Showing posts with label role-playing. Show all posts
Showing posts with label role-playing. Show all posts

Sunday, June 14, 2009

Shin Megami Tensei: Persona 3 FES - Finished the game

Time: Sunday 3:14pm
Games Played: Quordy, Klonoa, Fathom, Persona 3, Textropolis, 1 vs 100
Drinks Consumed: 2 Sugar Free Rockstar, 2 Glasses of White Wine, 1 Sugar Free Red Bull, 2 Guayakí Yerba Mate Pure Empower Mint, 1 Guayakí Yerba Mate Pure Endurance, 1 Odwalla B Monster, 1 Guayaki Yerba Mate Nonsweetened Mate

Ugh, I ended up staying up way too late to see all that this game has to offer.

I got to January 30th (the day before last) with my Yukari S-Link at level 9 with it telling me that my relationship could get stronger soon. Man, I really wanted to maximize that S-Link! So I reloaded a save from December 30th and just focused on nothing but doing that. It was worth the effort as it was pretty funny. Ah, sexing the ladies...

I also went ahead and saw what happened when you chose to kill Ryoji on December 30th. Interesting, but probably not worth it.

And then I finally got around to finishing the game. The final boss battle took forever, but I was pretty over-prepared as I was in no real danger of losing. Which is good, because having to redo a battle that took about a half hour would have totally sucked.

My favorite part of the ending was how it used all the people whose social links you had maximized. For me that was Yuko, Chihiro, Kazushi, Hidetoshi, Mamoru, Nozomi, Dying Man, The Monk, and Tanaka. I especially liked being able to explore the school after winning and see what everyone was up to.

Overall, I'm glad I finally finished the game. It was a good game. Not absolutely amazing as some would say, but it was unique and innovative and quite entertaining. Its flaws can definitely be overlooked given the experience it gave me.

Of course, I ended up staying up way to late to experience all of this and so it's only now at almost 3:30 that I am ready for a relatively open and free day today. More on that later!

Saturday, June 13, 2009

Shin Megami Tensei: Persona 3 FES - 1/23

Time: 5:23pm
Games Played: Quordy, Klonoa, Fathom, Persona 3
Drinks Consumed: 1 Sugar Free Rockstar, 2 Glasses of White Wine, 1 Sugar Free Red Bull, 1 Guayakí Yerba Mate Pure Empower Mint, 1 Guayakí Yerba Mate Pure Endurance, 1 Odwalla B Monster

So... an hour and a half later and I've progressed one day. But I think I've got all the fighting and fusing out of my System for now so hopefully this week should go quickly.

Shin Megami Tensei: Persona 3 FES - 1/22

Time: Saturday 3:40pm
Games Played: Quordy, Klonoa, Fathom, Persona 3
Drinks Consumed: 1 Sugar Free Rockstar, 2 Glasses of White Wine, 1 Sugar Free Red Bull, 1 Guayakí Yerba Mate Pure Empower Mint, 1 Guayakí Yerba Mate Pure Endurance, 1 Odwalla B Monster

Ah, the Velvet Room music. I have heard this so many times, I'm surprised it hasn't driven me crazy. At least the Persona battle music stops and starts in between wandering around Tartarus. But the Velvet Room music just keeps going as I spend forever trying to figure out who to fuse with whom and to get just the right skills. I know my former roommates can still hum it from memory.

Anyway, my big push here is to get this game finished. January 31st is the final day (I think) and so I only have a little over a week in game time. I've already made it as far as I can go in Tartarus and have even opened up the doorway to the other realm by defeating death. So I don't really need to defeat any more monsters.

Of course, that's the first thing I did when I started up the game again just to re-familiarize myself with the game. And now I'll probably spend half an hour in the Velvet Room fusing more personae. But after that... all macking on girls until the end of the game!

Thursday, March 19, 2009

Dragon Warrior - Why it was a pivotal moment for me

Finally had some time to write another gamespite article. The theme of this issue was pivotal moments, so I talk about how Dragon Warrior was my first step on the road to playing RPGs.

Dragon Warrior

Sunday, April 27, 2008

Breath of Fire: Dragon Quarter - Finished the game

I like games that do things differently and as I've mentioned before, Dragon Quarter is quite different from your standard Japanese RPG. I mentioned the similarities to survival horror that the game has, but I don't think I mentioned that there are no inns or ways to heal yourself for free. Let that sink in. It means that every time you make it to a shop, you first have to spend the money to buy healing items just to restore your health. This makes the game incredibly tense. You can never really relax because you've just beaten a big boss since healing yourself afterwards will not be cheap. Resource management is key to the game.

As it turns out, I was really good at the resource management. Despite the fact that the game expects you to do at least one SOL Restart through the course of playing it, I never had to do that. I did get a game over about a half dozen times while playing it, but two of those were right in the beginning before even getting the dragon powers and all the rest were boss fights where I just handled the strategy wrong and had no problem with it the next time. It seems I stocked my inventory well as I always had just enough healing items to make it from shop to shop. My D-Counter was only at about 35% when I reached the final gauntlet of boss fights and so I was able to D-Dive each of the last three bosses.

Even though I D-Dived those bosses, I got the feeling that I could have beaten them with shrewd tactics with just regular attacks. That was a much better feeling than the one time I D-Dived before where I felt it was absolutely impossible to win without doing that.

This game did some things really well. The character customization system with weapons that have slots you can fill with different skills was great. The combat system was generally excellent, with strategic movement and combination attacks. The music is also a strong point of the game.

There are some rough edges too. Though combat is generally great because you always need to use strategy against even regular enemies and can't just mash on attack, it can become very tedious to employ whatever specific strategy you need to defeat each enemy. Tedium is generally the problem, as navigating the interface (all the menus to equip items and skills and especially manage the fairy colony) can take awhile. Reaching the shop again requires a significant break in the game while you buy the items to heal your characters, identify all unknown stuff and then decided what to keep and what to sell.

Overall, though it was a very enjoyable game and I'm glad I experienced it.

I'm actually tempted to play through it again. Whenever you do an SOL Restart (which can also be done after finishing the game), you may lower your D-Ratio which will unlock additional cut scenes during the playthrough. The story in the game is very minimal and I think that's appropriate for the playthrough, but I like the idea of filling in background information on a subsequent playthrough. Of course, I know the reality is that I have so many good games I haven't played yet, I probably won't play through it again. But maybe I'll at least do the beginning part.

Monday, April 21, 2008

Mystery Dungeon: Shiren the Wanderer - Completed a Rescue

Not only does this game challenge you to manage your resources and plan every move correctly, it also allows you to be a good samaritan.

Unlike most roguelikes, when you die in Shiren, your character and items are not necessarily lost for good. Three times per game, you can request a rescue attempt. You can generate a password or post a request on an online server. Then, another person with the game can make a trek down to the dungeon level you got to and revive your character.

A friend of mine recently got the game in a short period of time managed to make it to level 20... where he promptly died. So I undertook my first rescue attempt. It's, uh, significantly more difficult than a normal run. You can take stuff from the warehouse in the first village, but skip past all the other towns. This makes food management a lot more difficult (also because I'm used to starting with a riceball). Additionally, you never find any companions so it's a completely solo affair.

Shiren began his journey in a bad situation - a mini-monster house right where I started on the first level. Shiren fell twice before grabbing the Armor Ward +1 from the warehouse in order to start in a better situation. Good weapons were easy for Shiren to come by in the beginning - the problem, of course, was food. He lingered around the rice changers to get a couple of big riceballs. Everything seemed to be going fairly well for Shiren up through Table Mountain. He didn't have an incredibly powerful inventory, but probably had enough. However, he was nearly out of riceballs. Finding a shop, proved to be the difference. Along with the riceball in their, the pair of postpone staves picked up proved to be the key to handling the tough monsters inside table mountain.

On level 19, Shiren knew he had only one more level to go. He was also dangerously low on food. He had eaten his last rice ball and didn't even have any more herbs. He reached the stairs up to level 20 with a fullness of only 2. He began in a small room, but knew he would have to remove his Armor Ward. A few steps through the corridor, he reached the starving point. Each additional step would drain him of hit points. Four steps later, he reached the monster house containing the traveler in need o rescue. But what made his eyes really wide was that he was only two steps from an herb. Reading his scroll of confusion to give him some breathing room, he ran to and ate the herb. He pondered gathering some treasure in the monster house, but knew he would be pressing his luck and the monsters' confusion would not last forever. Instead, he ran up to the fallen comrade and delivered the revival, transporting him out of the dungeon.

Now he had the pride of both finding the golden condor and rescuing a fellow traveler.

Thursday, April 17, 2008

Etrian Odyssey - Reached B5F

This is the second old school-inspired game I've started playing recently. While Shiren was based on Rogue, Etrian Odyssey is based on other original computer RPG - Wizardry.



Wizardry was another of the original computer role-playing games and described a formula that many other early role-playing games would use. It was basically a dungeon crawl - start in a town to procure supplies and equipment and then head down into the dungeon. Each floor of the dungeon has its own unique layout and the deeper you go, the tougher the monsters get. The dungeons are presented to you in a first-person view and you move on a grid - going forward or backward one square with 90 degree turns. This formula inspired many classics like Might and Magic, The Bard's Tale, and Ultima.

One of the key meta-activities these games required was drawing map. Since all the corridors pretty much looked the same in these games, you had to play them with a piece of graph paper next to you, drawing in the walls as you saw them as well as any special features.

Obviously, requiring players to make their own maps, especially with a portable game just wouldn't fly in this day and age. But instead of having the game automatically create the map, the creators of Etrian Odyssey decided to make map-making part of the game. Taking advantage of the DS' touch screen, the game gives you virtual graph paper on the bottom of the screen where you can draw walls, and make notes of stairs, items, and powerful enemies.

This is all pretty awesome. Making the maps is completely easy to do and it feels really satisfying to be the cartographer.

There are two other aspects of this game that are causing me to enjoy it so far.

The first is that it has some great customization for your characters. You start with seven different classes with which to make up your party of five. Each class also has over a dozen skills and you have skill points with which to assign to these skills and configure your characters. These skill points are precious too, as you only get one additional skill point for each level that you gain. It's quite a deep system.

The second aspect is the sense of dread it gives you. In old school RPGs, you knew that if you stumbled into the wrong enemies, your game could be quickly over. You had to carefully preserve your health and resources and be sure to get back to town when injured. This game is a little easier with the standard enemies you can face, but it has special enemies called FOEs that are significantly more powerful than normal enemies you face. Most of the time, the first time you encounter an FOE it will completely own you. You need to serious strategy and strength in order to face an FOE. The thing that makes these super-enemies fair is that you can see them before encountering them and know when to avoid them. But the sense of dread when you know one is near and are low in resources and then it starts chasing you is great.

Saturday, April 12, 2008

Breath of Fire: Dragon Quarter - Defeated Modified Bosch

I had to D-Dive for the first time in this battle. D-Diving is basically turning into your dragon form where you are a super bad-ass. The downside, of course, is that doing this raises your D-Counter. Once that reaches 100, it's game over. You lose your humanity or become some evil dragon or something like that (the game isn't exactly clear on that issue) and you're done.

I find the tension of whether to use your super ability delicious. In some games, not using a limited resource has no real consequence. It may make the game a little harder or be a little more frustrating, but it doesn't seriously change the game. In Dragon Quarter, it's at the heart of the game. The requirement to use limited resources is also present in the fact that there is never any automatic healing. The only way to heal is to use healing items and aside from the few you can find in the course of your adventure, you'll have to buy them at shops. The creates another tension in whether to use your money to upgrade your weapons and armor or use it to stock up on healing items.

All that said, I was a little disappointed because it seemed I had to D-Dive in order to win this battle. The boss regenerated a massive amount of health each turn and the amount of damage I could do it wasn't consistently high enough each turn to lower his health beyond what he would regenerate. I do feel a bit cheated in that respect, but since this is my first playthrough of the game, I suspect that I'm underpowered from what I could be and that if this were a later playthrough I could actually beat him without becoming a dragon.

Thursday, April 10, 2008

Final Fantasy III - Finished the game

At least I can say I've finished it, but the last couple of hours I put in were not very enjoyable.



It's tough to say why. I was enjoying the old school feeling and goodness in this game and then in the last section, the fun just kind of fell off a cliff. The game didn't change significantly, but I think the problem was, as I mentioned in my last entry, that there wasn't the promise of anything new to explore or any new gameplay mechanisms to unlock. I knew I would have to go through the final dungeon and beat the boss. Oh sure, I got a few new weapons and pieces of armor along the way, but it really felt like I had done all there was to do in this game and was now just going through the motions to get to its end.

One of the most interesting parts of playing this game was to examine it historically as it influenced later Final Fantasies. The job system is obviously the key innovation, but the little things like Chocobos, Summons, and Cid are there. But really, having played this, I can see how Final Fantasy IV is sort of a fan fiction of this game as all the characters in it have fixed jobs that pretty exactly map to the jobs of this game. And then Final Fantasy V came along and realized how lame it was to only be able to use on job's skills at a time and basically made the job system really fun.

Anyway, since the last portion of this game kind of ruined the interest I had in it, I'm mostly glad I finished now so I can say I've cleared one more game from my backlog. Now I can feel a little less guilty about starting new games.

Sunday, April 6, 2008

Breath of Fire: Dragon Quarter - Reached the Industrial Area

This game is difficult - at least when compared to modern RPGs. Generally, there's a bit of hand-holding and tutorial in the beginning to get you into them. In Dragon's Quarter, I just flat-out died in the first dungeon my first two times playing it.

My third time playing the game, I finally "got it". Everything about that combat system and how to correctly deal with monsters just clicked and I found myself really getting into this off-kilter RPG.



Breath of Fire has had four previous games in the series. I haven't looked into them, because they aren't supposed to be that different from their contemporary Japanese RPGs. Dragon Quarter is.

The main hook is that you aren't really expected to get through the game in one playthrough. It is certainly possible, but the game is designed in such a way that at a certain point you will realize that it isn't possible for you to get any further since you don't have any health restoring items and your character is about to die. At this point, the game gives you the option of doing a "Scenario Overlay" when you restart which basically means when you start over, you have all the skills your character previously had, along with any money you've put in the bank, progress you've made on the colony, and party xp (bonus experience you earn which can be given to the characters).

The other aspect that contributes to the need to restart is your D-Counter. Early on, you learn that your character can turn into a dragon - which is awesome! You become incredibly powerful and can quickly decimate foes. Each time you become a dragon and each time you use its abilities, your D-Counter number goes up. When it hits 100 you presumably lose control of yourself and lose your humanity - which is less awesome. That's another game over there. So, if you've had to use dragon abilities to get yourself out of some scrapes you may find it nearing 100% and have to restart.

In a strange coincidence, this game is pretty much a combination of the last two games I've been playing. The connection with Shiren is pretty obvious - they're both RPGs with turn-based tactical combat. They both expect you to die and restart, having learned something of the game from your previous run, but also allowing you to carry some things over from your previous run. Breath of Fire isn't nearly as unforgiving as Shiren since it does let you restore saved games as many times as you want. But... real save points are spaced far apart so a lot of your saving will be of the same "suspend" save variety that Shiren had - you can save your game anywhere, but when you come back to it, your save is immediately erased.

The saving aspect brings in one of the big connections the game has to Resident Evil - they are limited. If you want to save your game at one of the save points scattered throughout the game, you need a save token, much like Resident Evil required you to have ink ribbons to save at the typewriters. Save tokens are precious - you only find a few and can't buy more or store them so you have to be careful about using them up. The connection to survival horror becomes more apparent when you notice how little money and healing items the game gives you. The player must make the best use of their resources or they'll find themselves in an unwinnable situation and have to restart. I'm not the first to call this a Surival RPG, but I wholeheartedly support that appellation.

Having never played a Breath of Fire game before, I have no clue how innovative the combat in this one is, but I think it's incredibly well done. First of all, you can see enemies before battle and they take place right on the exploration screen, much like my favorite of games, Chrono Trigger. That you can see the enemies and know where you'll be fighting them is great. Additionally, the combat is very tactical. Characters have a certain number of action points, when it is their turn they can move and attack in almost any combination to use those. Maneuvering for position or to get just in range of an enemy is key - especially because several attacks can hit enemies in a line, rea, or cone. There is a wide variety of attacks for each character (and different weapons that you can specialize in different ways). Also, one character can place magical traps on the battle field and its a lot of fun to hold enemies off with these or coax them into them. The game also adds a bit of complexity in that there's a lot you can do pre-battle like set traps and hit the monster first to get a first strike turn, but I don't think those are as well implemented or interesting. Still, it's a pretty great system.

Finally, this game has the best cut scene system ever. Not only are they skippable (as it's a sin in this day and age to not have them be), but they are pauseable as well. Finally, I can go pee during some exposition and come back and not have missed it!

Wednesday, March 26, 2008

Mystery Dungeon: Shiren the Wanderer - Released the Golden Condor

Roguelike games lend themselves to stories. Sure, the games themselves have some sort of plot (retrieve the amulet of Yendor in Rogue, find the golden condor in this game), but since the levels, items, and enemies are randomly generated, each new game is a new story. Different things happen to your character each time you play and sometimes you have some narrow escapes and sometimes some spectacular failures. Nethack, one of the most famous of the genre, has created a trend of posting "ascension stories" of beating the game and YASD stories (Yet Another Stupid Death).

Last night, I finally made it through the main dungeon of the game and so, for those interested, here is my ascension story (my game save file is Gertrude, so I used that name for the story character):



Gertrude had made it to the Ravine of Illusions (level 26) on her last five journeys, twice getting beyond it only to die before reaching the Plains of the Sun. With two Big Riceballs in her pack, she began her new attempt. Things didn't look auspicious for her.

Right away, the fortune teller gave her a particularly grim fortune telling her that she would not get the help she needed. But who believed in those silly fortunes anyway, Gertrude thought. Ignoring the warning of Riva, the God of fate, she pressed on.

Despite finding all three companions, they all died prior to reaching the town of Cryptic Rock Valley. While feeling sad at their loss, she was sadder that her strategy would now be completely changed. She now wouldn't be able to send them off to take down enemies she didn't want to get near in the swamps. These enemies could confuse her, put her to sleep or rust her weapons. Especially because she had found precious few arrows up to this point, not having any companions would make things difficult.

She did manage to make it through the swamps relatively unscathed. All she lost was one item to a copter bird and a point of strength to a leech bug. She was lucky to always see purple slimes coming so she could unequip her stuff (pathetic as her Hide Shield +1 and Polearm +3 were) before taking them on.

Once in Table Mountain, without the help of any companions she took a lot of damage from the Great Hens and Chain Heads. She had found one Chiropractic Pot (which heals her) with 5 uses and it was quickly down to 2 after three dungeon levels. Due to her Hide Shield and plenty of rice balls found in her journey, she was able to use the tactic of hiding in a corridor and resting to restore hit points. Little did she know this would be her survival tactic from hereon out because she would never find another Chiropractic pot.

It took until floor 25 before she could upgrade her equipment. There she found a Master Sword +2 which she upgraded to +3 with an Air Bless Scroll. She now had that and (when she needed it) an Armor Ward +2 to help her out. Learning the lessons of previous adventures, she used a Power Up scroll immediately upon reaching the Ravine of Illusions and used a staff of postponement and eventually a dragon herb to take down the one Skull Wizard she saw. The Death Angels were slowed or shot at from afar to lessen their effect. The Armor Ward was now her default shield.

She progressed through floor 27, making judicious use of equipping the hide shield and waiting until her hit points were back over 100. Floor 28 was a huge monster house (is it always? it was the last time she made it there) She was relatively close to the exit so she decided running was the best option. A Death Angel would have gotten in her way, but she used a Switching Staff to switch places with it and made it to the next floor with 2/3 of her hit points.

On floor 29, she started in a room with five monsters and so used her last scroll of confusion. This allowed her to take down the monsters one by one. Every time she faced more than one enemy at once, she had to use an item like a Dragon Herb, a Staff of Postpone, or Bufu's Staff to even the adds. After every battle she needed to hide in a corridor and wait while she healed. She had a very close call when she was fighting a dragon and an Armor Knight came along and knocked off her sword and shield. She used two blasts of a Staff of Postponement to deal with the two of them.

Despite her lacking of healing items, she made it up the stairs to the plains of the sun! Where was the gold that was supposed to cover the city? Where was the Golden Condor that would grant wishes? She found markers left by the former inhabitants, explaining how a terrible evil had come and eaten the gold and trapped the condor. Exploring and heading into the final floor, she double-checked that she was ready. She took down the first two tigers she encountered with Dragon Herbs. Suddenly, she heard a clicking sound behind her and turned to find what must have taken down the Plains of the Sun - the tainted insect! When it got near her, she wasn't taking any chances and threw the Running Egg meat at it that she had picked up in Stream Village, turning it into a harmless egg with legs. Without that to worry about, she picked off the rest of the tigers before finishing the egg and ending the curse on the Golden condor.

Checking the back of the hall, she cleared the webs away and encountered the Golden Condor. On its back, she returned to Canyon Hamlet, looking down at the caves, woods, and villages she had passed along the way.




Now I'm really curious to change my Wi-Fi encryption so I can use my DS on it and see where I rank (I'd imagine not too high - I got about 1.5million points on that run)

Saturday, March 15, 2008

Mystery Dungeon: Shiren the Wanderer - Made it to level 20

Rogue is one of the most venerable of computer games. Created back when computers (mainframes) didn't have any graphical capabilities, it relied entirely on the ascii character set to display its dungeon-crawling adventure. But the use of pure ascii text isn't necessarily what defines Rogue as a game. No, what is more important are the three main characteristics of the dungeons it generates: 1) They are randomly created every time. Their layout is never the same twice, nor are the monsters or items that populate them though you can generally count on the fact that tougher monsters and better items occur in lower dungeons. 2) Items found in the dungeons are not immediately identified. Weapons and armor are obvious in their application, but any curses or blessings they may have are not known. Wands and potions give less information - all you have from them is a descriptor such as brass or murky and their function can only be determined by magically identifying them or taking a risk and trying them out. 3) When you are dead, you are dead. You can save your game, but once you resume it your save is gone so you cannot go back to an old save. Once you die, you must begin again at the top floor of the dungeon at level one and with no items.

As brutal as this sounds, Rogue has spawned many imitators over the years (called roguelikes, naturally). Quite a few have been released for consoles and Shiren the Wanderer for the Japanese Super Famicon (SNES) is generally considered the best. It was recently re-released for the Nintendo DS and I snapped it up quickly.



I am totally digging this game. It is hard for me to describe it better than Jeremy Parish did in his review and blog post follow-up.

I've played several roguelikes in my time (mostly Nethack) and so far this is my favorite. The big problem I have with Nethack is one of its selling points - there is so much going on. Too much for me to wrap my head around and remember all the item interactions and resistances and monster traits, etc. Shiren, still has all the trappings of a roguelike, but it seems tractable to me. There are only eight different types of items and they each only have about eight different types within them so it all seems managable. Unlike in Nethack, I feel like I am actually making progress and learning what to do as I go.

That's really the key with roguelikes. The more you play them, the more you learn and master the mechanics. Parish made the analogy to Super Mario Bros. in that you refine your basic gameplay skills each time you play and each time you get a little further. Of course, here you can't memorize the level layout, but that's okay. You learn how to deal with each type of enemy, and when to use the right pots, wands, and herbs.

I also love the innovations this game adds to the roguelike genre. While your character starts anew each time he dies, the world is affected by his actions. You can cause new shops and rooms to open and new items to appear in the game by undertaking different actions. You can even help others and have them join you as companions.

I don't know if it is the cute graphics, the beautiful music, the deep but not overwhelming variety of objects and monsters, or a combination of all of them but this game has had me hooked since I picked it up a week and a half ago. I keep wanting to play thinking that next time I can finally make it to the golden condor at the top of Table Mountain.

Monday, September 17, 2007

Chrono Trigger - Achieved all major endings

I love Chrono Trigger. It may be my favorite RPG ever and it is definitely in my top ten all-time favorite games. I have fully replayed it from beginning to end four times now. It rocks.

I could go through all the reasons why it is so good. I could talk about the fact that there are no real random encounters. You usually see enemies before you fight them. Even better, when you fight enemies, you fight them on the same screen you were walking around on - no awkward transition to the battle screen. I could talk about how the game's battle sytem is great. It made the best use of Square's active time battle system by introducing dual and triple techniques - basically magic spells that require two or three characters to act in order to execute them. I could talk about how no grinding is required in the game yet the game is not too easy. The pacing is set up so that, as long as you don't run from/avoid every combat, you will never be overwhelmed by the boss battles but you will need to use the right characters and a good strategy to prevail. It also has a nice story with interesting characters and handles time travel and the mute protagonist cliche suprisingly well.

Anyway, I sadly do not own the SNES version of the game, but instead the Playstation version. Playing this on the original Playstation was supposed to suffer from horrid slowdown and be intolerable. I have only played it on my PS2 and there it is tolerable if not exactly good. The reason I bring this up is that the PlayStation version tracks which of the twelve major endings you get and unlocks various extras dependent on that. I have always wanted to check out the different endings of the game (I have only ever gotten the main one) and so having the Playstation version and this being the fun club RPG of the month inspired me to do so.

Some of the endings are short or just don't have much to them, but some of the alternate endings have a surprising amount of work put into them for things that are completely optional. The Oath, Dino Age, A Slide Show, and The Dream Project were all particularly memorable. Once again, I love this game.

Tuesday, September 11, 2007

Final Fantasy III - Met the Earth Crystal

I'm getting to the point in the game where going through it is starting to feel more like work and less like fun. It tends to happen to all older RPGs. Especially in ones that don't have interesting stories. You've pretty much explored everywhere there is to explore and so you know all the dungeons you will have to go through. It is just a matter of going through them all and the enemies there aren't exciting and aren't requiring anything significantly new in strategy.

This is one of the reasons that I skipped a little ahead of the proscribed path to get the earth crystal. I had just acquired the earth fang and I knew it would let me get beyond the statues, so instead of returning to Doga's mansion like I was supposed to, I decided to investigate to see what was beyond them. I encountered a dungeon and some enemies that seemed quite a bit beyond what I supposed supposed to be battling, but one room in I got to the crystal chamber. I now have access to all the jobs in the game (except Onion Knight).

I'm already contemplating what my final party will be. I'm thinking Dragoon, Knight, Devout, and Summoner. But I woud love to get a Ninja or Black Belt in there if I could.

Sunday, September 9, 2007

Final Fantasy III - Traversed Cave of the Circle

Man, this game is so old school in its story. Besides your main characters being the "prophesied warriors of light destined to save the world" basically you just go into each town, someone tells you their problems and you agree to help them defeat whatever evil is ailing them. It's kind of charming in how simple and cliche it is.

My current party conists of a thief (who has been kicking ass since arriving in Amur), a Knight, a White Mage, and a Bard who I am newly exerimenting with. I like how it seems like any party can work in this game. Though I had no problem dropping my scholar when he started seeming weak.

Wednesday, September 5, 2007

Final Fantasy III - Exploring Goldor's Mansion

I have recently returned from a two week vacation and in that time I did a lot of portable gaming. This was the game that I decided would be my main DS project and indeed it was the only DS game that was ever inside it during that time.

Final Fantasy III for the DS is a 3D remake of a game that was never before released in the US. Its advertising marketed it as a game never before on this shores that we had to wait over fifteen years for.

I was leary of them doing the whole 3D thing. I feared that the game would lose its charm. I feared that they would add too many modern RPG conventions. I worried that it just wouldn't be fun. Of course, I didn't really have any idea if the original game was fun. All I had played of it was a half-translated ROM ten years ago that I only got about ten minutes into before giving up over not being able to understand what was going on. So really I was just being a typical internet 'tard about how this game would be. I finally just looked at and read reviews, saw people liked it, and picked it up when Target was selling all DS games for $24 (Final Fantasy III being the most expensive DS game at $40).

Any fears that this older game would feel too modernized were allayed when I started playing. This game feels totally old school.

Despite 3D graphics (which, honestly, seem a bit unnecessary), a localization that is better than we would have gotten in 1990, and gameplay that feels a bit less grindy/super random encounter than what I might expect for an older game, I definitely feel like I'm playing an RPG that came out in the 8 or 16-bit era.

The plot is very simple. You are four warriors of light destined to restore balance to the world. So you go around to towns and kill bad guys. Really, the premise is the same as the first Final Fantasy game. That seems interesting because Final Fantasy II wasn't very good (and possibly not well-received) and so in its sequel they went back to the less story-driven style and also allowing you to pick your characters jobs.

Anyway, while the story isn't anything to praise and the gameplay is walk from town to dungeon to town, the gameplay mechanics are quite fun. Your characters get to take on different jobs such as Soldier, White Mage, and Thief. Unlike the first game, they can change these jobs at any time. The game definitely encourages staying in the same job for a bit because your attacks become much more effective the more you increase your job level (which is different from your character level). I am generally a big fan of such character customization and it totally works here. While you definitely get an advantage from training characters a lot in one job, there are parts of the game where you need a specific job or skills from a set of jobs so you will need to shuffle your jobs around. That works very well too.

I don't have much else to say except that I am quite enjoying myself. I didn't want a story-centric RPG, but rather a mechanics-based one and this totally fits the bill. It doesn't require too much grinding (I think I only once was not able to beat a boss the first time I encountered him) and it require a fair amount of battle strategy.

Currently I'm somewhat stuck because I can't figure out where to go in Goldor's Mansion. I'm sure there must be some false wall or something that I'm overlooking.

Wednesday, June 20, 2007

Pokemon Diamond - Obtained the Icicle Gym Badge

I have continued to play this game, on and off, for the past couple weeks. I'm really starting to have bouts of loving and hating the game now. Going through areas often feels like a grind - the cave on Iron island definitely felt that way. The game can move very slowly, especially with battle animations and switching Pokemon and everything like that. This can make the game a drudgery. And yet, the exploration of new areas and encountering new Pokemons seems great. So... I don't know. It held my attention long enough to spend an entire night going through the snowy area to reach the town at the end, which was good.

I still feel that my Pokemon are a bit underleveled. The Canalave gym didn't cause me much trouble, and the Snowpoint City one was only a little difficult (and had one of the coolest puzzles in it). I guess as long as I'm winning, it doesn't really matter.

I also guess I'm near the end of the game's story, since there aren't any many places on the map that I haven't visited. This is good, as I'm actually kind of looking forward to all the stuff that opens up when you beat the elite four at the end. People on forums I visit have been talking about raising different pokemon teams for different battle types and I think that sounds like a hoot. I also want to try to capture every Pokemon in the Sinnoh Pokedex, so this game definitely still has pull for me.

Thursday, May 31, 2007

Pokemon Diamond - Surfing around

So I've been back to Pokemon for most of this week. The gradual pace of the game makes it difficult to decide when to write about it. Beating the Hearthome gym leader seems like an obvious spot, but I didn't really get much further then. It is only now, once I have been using the Surf technique and exploring new areas that I feel I've really kind of gotten somewhere - even though I haven't.

Rereading the previous paragraph, it seems to make little sense. The point I want to get across is that there don't seem to be major milestones in Pokemon. Beating the gym leaders are one of the few times that happens. But you always get a new technique after beating them so you open up more areas to explore - it is almost like Super Metroid in that aspect. The game is actually fairly linear in that you are supposed to progress from one town to another. It doesn't feel linear because each town opens up more stuff to do: try the global trade station, raise and breed pokemon in the daycare, explore the underground, so that as you get to each new area it seems like the game is opening up exponentially.

The battle with the Hearthome gym leader was my toughest so far. I ended it with only one of my six Pokemon left alive. This is despite knowing that all her Pokemon were weak to Dark attacks. I think, for the first time in the game, I was actually a bit underleveled. I've been concentrating on raising a core of 6-8 pokemon and so I guess my Pokemon are a few levels under where they could be if I was only worrying about 4-6. Anyway, the battle was tense, I was forced to use many potions and finally Mercury, my Vespiqueen, stood as the sole survivor.

And the surf technique is totally awesome. It opens up just a ton more areas.

Monday, May 14, 2007

Pokemon Diamond - Obtained four gym badges

For the first time in Pokemon, I am stuck. It isn't that I don't have things to do. I could explore the underground some more and get more interesting items like evolution stones. I could work on leveling up and evolving my pokemon. I could try to breed pokemon with interesting attacks. All these I can I do. What I cannot seem to figure out how to do is advance the story.

I like that, in Hearthome city, you can't immediately battle the trainer there. It is a nice way to set up for later. Also, this then exposes two possible paths to take. I ended up taking the one that heads North and thus encountered Veilstone city first. This was great because it allowed me to defeat the gym leader and use the Fly HM. Fly is equivalent to the Return spell in the Dragon Quest (Dragon Warrior) games. You can return to any town you have been to before. This makes doing things like checking the global trade station, picking berries you planted, and retrieving Pokemon in the day care much easier. It really seems like the designers went out of their way to take any tedium out of this game and just let the player do what he or she wants. The only thing left that sometimes annoys me is random encounters, but I haven't tried using the item that decreases them.

So I then headed to Pastoria city. I played around in the Safari zone. It is a neat concept - a new way to capture Pokemon. It can also be a bit frustrating if you are trying to catch the pokemon that are unique to it. When battling pokemon in the wild, you can get near assurance that you will be able to capture it. Since, in the Safari zone, there is no way to weaken or affect their status. All you can do is throw things at them. That makes them more likely to be caught, but also more likely to run away. Nevertheless, I caught just about all of the pokemon unique to the Safari zone (I'll get you some day, Azurill!)

Anyway, after defeating the Pastoria gym leader, I am stuck. I am sure I have to make use of the new Defog technique. I am also pretty sure I have to get past the Psyducks. But I cannot figure out how. It looks like I may have to consult an FAQ.

Saturday, May 5, 2007

Pokemon Diamond - Reached Moo Moo Milk Cafe

I haven't been updated in a while, but it isn't that I haven't been playing. I haven't had a lot of time, but I've still put about an hour or two into Pokemon Diamond most days. I just haven't passed any major milestones. Each time I play, I capture some Pokemon I don't have or I explore through a side cave and get a TM. So it just doesn't seem right to update.

I like that, since acquiring the bike, there are a ton of new places I can go. I had assumed that the game would continue its relative linearity and I would just find and fight the third gym boss in Hearthome. To my surprise (and delight) after exploring the city, you don't fight the trainer there yet and get to explore quite a bit more and see many more towns. I've been to like three different places and haven't even found a gym yet.

Granted, I also haven't found anything incredibly interesting. Just some new Pokemon and a few new items. Oh, and the day care is pretty cool. Still, I feel like I'm exploring which I love. And since Pokemon requires no grinding, I just get to explore and fight and it all feels natural and fun. There's just a lot to recommend to this game. I can go out and capture Pokemon I don't have (and give them clever names). Or I can go and level up my Pokemon to find new abilities. Or I can tool around the underground looking for new items. And I just get more options as the game progresses. I'm very impressed by this game.