theradicalchild: (Dragonlord Dragon Form)
2023-11-16 10:04 pm

Dragon Quest VI: Realms of Revelation


Nightmares and Dreamscapes

When Nintendo’s latest portable system was the Nintendo DS, Square-Enix announced a remake of the Zenithian trilogy of the Dragon Quest series, comprising the fourth through sixth installments, with North American release announced for all three, as the franchise had somewhat been experiencing a golden age outside Japan with the success of Journey of the Cursed King. However, unlike Cursed King, the rereleases of the fourth and fifth games, because of invisible advertising, didn’t sell as well, leaving the fate of the sixth and final Zenithian Dragon Quest in the air. Eventually, Nintendo took charge of localization and reannounced the trilogy’s conclusion as Dragon Quest VI: Realms of Revelation, but it kept its original English subtitle, The Realms of Reverie, in Europe. The title saw a port to iOS devices, with an experience on par with the rest of the series.

Combat is turn-based and randomly encountered, with the sixth installment following the tried turn-based tradition of the player inputting various commands for their characters and letting them and the enemy beat up one another in a round. Turn order can be inconsistent as in other entries, and the escape option doesn’t always work, with a few instances of accidentally tapping it when guaranteed not to work, like against bosses. While exploring the overworld, the player can swap party members out from their carriage, an option sometimes available in some dungeons when the player’s carriage comes along. As in prior Zenithian Dragon Quests, AI options are available for all characters except the protagonist, which can work well depending on the situation. Victory nets all living participants, including those not in the party, experience to level occasionally, money, and maybe an item. Death results in the player being transported to the last church with only the hero alive and his allies dead, with early-game revival expenses potentially burdensome.

Eventually, the player accesses the job system, each with their strengths and weaknesses, with a certain number of battles with enemies on par with the player’s levels or any in the Dark World necessary to advance, acquire new skills that become permanent parts of a character’s skill set regardless of occupation, and ultimately master skills, with higher-level careers available depending upon base classes mastered. Despite many powerful free skills, the game is no cakewalk, especially the main final boss. There is some early-game hell as well, like the initial revival spell failing half the time, and things such as skills on the part of the player and enemy affect all one at a time, which can drag out fights where the player has their carriage present. The game mechanics have many positives, but the archaic elements from previous series entries can spoil things.

As usual, moreover, interaction leaves room for improvement. The menus are superficially clean, but shopping for equipment and items is troublesome, given the countless confirmations, alongside the taxing nature of saving the game, the unavailability of the quicksave in dungeons, and a general poor direction on how to advance the main storyline or where to go next. Dungeons don’t have maps, either; a map for the underwater version of the lower world would have also been welcome, given its numerous points of interest. Hopefully, one day, the franchise will abandon these archaic traditions.

The story is enjoyable for a Dragon Quest game, focusing on two parallel worlds and a conflict between the playable characters and a villain named Murdaw. All characters have a story behind them, and the various subplots are detailed. However, the game is frequently unclear on how to advance the central storyline. Some plot beats, as well, are derivative, such as amnesia and a higher power behind everything. The localization is top-notch, with a hurricane of puns characteristic of contemporary translations of the series, with maybe some minor odd lines such as the ever-present “But the enemies are too stunned to move!” Even so, the narrative is a significant driving factor.

Composer Koichi Sugiyama, as usual, does a superb job with the soundtrack, with every track being enjoyable. However, some silence abounds, and the battle sounds are still dated.

The sixth entry utilizes the same graphical style as its Nintendo DS predecessors. The sprites and scenery look nice, despite pixilation, and fluidly animated enemies designed by Akira Toriyama dazzle in battle. However, many foes are reskinned, and the perspective of combat remains in first-person, like classic series entries. Camera rotation during exploration isn’t always available, which would have been handy given a plot quest where the player must tail a non-player character without being caught. The visuals aren’t an eyesore but show their age.

Finally, playtime ranges from twenty-four to forty-eight hours, depending upon how much grinding of levels and classes the player needs to make it through the game. Some lasting appeal exists in mastering all character classes, not to mention a post-game dungeon. However, there are no plot variations or achievements, and most players will likely want to move to other games.

In summation, Dragon Quest VI hits many positive notes, particularly with its solid class system, enjoyable narrative with polished translation, and superb soundtrack. However, many aspects leave room for improvement, including the occasional difficulty of spikes throughout the main quest, the retention of the franchise’s archaic traditions that affect combat and control adversely, the frequent poor direction on how to advance the main storyline, the questionable quicksave feature, and the dated visuals. Those who have enjoyed other games in the franchise will likely be able to look beyond its flaws. Furthermore, since the story doesn’t have much connection to other games in the series beyond its trilogy, those unversed in the franchise may find this port a decent romp.

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


Score Breakdown
The Good The Bad
  • Great class system.
  • Enjoyable story and translation
  • Excellent soundtrack.
  • Retains franchise's archaic elements.
  • Poor direction on where to go next.
  • Graphics show their age.
The Bottom Line
Typical Dragon Quest.
Platform iOS
Game Mechanics 5.5/10
Control 5.0/10
Story 9.0/10
Localization 9.5/10
Aurals 9.5/10
Visuals 6.5/10
Lasting Appeal 5.0/10
Difficulty Moderate to Hard
Playtime 24-48 Hours
Overall: 7.0/10
theradicalchild: (Sad Red Panda Mei)
2023-11-06 09:56 pm

Cloudy Future

Mom has pancreatic cancer. She'll eventually be going in for more tests to see if it's spread any, and whether it's treatable remains to be seen.

Since my main concern is about what would happen financially should she pass, I've somewhat amped up my job search to include jobs from my town's school district and my old community college, part-time and hopefully able to work into my fixed bootcamp schedule. I've got some references I could use, but I dread my sudden termination from my last job might hamper my job prospects.

Coding bootcamp continues to be a slog. I was paired with a fellow student just as in the dark as I was, although we did make minor progress since our instructor walked through some of the solutions to the problems we were posed, mostly regarding making regular functions to mimic callback functions.

Gaming

Diablo IV

Advanced a few story quests and did some quests to unlock more abilities for the Druid.

Dragon Quest VI: Realms of Revelation

Have to get money so I can use the Fashion Forge to make my equipment more stylish to pass the fashion show so I can get the magic carpet and advance the plot.

Hollow Knight

I got the illuminator, so now I can traverse dark areas, and I'm making decent headway.

Phantasy Star (Sega Ages)

Wanted a quick game since I'm got my hands full, so I bought and downloaded this onto my Switch, and the contemporary features really make a world of difference. I've got Odin and Myau in my party, and have had little problem aside from the often-low encounter rate that slightly impedes my ability to accumulate money.
theradicalchild: (Fencing Fox)
2023-10-01 06:52 am

Dragon Quest IV: Chapters of the Chosen

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)
2023-09-29 11:14 pm

Close of a Chapter (9/29/2023)

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: (Sonic Thumbs Up)
2021-07-12 10:00 am

Deep Look - Shining Force Classics

Shining Force Classics

Better than Emulation, but Not Flawless

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

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

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

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

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

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

Recommended?
Hesitantly
theradicalchild: (Sonic Thumbs Up)
2021-07-11 09:06 pm

Shining Force II

Shining-Force-II

Granseal ‘94

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

The Bottom Line:
A competent sequel.

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

Overall: 6.5/10
theradicalchild: (Kingdoms of Amalur: Re-Reckoning)
2021-06-26 10:31 pm

Media Update (6/26/2021)

Games I'm playing:

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

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

Shows I'm watching:

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

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