Saturday, November 21, 2020

Tales of Symphonia #2 - Everyone Is Hiding Something

Everyone is hiding something. At least that is what it seems like. Colette is turning less and less human with each seal that we destroy. Genis and Raine seem to be hiding the fact that they aren't real elves, for whatever reason. Sheena, the character who started out by attacking us but has now joined forces with us, seems to be hinting that she is actually from another dimension (?). Kratos the mercenary says he is only in it for the money, but is he really?

The only one I really trust is myself, Lloyd. Even I seem to have a colourful past, the difference being I don't know about it myself yet. Since I was found next to my dead mother by my adoptive father it seems like both my birth parents were something special. I don't know what but I am sure to find out soon.

I am curious to see how her character develops.

It seems clear that this game is trying to throw me a curve ball by pretending to be trope when actually there are plenty of twists along the way. We'll see I guess.

This game is actually clever in many little ways. At this one point I was required to run between two cities that were a bit of a trek in between, I was given the option to accompany an NPC to get between the cities instantly. Nice. Another cool feature is an option to "Customize" weapons so even old weapons that you've outgrown can be customized into a better one. And the "long-range mode" on the map actually means enemies won't move when you don't, so they can't attack you unless you let them, which is very convenient for when you want to explore the world map.

They've also added another interesting feature to bolster your feelings towards the characters. Whenever you're out and about you can get a prompt to press the Z button, if you do you get to watch a little conversation play out between some of the characters where they talk about all matter of things, usually something connected to where you are story wise but usually not crucial to know. These conversations are entirely optional (I think!) and there are many. I try to watch all of them, but they can really pop up absolutely anytime. I know for sure I missed one because it popped up right as I was entering a town, and once I loaded in it wasn't there anymore. They're pretty fun to watch and really do help build the characters a bit, so that is nice. Very nice also that if you happen to replay the game you don't have to watch through all of that dialogue again if you don't want to.

The enemies on the map have generic models, so you never know exactly what you'll encounter.

Another interesting thing that happened to me was that I went to open a seal but got beaten by the boss. What actually happened was that I beat the seal boss but then Sheena attacked me right after, before I had saved or gotten a chance to stock up on any items (all of which I had used on the previous boss). She beat me and I decided to go a different route. I went to another seal, which turns out was probably the one I was actually meant to take, because it was a lot easier. Sheena attacked me after this boss too, but the save spot was in a different location so this time I at least had the opportunity to save in-between. I beat her this time, and when I got to the other seal she didn't attack me. It seems it was entirely possible to tackle that part of the story in two completely different locations on the map, and if I hadn't failed the first time I wouldn't even have known. 

It probably doesn't matter much in the long run but it's cool to know the game has this flexibility programmed in to it. Makes me wonder where else it can differ like this.

Also can I just throw in here that I've always loved the little Gamecube discs. They are the cutest.

There are other tiny details that add to the overall feel of quality too, like how the doors only open one way (as is usual with doors). On most RPGs the characters always push the doors open. But in this game, they'll push it one way and pull it another. You can also choose whichever character in your roster you want to display and run around as. It's a minor thing that doesn't really change anything gameplay wise, but it's fun to be able to do.

Most importantly this game just plays well. While so far it might not be reinventing the wheel, it has definitely polished the details and worked out a lot of typical JRPG kinks, making for an easy moving whole. It pulls you forward without effort, even though as I've mentioned before it's far from an easy game. I hope this quality sticks throughout, because so far I am having a lot of fun with it.

Images from youtube.com, steam.com

Wednesday, November 4, 2020

I Am Playing Tales of Symphonia

 RPG's is one of my favorite game genres so it gives me the hives whenever I think about all the RPG series out there that I have barely even touched on. Ys, Dragon Quest, Monster Hunter, Shin Megami Tensei (and Persona) to mention a very few. And also, of course, the Tales of-series.

I have played Tales of Phantasia though, I even own a Japanese copy even though I don't own a Super Famicom. I can barely remember anything about it but I remember two things clearly - I had fun with it and I especially enjoyed the combat.


My knowledge of the Tales of-series doesn't stretch much further than knowing that there are many of them at the moment, and that they hold a pretty good standard overall with some few low points. I don't exactly know which games are considered high or low points in the series though, but everything I have heard about Tales of Symphonia have been good things.

I remember watching my brother play it way back when it was released, he would've been around 15 and me around 18, and even though he seemed to have a great time with it and I thought it looked like fun I never got around to trying it myself. I have no idea what 18-year old me spent all days doing to be honest, but it should've been playing more video games for sure. Then he went on to sell the Gamecube and the game and regretting it ever since.

I got myself a copy quite a while back, with the thought in my head to redeem myself and get around to playing this game that I should've played already long ago. Well, I finally got around to it and I quite like it so far.

I am just over 7 hours in, though that doesn't mean much since I've come to realize that ToS is a game that does require a fair bit of grinding. I don't remember that ever being a thing in Tales of Phantasia! I don't mind though as the combat is as solid in ToS as I remember it being in ToP. 

For you people who don't remember the combat or get it confused with similar styles in the Star Ocean and Grandia series, the combat in ToS is in 2,5D (you can't control you character up and down but it will automatically follow enemies who move there). You control a party of up to four characters and they fight independently until you choose to give them commands. It works pretty well for the most part. Some times you're weaker ranged characters will decide to go all full contact MMA with a boss who three-shots them and some times they use their strongest and most expensive attack on an enemy that is easily killed anyway. But while you don't have much control over their direct movements you have a lot of control over their decisions so I feel it mostly comes down to how much you want to micro manage them.


The combat is definitely not on the easy side either. You not only can but should choose between a wide variety of attacks, and of course block and dodge things. Blocking and dodging is absolutely crucial to not become minced meat. There are often tactical choices to be made regarding which of the up to four (or more?!) enemies you should handle first and of course there are weaknesses and resistances to take into account as well. It might sound like much, but instead it makes every fight full of action and fun.

It definitely does help that combat is not random in this game. The enemies are always visible on the map, like in Grandia for instance, and you can in theory avoid almost every fight if you're sneaky and quick enough. In reality the game absolutely forces you in to a lot of combat, and it's really for the best. The enemies are quite tough and getting money for new gear does not happen quickly - if you want to be prepared for the dungeons to come you are going to have to do a lot of grinding ahead.

If the combat is the game's strong point the story and characters are about as trope as they come. You play as young sword fighter Lloyd Irving, a rascal who doesn't pay attention in school but also quite charming. Your adventure starts when one of your best friends, Colette, who happens to be the chosen one, requires your aid to get to different seals on her pilgrimage and some bad guys are trying to stop her for unknown reasons and... yeah I won't bore you further. You could copy the story from any 500 previous JRPGs and you know what this is all about. 

Kratos is so cool.

You collect a pretty ragshag team who, at least as far as I have come, all bring an interesting variety to combat and also all feel about equally useful (though definitely not equally interesting). Kratos, voiced by none other than Cam Clarke of Leonardo the Ninja Turtle fame, is a mercenary who is quite overpowered when he first joins you. He is also the only one who dabbles in all schools of fighting, he is strong in both offense, defense and healing and absolutely invaluable in the team. Then there is Colette whom I've already mentioned. She is the typical bit of a wonky girl character who keeps falling over on the battle field. She seems to be the weakest character when you start out but it is clear she will become stronger and stronger as the game moves on. Then we've got the "elf" siblings Raine and Genis. I say "elf" because it is hinted so far in the game that they are actually half-elf. Why they would hide this fact is unknown to me.

The enemies of the game are very anonymous so far. All I know is that they're half-elves called Desians (or along those lines), so maybe Raine and Genis used to belong to them and left, or something? Time will tell. They keep human farms where they... actually seem to farm humans, for unclear purpose. Collette is a descendant from an angel who needs to unlock seals to "heal the world". Like I said, the story isn't really the compelling part of the game. Just as with Grandia, what keeps me interested and entertained is mainly a really fun gameplay. The characters are growing on me though, and they're all quite endearing if nothing else.

The game has some other neat features that makes it easy to like, other than the fact that it doesn't have random battles (I can't stress how grateful I am that it doesn't have random battles). For instance it has a "long-range" mode on the world map which makes it slightly easier to traverse. Even more helpful is the "synopsis" feature which in short sentences wraps up where you're at in the story and what you need to do next. So awesomely necessary for a forgetful mind like mine, now I don't need to spend the first ~15 minutes of each session trying to remember what I was doing next, nor keep handwritten notes next to the game.

There is a lot more to say but I think I have been going on for long enough so I will keep that for future posts. Long story short, I am enjoying this game so far. It has really fun combat, decent characters and a story that I think might have some tricks up its sleeve. And even if it doesn't I think I'll have fun nonetheless.

Images from youtube.com, wikipedia.com, aselia.fandom.com.

Sunday, October 11, 2020

Anachronox #15 - The End?

I thought I knew this game by now, I thought it couldn't throw me any curve balls anymore. I thought wrong. The end of Anachronox offers up some exhausting material and now that I feel like I've closed it down for the final time I don't even know how to wrap up my thoughts. What did I even experience? What did I just go through?

It's a roller coaster for sure and while the end is probably the games' weakest point it doesn't leave me unfulfilled. No wait, that is not entirely true. In many ways it does exactly that. I can't explain it without going in to major spoiler territory, but I guess we've already passed that in all my previous posts.

Detta's castle/fortress/home base is another maze. But I've got to hand it to them, even though almost every place I have gone to in this game has been some sort of maze, at least they've been pretty inventive with the areas. I still don't feel like it's repeating itself, too much. 

PAL works alone.

For Detta's the schtick is that we've got the entire team with us for once, which means we split up in three teams that you can easily swap between. Sly heads one and Stiletto heads one and PAL is on his own. The teams need to solve different puzzles in order to open up paths for each other and it's a fun experience. 

I think overall they've done a good job with keeping the same concept interesting, because as I've probably mentioned a couple of times the general idea is that you go through some sort of maze like structure, solve puzzles and fight some enemies. But the variety, both in settings, enemies and puzzles is good and it doesn't bore me.

And dark. Don't forget dark.

Of course the characters and the story is the real highlight of the game and there is a lot of potential here. I wish there was more of it, even after almost 40 hours of playtime. By more I mean more world building, it's a really interesting place that we get to explore here and I would love to see more of it.

Once we get towards the end of the game they've made several choices that give me reason to be frustrated though. First of all, the difficulty ramps up significantly. I guess when my team mates told me they needed better weapons they weren't lying. The final bosses, because spoiler there are two, are silly difficult compared to what I have been fighting so far. And honestly I really don't like it when games does this. I played another game recently, though I can't remember which, which was quite easy on regular enemies and extremely difficult on bosses. Anachronox has been fairly easy throughout though, and throws me off a cliff right at the end. Not cool.

You're not a true mob boss without an indoor pool.

The boss fight with Detta sees my team dead except for Sly (unfortunately I am forced to bring Stiletto with me for this fight and she is easily my worst team mate). Detta does an attack that just about halves my hp, so every other turn I need to throw a full heal and every other turn I can do an attack. But only my special attack does damage to Detta, my regular one always misses. This means I can only do damage to Detta every four turns (because the special attack needs recharging). And Detta himself does an attack that literally takes 30 seconds of cut scene every. single. time.

I have no happy memories of this room.

After Detta is defeated it seems like we're about to win the game. But then... it turns out Grumpos had been on the side of the bad guys all along. No I am not talking about Detta, but the actual BIG BAD that has been threatening to destroy the universe. Thanks a lot Grumpos!

I never understood how these people could get henchmen anyway, doesn't Grumpos realize that he is part of this universe too? He is kind of putting himself in the same danger. But apparently Grumpos still thinks he's better off helping the bad guy than trying to stand against him. Coward.

So instead of throwing the Key Stone into the energy well like he is supposed to, to destroy it, he activates it and summons the bad guy on our confused and shocked asses. And then it is time for another, even worse, boss fight.

Ok ok, this fight maybe actually isn't so bad. It's just that I haven't been allowed to save at any point since I beat Detta and the fight is confusing as heck. This time we get to fight with all six of our remaining characters (Grumpos not being with us for obvious reasons, traitor). Mr Evil as I will call him since I can't recall his actual name (though it is bound to be along those lines) fights on a platform with six colorful orbs around him. Ok, I think. I probably need to destroy those orbs first in order to do damage to him. This turns out to be only partially correct. And the bit I got wrong is pretty dang important.


For some reason I can only attack him with three of my six characters, though this also means only these three characters take damage. Again unfortunately Stiletto is on my team and again unfortunately she is still useless. Each turn every single one of the six orbs do an attack on one of my characters, while they don't do much damage it is extremely tedious to have to sit through. And as soon as I destroy one and start to focus on the others it respawns again. Ok, I think. So I have to destroy them all at the same time?

Again, only almost correct. After I manage to do that, which also is extremely tedious and time consuming I realize that that isn't doing what I was hoping it would do at all. I don't do more damage to the boss and the orbs almost instantly reappear. At that point my play session has been going on for way too long and I actually need to go to bed. Should I leave the game on for 24 hours and continue the day after? I choose not to do this but simply close it down, mostly out of nerd rage reasons to be honest.

So how am I supposed to beat that sucker then? Oh, apparently you need to move your characters into position whenever you destroy an orb, so that they can't respawn. Of course... I wish I had looked that up before my annoyance got the better off me and now I probably have to do the really frustrating fight with Detta all over again too.

They look as disappointed as I feel.

Nah.

Especially since I now also know the game doesn't even end, even after you manage to beat that guy. It's intentionally open-ended because the creators wanted to make a sequel. But we know that is never going to happen. And if they ever do announce one I will go back and do those fights again, maybe. Because dang, they were some horrible fights.

Everything up until that point was really good though, and I think that is the reason I am so disappointed with the ending. I guess I could live with the non-ending if the difficulty didn't karate chop me so hard over the neck though. That's just not cool, it's like they didn't actually want me to see the end once I got there.

It's so unfortunate because I have had ~35 hours of great fun with this game and then the lasting feeling with me ends up being some of disappointment, frustration and pure "oh come on!". Like that one time I went to a birthday party at a restaurant and we had an amazing time but one of my shrimp must've been a bit off because I got really sick and all I can think of now is how unwell I got, not how much fun I had beforehand.

But those last couple of boss fights were definitely some sort of bad shrimp and I still can't shake how frustrated they made me feel, unlike anything else in the game.

I'll get over it, I hope. And I hope I will remember the game for what it really is. An extremely underrated, funny as hell, well written and well played out little gem that I definitely recommend anyone to play through. And I wish there would be a sequel, that would be amazing. Because I actually think this world and these people have a lot more to tell before I get bored.

Monday, September 21, 2020

The Classic Dungeon Experience

 So far Classic WoW has been pretty much exactly the way I remember it, i.e amazing. There has been one notable difference though, at least to me, and that is the dungeon experience.

While I do recall having fun with dungeoning back in the day, I struggle to remember why or how that was possible, because most of my memories are of it taking way too long and people both playing and behaving very badly. The playing badly part I don't mind so much as long as there is a level of effort put in, and I know for a fact I was far from great myself. And to be fair, it was to be expected. Back then the game was completely new to all of us and even those with previous MMO experience (unlike me) still didn't know anything about tactics, best gear or best talents.

Unrelated picture of a scared priest.

This time around though I rarely find a player who seems to be completely new to the game. Either they have played a lot of retail, Vanilla or both. And in either case they mostly know what needs to be done and I've had a blast going through dungeons so far. I don't need people to play perfectly and I don't need people to be social geniuses, as long as everything is done in good effort and politeness.

So I managed to play a year of Classic and umpteen low and mid-level instances before I ended up having one of those experiences. One of those that took me right back to all the memories I have of everything taking just too long and nothing ever really clicking. Like, I can't even point at any one person and say "this failed because of you" but the group effort failed all together.

Ok, in this particular case there were definitely some warning signs early on. The fact that it takes almost an hour to assemble a group is not one of them though. A lot of instances are literally half an hour of running away and without Dungeon Finder Tool you're left to having to wait for the right person to show up at the right time, that's just the way Classic works and I'm fine with that.

I found a group for SM Graveyard and Library on my alliance priest (whom I have a lot to say about by the way, but that is matters for another post) and had to run myself from Wetlands, through Arathi, Hillsbrad and Tirisfal to get to the instance. I was the last one there and everyone had patiently waited for me without complaining. Off to a good start. 

Unrelated picture of a priest in Darnassus.

Except that when we were going to start our hunter wasn't present. Well, that's fine. He had probably gone afk without telling us while waiting, that's understandable. We cleared the first boss in SM GY before the hunter finally shows back up, at this point we had waited at least 15 minutes for him so that's a pretty long afk, but ok, we had done fine without him.

It was going to turn out there was a reason for that as he was ending up to be more of a hassle than gain for the group. He would stand around just not doing anything for minutes at a time, often not going in to action until prompted by someone asking for his attention in party chat. "Bad lag" he says. With lag that bad it's a wonder you can play this game at all, I think. But then again, he was playing a hunter.

Fortunately SM GY is not a difficult instance and we get through it without trouble. Off to SM Library, and the first half is fine, except for the hunter still being mostly afk. He runs around with Aspect of the Cheetah until I tell him and has full mana after every fight he actually does engage in... but I choose to keep my mouth mostly shut, and so does everyone else. We're still doing fine, after all.

After the first boss problem starts to arise though. The hunter starts "lagging" in to extra mobs, pulling more than the tank can comfortably handle. We have our first wipe. No one is complaining, but we're telling each other to be careful not to pull extras. The warrior turns out to be one of those who doesn't bother corpse running but just waits for someone to res him instead. The mobs in SM Lib are fairly tricky actually, with a mana burn I try to hide from as much as possible and a nasty kick that will silence you if you're not careful.

Unrelated picture of a priest running.

That kick will be the cause of our next wipe, just before the final boss. No one is to blame really, it is one of those breakdowns of team effort I described earlier. Or maybe rather an accumulation of mistakes that breaks the camels back. Even though I use Fade I get aggro from mobs throughout the instance, and getting my spells silenced means the tank dies. The first problem might be that the tank doesn't pull the mobs in to a safe spot, but forces us to fight them where they can more easily aggro more mobs. This also means the hunter often stands in places where he more easily aggros more mobs. The paladin or warrior don't use their cooldowns to save us when shit hits the fan and I forget not to cast a heal when I have aggro from one of the kickers. So we wipe.

We all made mistakes, any one of them miniscule but all together too many to keep the group alive.

The second time we wipe we come back to the instance fully respawned. We had literally been about three mobs away from finishing it, and now we have to clear it all over again. But we decide to do it. And through everything we manage to somehow keep our calm and not start yelling things. I just get mildly annoyed when the tank druid starts needing on cloth caster gear. I mean come on dude, that's just not cool. But I also remind myself that this mid-level gear is a drop in the ocean and it doesn't matter. It really doesn't.

But in the end everything took way longer than it needed to and some have been very much carried by the efforts of others. While it didn't leave me angry, sad or even particularly frustrated it definitely left me extremely mentally drained. And I don't know, was it even fun? In the end I probably feel like I could've been without that experience and that is probably a first in Wow Classic for me.

Saturday, August 29, 2020

Anachronox #14 - The Battle of Limbus

Limbus is Fifty Shades of Brown. It might be understandable though since it has apparently been the battleground between what can essentially be coined as "good and evil" (in this game it's "chaos" and "order" though) for a long, long time. We're just in time for another round it seems.

It looks like someone had a bad curry in here.

But first we mess up the front guard of the people who are safeguarding the Universe, woopsie. This is actually one of the more difficult fights I've done in this game and I have to use several of my resurrects before they finally go down. The boss, of which there are in fact six, have a clever system where only three of them fight at any one time, and three are in the back row (behind a force field and untargetable) healing. Then they constantly swap back and forth meaning you have to focus your fire if you want to ever get them down.

They're not as stupid as they look.

Killing the guard means I can get into the town of the people who guard the galaxy, you might even call them the Guardians of the Galaxy, I guess. They are surprisingly un-furious considering what I just did, though they do chew me out a bit for it. It doesn't help that the probe that the space-flower just sent down turns out to be another wave of bad guys trying to achieve something that will allow them to destroy the Universe. I get to replace the front guard with one of my own (Rho) and also the back door (Democratus) in case they choose to come that way (they do). The people give each character some cannon fodder of their own to help out as well and that's going to come in handy because the enemies pack a punch.

Their thing is unpronouncable names.

Boots on the other hand gets the honorable duty of manning the massive planetary defense gun with which I get to shoot down enemy landing parties. Why they would leave such an incredibly important task in the hands of someone who has clearly already done a huge mistake is curious, though I guess it helps that it seems Boots is the Chosen One fabled in some wall paintings.

The prophets even knew what I was going to wear.

The fighting starts and we start kicking ass. I was picturing something along the lines of the little tactical event in FFVII where you get to place troops on a map, but it's nothing like that. Rho and Democratus get attacked in turn and it's just regular battles. Not overly difficult either, fortunately, though I feel like it's a lot down to my little aides who take pretty much all my fire. I don't want the Universe to be destroyed.

We are victorious, of course. But it's only temporary. We still have to prevent the bad guys from entering our universe and tear it up (what we have been fighting has been some sort of front force). The main guy of the Limbus people tells me to go talk to some special agent named Roweidekhalicon (yeah I had to look up the spelling on that) who happens to be in South Anachronox (which is where we started the game). In fact he turns out to be Rowdy who owns the bar from which Boots did his work before we got caught up in this whole "save the universe" business.

So many casualties.

Rowdy tells us that to close the portal that would allow Chaos to enter our universe we need the keystone. The keystone is somewhere in the Mystech Tunnels. Remember when we went down there and found some sort of weird stone that the mob boss took from us? Yeah, that thing.

That means it is time to settle the score with the mob boss, named Detta. He pretty much runs Anachronox and has had Boots under his thumb for a long time. If I understood it correctly he is also the indirect cause to Fatima's untimely death. We have many reasons to go after him.

On the way to deal with him though we run in to Rukh, the cool looking detective that we have been lending a hand a couple of times throughout the game. He asks us to meet up at the hotel in South Anachronox to help out with one more thing. When we get there though it turns out someone got there first. Nooo, not Rukh! He was the coolest, especially considering he was barely even in the game. He should have his own spin-off.

Destroy the universe, fine. But don't mess with my Rukh.

Our only lead is a picture of the attacker that Rukh managed to take just before he was attacked. You'd think that's a pretty good lead, but I have no idea who it is. I happened to have Rho in my party and she mentions she saw the guy somewhere on Sender Station Station. But on SSS it's still night so practically everyone is gone.

Instead of going off on a wild goose chase I decide to deal with Detta first. As much as I want to get vengeance for Rukh I feel like saving the universe has some sort of precedence, I am sure he would understand. The closer I get to Detta though, the more it feels like this is going to be some sort of final conflict. Especially when the game straight up tells me "are you ready for this because there is no turning back?". Uh, I guess Rukh will have to be revenged in some other playthrough then, I am sorry Rukh. 

Every character has also told me they need better weapons. Do they mean need them or do they sort of just want to imply that there is a better weapon? How dire is this need? How difficult is Detta going to be? It's not like anyone gives me any kind of hint on where their best weapon could be either. Your best option is to revisit all old areas with all your characters (though you can only bring three at a time) and talk to everyone you meet, again. While this sounds like so much fun I just... don't want to do that. 

The game is very good at getting a balance between us lazy people and the people who might find that completionist business fun though. If you do happen to put in the man hours and run around to find better weapons you'll have access to them earlier, but as a lazy person I can also wait to a little bit later in the game and most of the weapons will be accessible in the shop. I am ok with that. Unfortunately there is no such system for finding more skills, but I hope I've got the most important ones already.

Detta, I am coming for you.