

The Body Koopa

One of the last roleplaying games for the Nintendo DS was the AlphaDream-developed Mario & Luigi: Bowser’s Inside Story, the chronologically third entry of the Mario & Luigi subseries of RPGs. Years later, on the 3DS, the very first game in the subfranchise, Superstar Saga, would receive a remake with added content, the second game, Partners in Time, overlooked. However, the third would receive its own rerelease entitled Mario & Luigi: Bowser’s Inside Story + Bowser Jr.’s Journey, which is essentially two games in one akin to the enhanced port of Superstar Saga.

The main quest opens with a disease known as The Blorbs affecting residents of the Mushroom Kingdom, causing Toads to become morbidly obese, akin to Violet Beauregarde from Charlie and the Chocolate Factory and its film adaptations. As Princess Peach and her cohorts, including siblings Mario and Luigi, discuss what to do about the pandemic, Bowser invades. The classic Mario antagonist is defeated, sometime after which he eats a Vacuum Shroom, making him engorge everything in sight, including Mario, Luigi, and Peach. The game’s action frequently alternates between Bowser and the Mario brothers as they unknowingly work together.

Bowser Jr.’s Journey follows Bowser’s son in parallel events as he conspires with his father’s seven primary minions, the Koopalings, their origins pretty much unexplored, alongside Junior’s matronage. The game tells both its stories well, with plenty of humor and a semblance of originality, at least in the Mario mythos, with other media like the film Fantastic Voyage exploring body exploration when miniature, and RPGs such as the original Star Ocean have featured the goal of curing a mysterious affliction. The translation is an admirable effort, given its humor, but odd onomatopoeia abounds like “oog” and “muh,” and characters addressing Bowser’s son as “Lord Junior” sounds asinine.

Luckily, the main quest fares well in the gameplay department, with enemy encounters visible on side-scrolling (within Bowser’s body) and top-down maps. Mario and Luigi can jump on or hammer them to get the initiative, dealing premature damage when the subsequent battle commences. Fights are mechanically like those in Superstar Saga minus fire and thunder attacks, the siblings alone facing several foes, able to deal damage by jumping on them, hammering them, or using BP-consuming attacks with minigame-esque sequences that can either be easy or hard to master.

Bowser himself faces off solo against various enemies, able to get the initiative in fights with his own map abilities, and can punch foes, exhale fire on all, or use point-consuming minion skills that can ultimately be more powerful, if ably executed, than his standard free attacks. Sometimes, he can inhale enemies for the Mario brothers to finish off, with all participants in combat after a victory receiving money and experience, the latter allowing them to level occasionally. In these instances, their stats increase, and players can use a roulette mechanic on an individual stat for a bonus increase that lessens at a certain threshold.

Bowser Jr.’s Journey is also mechanically like the Minion Quest in the 3DS remake of Superstar Saga, with customizable unit formations introduced, some of which can grant all participants in combat bonuses. Also new is the ability for Bowser Jr. to have a second officer, with players ultimately able to make Junior of melee, ranged, or flying type. The automatic real-time battles transpire with the Rochambeau formula, where melee units beat ranged units, ranged beats flying, and flying beats melee. Minions randomly and collectively or individually execute special skills, which the enemy faction can cancel. However, players can accomplish the same in return, with other Captain Point-consuming skills in the mix.

The gameplay mechanics in the main quest generally work well, aside from some annoying enemies and wildly unpredictable antagonist attack patterns (with the warning indicators the player can turn on and off in the game menus often not helping here). However, Bowser Jr.’s Journey is a different ballpark, necessitating frequent grinding to stand a chance against story maps, and leveling itself carries an all-or-nothing risk if the player loses even one of a stage’s fights. While some battles may leave players with beans to grant free experience and status increases, leveling units on lower-level maps can be difficult, and overall, the subquest could have used a once-over.

Control, though, fares worse, with the developers loving minigames, most mandatory to advance the storyline and repeated at times. One that requires the stylus near the end, in particular, enraged me. Players can also accidentally switch between the Mario brothers and Bowser, given the proximity of the 3DS’s face buttons. Furthermore, while the primary storyline features detailed in-game maps, they aren’t wholly foolproof, with some passageways to other chambers not even indicated, leading to the player losing themselves at times and having to consult online guides. A redeeming aspect is that the game menus are easy to navigate, but interaction could have used a greater reevaluation.

Returning composer Yoko Shimomura’s soundtrack, however, is good as always, with most characters having their own squeaky voices that are fortunately skippable in most instances, although there are some common silent parts of the game.

The graphics are nearly identical to those in the 3DS rerelease of Superstar Saga, which isn’t a bad thing as they border on perfection, and many areas, like the various chambers of Bowser’s interior, contain superb design, along with character and enemy sprites that face most directions. The only real shortcoming is the lack of three-dimensional capability.

Finally, finishing both games will last players around twenty-four to forty-eight hours, with some lasting appeal (particularly in the main quest) of achieving one hundred percent when it comes to things such as digging around the world for stat-increasing beans alongside achievements in Bowser Jr.’s Journey as well. However, no New Game+ modes or narrative differences exist, and the mentioned minigames and grinding can be frustrating.

Overall, the collection has many things going for it, such as its enjoyable gameplay systems, humorous parallel narratives, superb aural presentation, pretty visuals, and reasons to play onward. However, there are issues, particularly regarding Bowser Jr.’s Journey, with the repetitive grinding necessary to make it to the end, not to mention problems with the main quest like mandatory minigames and the ease of getting lost a few times despite in-game maps. It’s certainly not the best Mario RPG of all time, but it’s far from terrible and warrants a look from fans of Mario and Nintendo games.

This review is based on playthroughs of the main game and Bowser Jr.'s Journey to their standard endings with many achievements not obtained.


Score Breakdown
The Good The Bad
  • Solid game mechanics.
  • Humorous storylines and translation.
  • Great audiovisual presentation.
  • Button timing can be tricky.
  • Bowser Jr.'s Journey a bit grindy.
  • Some irritating late-game obstacles.
The Bottom Line
Another enjoyable Mario & Luigi remaster.
Platform Nintendo 3DS
Game Mechanics 9.0/10
Control 6.5/10
Story 8.5/10
Localization 9.0/10
Aurals 9.5/10
Visuals 9.5/10
Lasting Appeal 7.0/10
Difficulty Adjustable
Playtime 24-48 Hours
Overall: 8.0/10
theradicalchild: (Sleeping Gaming Koala)
Mario & Luigi: Partners in Time

Phobodelphia

When I first played the original Super Mario RPG over two decades ago, it synced well with me given the effective fusion of gameplay from Nintendo’s mainline Mario games and roleplaying game elements with the cooperation of Squaresoft. While the Big N would cooperate with other companies to produce more RPGs featuring their mascot plumber, none would truly convey the true spirit of his initial RPG adventure, even if good in their own respects. With help from AlphaDream, Nintendo would produce a sequel to Mario & Luigi: Superstar Saga entitled Mario & Luigi: Partners in Time, which would attempt to build upon its predecessor’s roleplaying game formula in the subseries’ debut on the Nintendo DS.

The first Mario & Luigi sequel opens in the Mushroom Kingdom of the past when Mario, Luigi, and Princess Peach are babies, with an alien species known as the Shroobs taking over the castle, the Mario and Luigi of the present teaming up with their infant selves to defeat them. The narrative is rife with issues such as the fact that the aliens seizing Peach’s castle in the past has no effect whatsoever on the present, along with the off-putting baby element. There is occasional humor, such as leet-speaking Hammer Bros. that serve as bosses at one point in the game, aided by a translation that is generally free of error yet full of occasional oddities, but otherwise, the plot is nothing to write home about.

Partners in Time’s game mechanics have much in common with those of Superstar Saga, including the encounter system where the adult Mario brothers and their infant equivalents, separately or together, can touch enemies wandering fields and dungeons to initiate combat. Whilst holding the Baby Mario and Luigi, the adult brothers can only jump on enemies to receive the initiative, and only the babies can hammer foes to gain the upper hand, doing so in both instances difficult at times, given the pitiful range of their hammers and the erratic movement of wandering monsters.

If the adult Mario brothers are holding the babies when initiating combat, each acts as a single unit (meaning only two turns on part of the player to attack the enemy, the same going for whenever the adults or infants are separate in field exploration), with turn order based on speed and the consequential question of who will go when, although thankfully, each executes their command immediately after the player’s input. Should the enemy off one of the adult Mario brothers, their infant equivalent will take their place on the battlefield, players luckily able to resurrect the deceased adult brother with revival mushrooms, of which players can mercifully keep plenty.

>Those definitely aren't tears of joy.

Get ready to mute the volume several times during story scenes.

Together with their baby forms, each Mario brother has several commands from which to choose, including jumping on foes to damage them, whacking them with hammers to do the same, using a recovery or stat-increasing item, using one of many Bros. Items specializing in different forms of attack (which substitutes for a traditional RPG magic system), whether focusing on individual or all enemies, or attempting to escape, which luckily always works even if it costs players a few coins. Separately, the Mario babies can either jump on or hammer foes, while their adult forms can only use the jump command to damage foes, with many Bros. Items requiring all be present on the battlefield.

As in prior Mario RPGs within and without the Mario & Luigi subseries, successful execution of attack commands necessitates careful button presses, which can be significantly trickier in Partners in Time given the use of all face buttons to control the respective adult and baby brothers. Bros. Bros. Items, especially those involving the use of all grown-up and infant Mario siblings, can feel downright tortuous in this regard, with even the slightest error in timing can completely throw one off, and the dual-screen action doesn’t help matters. While players can solely rely upon jumps and hammering to off adversaries, doing so, especially against tough bosses (and the translation team made the North American version harder), can consume sizable time from the player.

Timed avoidance and counterattacks can be incredibly tricky as well, especially when the game utilizes both screens and enemy attacks involve precipitating matter, and while many enemies do have a sort of tell as to which Mario brother they’ll target, their actions can be horribly unpredictable and have catastrophic consequences for the player. Many bosses, especially towards the end, can be downright brutal, with one of the last taking me well over an hour, given the degree of healing and incorrect button pressing, and throughout my entire playthrough, I never fully got used to the battle control.

Defeating enemies nets the party experience, money, and maybe items, level-ups naturally increasing one of the adult and child sibling’s stats, players further able to obtain a bonus increase to one stat with a slot-reel system that can be irksome, given the potential to stumble upon the lowest possible perk. All in all, the battle system has many great ideas and is fun at times, and there is some margin for error given the high threshold of healing items, but the overreliance on Bros. Items necessary to make combat go by quicker really bogs things down, and certain mechanics are unclear such as whether accessories affect one or all characters, along with the use of Beans collected from digging spots all across the game’s areas, whose use I had to use the internet to determine.

Separately, battle control for the Mario brothers is okay, but together, not so much.

Control doesn’t fare any better. While there are some genuine good puzzles, the menus are easy to get a handle of, and there is general clear direction on how to advance the central storyline, controlling the adult and toddler Mario brothers when they’re separate can be somewhat nightmarish when it comes to advancing through the game, with the mentioned awkwardness of the battle system applying every bit as much outside combat. There’s also a dearth of quality-of-life features such as a suspend save and auto-saving, with the placement of save points being incredibly iffy at times, and towards the end there is a particularly irksome minigame necessary to proceed in the main narrative. Ultimately, Partners in Time isn’t the epitome of user-friendliness.

Sound, however, is one area where the game doesn’t fall on its face, composer Yoko Shimomura’s music being all-around solid, although the sound of Babies Mario, Luigi, and especially Peach, are nothing short of demonic, and led me to mute the volume numerous times.

The visuals largely mimic those of the Game Boy Advance version of Superstar Saga, for the most part not a bad thing, given the bright colors, pretty environments, good sprite character sprite designs, and such, although many reskinned enemies exist, there exists the oddity of certain individuals walking in place to indicate they’re talking, and the need to pay meticulous attention to the action transpiring on the top screen in addition to the bottom can sour the graphical experience.

Finally, the first sequel is around a twenty-hour game, with nothing in the way of lasting appeal given the unengaging experience, what with the Bean-collecting sidequest necessitating use of a guide and lack of in-game data on how many are in each of the game’s stages, along with a dearth of other features such as plot variation and a New Game+.

When all is said and done, Partners in Time proves to be a disappointing follow-up to Superstar Saga, what especially with the additional gameplay dimensions to consider regarding things like four characters to control and that action on two screens, accounting for unwieldly control and heavily artificial difficulty. The narrative isn’t particularly engaging, either, given the badly implemented baby and time-travel plot devices, and while the audiovisual presentation does have its positive areas, they can’t compensate for a lackluster experience. The first Mario & Luigi sequel would since go out of print and sell for extravagant prices online, certainly not worth paying, and is probably best left in the ashcan of gaming history.


Score Breakdown
The Good The Bad
  • Some gameplay is fun at times.
  • Music is okay.
  • The visuals, too.
  • You never fully get used to the game.
  • Ridiculous plot and concepts.
  • Not short enough.
The Bottom Line
One of the black sheep of the Mario franchise.
Platform Nintendo DS
Game Mechanics 4.0/10
Control 3.5/10
Story 3.0/10
Localization 4.5/10
Aurals 5.0/10
Visuals 4.5/10
Lasting Appeal 0.0/10
Difficulty Artificial
Playtime ~20 Hours
Overall: 3.5/10

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