theradicalchild: (Link CDi)

ZeldaOOT


A Hyrulian Period Piece

Most will freely acknowledge that the Nintendo 64’s path through history came with it a wasteland laden with the cadavers of partially developed games and whatnot, given the Big N’s desire to have their flagship franchises it absolutely three-dimensions with little, if no, room for two, an attitude dampened by the system’s restrictive cartridge format compared to the rival PlayStation’s more flexible compact disc medium. However, it did bear some games most mainstream videogame critics would hail as near-infallible masterpieces such as the first 3-D Zelda, last rereleased on the Nintendo 3DS as The Legend of Zelda: Ocarina of Time 3D. Does it still hold up today?

The game begins with Navi the fairy awakening Link from a nightmare, and after a visit to and into the Great Deku Tree for a Spiritual Stone, he Is tasked with visiting Princess Zelda at Hyrule Castle, from whom he receives the mission of retrieving two other Spiritual Stones to enter the Sacred Realm so that the primary protagonist, Ganondorf, can’t claim the godly Triforce for himself. Throughout the game, players control Link across two different periods to save Hyrule from Ganondorf’s twisted ambitions. Though there is some good backstory on Hyrule and elements such as the Triforce, those who have experienced the narratives of other Zeldas will pretty much have experienced that of Ocarina, so ultimately there’s not a whole lot new under the sun in terms of plot.

Writing has rarely, if ever, been a strong suit of the Zelda franchise, and Ocarina continued that trend. There seems no fathomable excuse, for instance, except inebriation, why anyone would think it natural for a character to greet “Yahoo! Hi, Link!”, address someone to their face as “Link the hero” or “Navi the fairy”, or scream “CURSE YOU…SAGES!” As with other Nintendo localizations past and present, as well, the translators opted to use “OK” instead of “okay”, which no professional writer would ever do, and there exists a chronic overuse of ellipses and exclamation points. The dialogue is coherent, but still proves a prime example of middle-tier videogame translation.

That leaves the gameplay for the most party to carry the burden, but speaking as someone who grew up mainly with top-down Zelda games A Link to the Past and Link’s Awakening, just how well did Ocarina transition to three dimensions? There are a few top-down moments where control is two-dimensional, and a few areas that rotate as Link wanders through them, but otherwise, the gameplay is strictly three-dimensional, with the camera constantly staying behind the series protagonist as he wanders, the player able to press a button to get the camera back behind him or hold it to keep it in place, causing the pointy-eared hero to strafe, somewhat critical in combat.

Zelda-OOT2
Gerudo Fortress is one of the more frustrating areas of the game.

Ocarina does not allow Link to jump manually, with the first 3-D Zelda opting to have him auto-jump whenever the player guides him between gap-separated platforms, which can at times be a mixed blessing, given the uncontrollable nature of a few leaps. Falling from significant heights damages Link a little, although he tends to get off free with lower falls. The heart system from previous installments, where Link acquires an addition to his life meter after bosses in dungeons or collecting four heart pieces scattered throughout Hyrule, returns, and a (very) late-game upgrade halves damage taken to his life. The loss of all hearts without a bottled fairy results in an unceremonious game over and an opportunity either to save or quit, which really doesn’t make much difference.

The inaugural three-dimensional Zelda does technically allow players to record their progress anytime, though in most instances the feature is superficial, as it doesn’t preserve Link’s current location unlike the liberalized save systems of other titles such as the SaGa games. For instance, if the player saves on the Hyrulian overworld, quits, and resumes their game, Link in the past starts at his home in Kokiri Village or in the future at the Temple of Time, with players also starting at dungeons from their entrances if saving and quitting in them. There are, though, maybe a few moments where players can use this to their advantage, such as saving and quitting to return to a dungeon entrance, exiting and repeating, and restarting at either past or future default location.

Combat occurs, of course, whenever Link approaches enemies, with many options available for him to attack. Key to battle is the targeting system where the player can hold the L button to lock on a foe, keep it visible on the gameplay screen, and have Link walk in relation to its position. Throughout my experience, I had issue with having to keep my finger on the L button to hold a target, and the need to have Link facing an enemy in order to target it in the first place, which proves disadvantageous since he’s completely blind from behind, with no radar indicating enemy position, and the action of combat doesn’t stop while the player attempts to target opponents.

Luckily, child and adult Link have a few killer moves, such as being able to slash, poke, or even jump-leap enemies with his sword, block enemy attacks with his shield and retaliate, execute spinning slashes, and so forth, and such skirmishes tend to be quick affairs and at many moments optional. In many instances, defeating an enemy yields a random drop such as a recovery heart, rupee or rupees, refills for slingshot or bow ammunition, bombs, magic recovery potion, and maybe other things. Link does eventually get a magic meter that allows him to perform a few spells (though only a few are genuinely helpful), use a magic spyglass to see hidden objects or enemies, and fire special elemental arrows (which is somewhat critical towards the end of the game).

TODPSX
The original Tales of Destiny came out a year before in Japan but had a vastly-superior targeting system.

As with prior Zelda games, too, Link has many tools that can serve offensive uses such as a hammer to beat down rusty switches, a boomerang to hit or catch distance objects, bombs to detonate fragile walls, bottles to carry healing potion of fairies to restore life when he loses all health (among a few other things), and so forth. Many of these tools are necessary to advance through the storyline dungeons and maybe discover a few secrets spread through Hyrule. As well, dungeon bosses require specific strategies to conquer, and while there are a few that are genuinely enjoyable, there are many that can be nothing short of frustrating, with the camera not helping in those cases, and death forcing players to retrace their steps back to the boss to try again.

Other supplements to the gameplay include hunting Gold Skulltulas and retrieving their respective medals, which can gradually reverse the curse of a family in Kakariko Village transformed into spiders and earn Link some goodies such as increased maximum rupees he can carry, necessary of course to purchase items. However, while money was an issue early on, late in the game they pretty much burned a hole in my pocket, and it would have been nice for the game to feature some other use for them instead of allowing them to waste away like they did in my experience.

All in all, the game mechanics have some good ideas, though their execution often brings things down, accounting for an inconsistent experience, with gameplay tropes like having to sneak past guards without getting caught, not to mention the potential for repetition if a boss kills you. The camera and targeting system can be pains, titles such as the original Tales of Destiny, which released a year before Ocarina in Japan, vastly superiorly executing the latter, and the general lack of control of the player’s view in the heat of combat doesn’t help matters. Generally, Ocarina of Time still plays like a 3-D game originally released in 1998, but things aren’t entirely bad.

One of the biggest improvements in terms of Ocarina’s control compared to the Nintendo 64 version is the much, much faster text speed and the ability to scroll through most dialogue without all of it having to appear in textboxes first. Other additions include the Shiekah Stone in Kokiri Village and the Temple of Time, which can help newcomers to the game with difficult puzzles necessary to advance through dungeons, though access to them regardless of Link’s location would have been nice. The biggest issues, still, are the camera and the save system, the latter making difficult playing the game in small chunks, given the repetition players must endure when diving back into the game.

Zelda-OOT1
Even the axeman wants to off Navi.

Sound has tended to be one of the more positive aspects of the Zelda franchise, and Ocarina in many respects continued that trend. The various melodies Link learns for the eponymous musical instrument, necessary for fast travel and in a few circumstances solving puzzles or battling maybe one specific enemy type, can be catchy and endearing, and signature series motifs such as Zelda’s lullaby and Ganandorf’s sinister theme have a few notes added to them. There are issues regarding the music such as the bland dungeon themes and lack of musical accompaniment during nighttime on the overworld, and things like Navi’s nagging voice can be really grating, but aurally, Ocarina doesn’t completely fall flat on its face.

The latest incarnation of the first three-dimensional Zelda game, furthermore, may still play like a 3-D game originally released in 1998, but mercifully doesn’t completely appear as such, given the graphical refinements for the Nintendo 3DS version’s character models most of all, as well as the convincing depth effects from the handheld’s visual capabilities. Granted, most of the environments still have blurry and pixilated texturing, and there is as prior mentioned the issues with the camera, but visually, the game is far from an eyesore.

As with pretty much every old-school Zelda game, there isn’t an in-game clock to measure total playtime, although upon completing the main quest, players access the Master Quest, although whether they’ll want to partake in it is largely a matter of if they enjoyed the main game, which for me at points was a chore.

All in all, Ocarina of Time 3D definitely does have many things going for it, such as adult/child Link’s diverse arsenal of moves, the secrets ready to discover throughout Hyrule, and decent audiovisual presentation, although there are many issues preventing it from being fully accessible to series newcomers such as the frustrating camera and targeting systems and consequentially needlessly difficult combat at points, the shoddy story and writing, and bland dungeon music. It is better than the NES Zeldas and even some future entries such as Skyward Sword, but those seeking the definitive Zelda experience would be better off playing one of the true classics of the franchise such as A Link to the Past or especially its spiritual successor A Link Between Worlds.

This review is based on a playthrough of a copy digitally downloaded to the reviewer's 3DS of the main quest alone.


Score Breakdown
The Good The Bad
  • Child and adult Link have some killer moves.
  • Lots of secrets across Hyrule.
  • Many pleasant melodies.
  • Good graphical upgrades.
  • Some frustrating enemies and bosses.
  • Terrible camera and targeting system.
  • Lackluster plot and writing.
  • Bland dungeon music.
The Bottom Line
One of the best mainline 3-D Zeldas, but that's not saying much.
Platform Nintendo 3DS
Game Mechanics 5.0/10
Control 4.5/10
Story 4.0/10
Localization 3.5/10
Aurals 5.5/10
Visuals 6.0/10
Lasting Appeal 3.0/10
Difficulty Inconsistent
Playtime No in-game clock.
Overall: 4.5/10
theradicalchild: (Cress Albane)


A Tale Well Retold

Namco’s Tales of series began in 1995 with Phantasia for the Super Famicom, although Nintendo of America’s aversion to any game with “controversial” content prevented its localization, and North American gamers would get their first taste of the franchise with Tales of Destiny for the Sony PlayStation, although its English release occurred when Japanese RPGs in general were still niche, and the series wasn’t nearly popular enough to warrant translation of its many future titles. Destiny would eventually see a remake for the PlayStation 2, not to mention an updated rerelease, Tales of Destiny: Director’s Cut, which too didn’t receive an official English version.

Like its original incarnation, Destiny opens with blonde spiky-haired narcoleptic protagonist Stahn Aileron stowing away on the sentient dragon ship, the Draconis, where he finds a special weapon in the form of Dymlos, an intelligent talking weapon known as a Swordian. He eventually crosses paths with other Swordian wielders, with those who infused their souls into the weapons from the ancient Aeth’er Wars, which threatens to repeat with the gradual creation of a second earth above the current world with the help of a powerful MacGuffin known as the Eye of Atamoni. The story is fairly enjoyable, with plentiful development largely thanks to the countless skits throughout the game, although there are some minor similarities to Phantasia and some narrative nods to the Star Wars series.

The PlayStation 2 version of Destiny, unlike the initial incarnation, features an encounter system similar to the third Shin Megami Tensei and Etrian Odyssey franchise where an indicator gradually turns lavender to indicate how close the player is to encountering enemies, with the frequency of encounters luckily adjustable with Holy and Dark Bottles, not to mention support skills (new to the remake) from sidelined companions. Rather than rehash the original game’s two-dimensional gameplay, the remake sports a new incarnation of the series’ signature gameplay known as the Aerial Linear Motion Battle System (AR-LMBS) that emphasizes aerial combination attacks against the enemy.

Furthermore, MP is gone, replaced by Chain Capacity points, where each of the four characters active in combat start with an initial account dictated by certain innate skills, regular attacks consuming one CC, and other skills and magic consuming different amounts. After a character has completely exhausted his or her CC, they refill, with their beginning amount increased by one, and having a cap that too special skills set up outside battle dictate. While the AI of the controlled character’s allies is mostly competent, it isn’t always foolproof, but mercifully, the player can pause the action of combat to use magic manually, or a consumable item (their use being strictly manual) after which players must wait a few seconds before being able to use another.

Outside combat, Swordian users can make use of the Swordian Device system to set special skills that require a certain number of points, with those equipped gradually gaining percentage points where, at a hundred percent, they “master” and unlock higher-level abilities. Another addition is the Rerise system where the player can use different Lens types, obtained from victorious battles, to raise their stats, with different branches that have divergent stat development paths. The system of food is different as well, players initially able to equip four different recipes that see their use depending upon certain combat conditions to recover the party’s health, with the Food Sack eventually leveling to hold up to eight recipes that too eventually see mastery.

The battle system is generally enjoyable, although the Chain Capacity system requires a certain amount of finesse to master in Semi-Auto or Manual control, and thus, I mostly relied upon Automatic control, with the AI in that regard generally being competent in spite of occasional hiccups. Combat speed is fast as well, and should the player yearn to control a character directly, switching enemy targets pauses the action of battle akin to other entries of the franchise, and players can see how much of their health remain, which elements they’re strong against, and those to which they’re weak. Difficulty is adjustable too, and there are still plenty of tough moments even on the easiest setting, yet the challenge is generally fair. On the whole, the developers did a good job assembling the game mechanics.

Control has its high points as well, with an easy menu system, skippable voiced dialogue (except during skits) and FMVs (luckily pausable as well, as is the majority of the game within and without battle), clear direction on how to advance the main storyline with indicators noting where the player needs to go next on the overworld, a suspend save function in addition to hard saves, an in-game clock that shows both total playtime and how much time players have spent in their current session with the game, and so forth. Granted, dungeon maps are absent, and there was one point in the last dungeon where I got stuck (involving an invisible staircase), but otherwise, interaction definitely rises above average.

The aurals are another highlight of the remake, beginning with the theme song during the opening anime, which has a sad instrumental version throughout the game, not to mention plenty of solid tracks from composers Motoi Sakuraba and Shinji Tamura, for instance, with three remixes of the same battle theme indicative of the main game’s current act. The Japanese voicework largely fits the various characters as well, although the seiyū, as usual, botch the English names of abilities in combat. However, there are few to no complaints about the sound effects, and overall, the remake definitely sounds great.

The visuals are nice, as well, with a style combining two-dimensional and 3-D elements, the character sprites in towns, dungeons, and battles being 2-D and having good proportions wherever they exist, alongside colorful scenery that the developers occasionally prerendered, although there are occasional three-dimensional environs that move with the player’s visible character. The graphics are perhaps weakest on the overworld, where the model indicating the player’s active party is 3-D alongside the world map itself, which has a lot of popup as well. However, the visuals are good in battle aside from a few reskinned enemies, and ultimately the remake looks good graphically even today.

Finally, Stahn’s Side of the storyline takes somewhere from thirty to forty hours to complete, with Leon’s Side taking around ten, accounting for somewhere between twenty-four to forty-eight hours total, with plenty of lasting appeal in the form of a New Game Plus mode where the player can bequeath elements from previous playthroughs, not to mention sidequests such as an extra dungeon, and aside from the lack of in-game percentage completions, replayability is well above average.

All things considered, Namco Tales Studio did an excellent job remaking Tales of Destiny, which almost feels like a completely different game, given the major modifications to the core gameplay that work superbly, alongside solid control, an excellent storyline with two different perspectives, great sound, and pretty visuals. Granted, those who don’t care much for the idea of a game that’s a lot easier to allow to “play itself” may not appreciate it, and there are some minor hiccups especially in regards to the graphics, but the game definitely deserved an official localization, and those who don’t want to wait years for a port or remaster will be happy to know a mostly-complete English fan translation exists.

This review is based on single playthroughs of Stahn and Leon’s Sides, each on Simple difficulty.

The Good:
+Great game mechanics.
+Tight control.
+Enjoyable story.
+Superb soundtrack and voicework.
+Looks good even today.
+Plentiful lasting appeal.

The Bad:
-A lot easier to let “play itself”.
-No in-game maps.
-Skit dialogue unskippable.
-Visuals lack polish at points.

The Bottom Line:
A superb remake Americans missed out on.

Score Breakdown:
Platform: PlayStation 2
Game Mechanics: 9.5/10
Controls: 9.0/10
Story: 9.0/10
Music/Sound: 9.5/10
Graphics: 8.5/10
Lasting Appeal: 9.5/10
Difficulty: Adjustable
Playing Time: 24-48 Hours

Overall: 9.5/10
theradicalchild: (Purple Dragon)
Currently Playing

Bravely Default II - A loan from my younger brother. Pretty good with extremely fast battles.

Learn Japanese to Survive! Hiragana Battle - A pretty decent Japanese language-learning RPG which I'm playing mostly to refine my knowledge of Japanese.

Backlog

Baldur's Gate: Enhanced Edition - Low priority.

Baldur's Gate II: Enhanced Edition - Also low priority.

Slime Forest Adventure - I had trouble playing this one but got into easy contact with the creator, so I may or may not play it next.

Tales of Phantasia: Narikiri Dungeon X - Low priority too.

Ultima II: Revenge of the Enchantress - I tried playing it, but got stuck immediately after starting a new game, and I've found mixed advice on what to do to start from scratch, and I get a weird "not a blank player disk" error, so I'm putting this on hold until I find an effective solution.

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

Cress Cross

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

The Bottom Line:
The definitive version of Phantasia.

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

Overall: 8.5/10

Aviators

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

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

Fallout Tactics: Brotherhood of Steel - In the middle of the Jefferson mission, where I have to destroy the generators. Taking it slow and easy.

Tales of Phantasia: Cross Edition - Sort of playing this with a translated script to aid in my quest to study Japanese, and can recognize a lot of the kanji though the font makes it hard at times. The game is definitely good, though.

Backlog

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

Dragon Quest (Nintendo Switch) - Don't know when, but I will get to this this year.

Tales of Phantasia: Narikiri Dungeon X - Will play after finishing Phantasia: Cross Edition.

Ultima II: Revenge of the Enchantress - There's a decent chance this will be the next game I start.

Ultima III: Exodus - Will of course play after the second game since I paid for it and its precursors.

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The Radical Child

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