My original plan was to wait until early 2020 to buy the recently released Romancing SaGa 3 remake. Everything changed, though, when Square Enix slapped a 20-percent discount on this long-awaited role-playing game during its launch window.
Still, I assumed I wouldn't actually play it for weeks, if not months--what with Pokémon Shield's imminent arrival (at the time) and all. Boy, was I wrong. Romancing SaGa 3 dug its hooks into me within minutes of being booted up for the very first time.
Over 20 hours later, I'm thoroughly enjoying it and ignoring the new Pokémon title.
Why am I enjoying this Romancing SaGa 3 remake-remaster-whatever-you-want-to-call-it so thoroughly? Here are the main reasons, plus a couple of complaints that, if addressed, would prompt me to like this pixelated adventure even more than I already do.
Oh, and I'm tossing in a few pieces of advice at the end as a bonus--just in case any of you decide to buy it down the road as well.
I love how the map opens up as you talk to NPCs--I'm sure other RPGs have utilized a similar system, where you only gain access to towns and dungeons and other locations after a non-player character (NPC) mentions them, but this is the first one I've played. There's something surprisingly thrilling about exiting to the world map and seeing a new area or two pop up out of nowhere, begging to be explored.
It's worth playing for the weird potential party members alone--My current Romancing SaGa 3 party includes a blue elephant, a pink-haired fairy, and a bard who bears a striking resemblance to Final Fantasy IV's Gogo. And they're only the tip of the iceberg here. Additional options include an anthropomorphic snowman, a similarly human-esque lobster, and a Batman wannabe. Eat your heart out, bog-standard JRPGs.
"Sparking" new skills here is as exhilarating as it is in every SaGa game--Admittedly, it isn't as exhilarating as it is in SaGa Frontier, or at least it isn't to me. But there's no denying my heart skips a beat whenever a little lightbulb appears over the head of one of my party members, alerting me to the fact that he, she, or it is about to learn a new battle skill. My only complaint is that I wish it would happen with more frequency. I've gone through a lot of dry spells so far in my 20 or so hours with the game, and that's not only unacceptable, it's boring.
Although I appreciate that Romancing SaGa 3 is mysterious, I wish it would explain things a bit more than it does--You've probably heard that this game, like its predecessors and successors, has the barest of stories. It's true, but that honestly hasn't bothered me much. Far more irksome has been that it's often similarly tight-lipped about how things like magic and combo attacks operate. Some of it can be sussed out via trial and error, but not all of it. Harrumph.
I wish the town music was more varied--I adore Romancing SaGa 3's soundtrack on the whole, but something that really bugs me about it is a good number of towns feature the exact same background tune. Even worse, that particular song is my least favorite of the ones I've heard up to this point.
Where's the fast-forward button, Square Enix?--Both Bravely Default and Octopath Traveler let players speed up battles with the touch of a button. Why on earth doesn't Romancing SaGa 3 allow the same? Especially since it features the slowest fights of this trio of titles. These lackadaisical battles aren't dealbreakers, mind you, but they do get a tad boring now and then.
Has what I've said thus far got you itching to pick up a copy of Romancing SaGa 3? If so, keep the following pieces of advice in mind as you continue to contemplate your purchase--or as you start your way through the game (if it's already taking up space on your PC, PS4, Xbox One, Switch, Vita, or phone).
If you hate RPGs that lack explorable overworlds, look elsewhere--I enjoy racing across an ever-changing overworld as much as anyone. That's not something you get to do while playing Romancing SaGa 3, however. Instead, you get to choose between icons--representing caves, forests, towns, and the like--unceremoniously plopped onto a map. It's kind of a bummer at first, but it saves time in the long run, so I personally consider the whole she-bang a wash.
Also look elsewhere if you absolutely need a grand story in your RPGs--Most SaGa games aren't story-focused affairs. Romancing SaGa 3 is no different. That doesn't mean it's story-free, though. In fact, it offers up plenty of little snippets of stories through the numerous quests it tosses your way. Many of them are surprisingly unique for the genre, too, so if you're at all open-minded in this area, give the title a go despite the fact that its gameplay isn't tied to a novel-worthy tale.
Try not to psyche yourself out--Yes, Romancing SaGa 3 can be obtuse. And yes, Romancing SaGa 3 can be difficult. It's not so obtuse or difficult that it's impossible to finish, though. In fact, if your first playthrough is anything like mine has been so far, you'll enjoy long stretches when the proceedings seem positively ho-hum. So don't keep the game at arm's length simply because you're scared it'll be too much for you.
Prepare to see your party wiped out a lot--Part of the fun of playing a SaGa game, in my experience, is tucking into dungeons or taking on bosses you know nothing about and seeing how you fare. That often results in your ass being handed to you, admittedly. As such, try to embrace dying in Romancing SaGa 3. It's going to happen a lot, no matter what you do. Accept rather than fear it and you'll get a lot more enjoyment out of the experience.
Don't worry about grinding--One of the main things that's made me wary about playing both Romancing SaGa 2 and 3 is the oft-repeated warning that grinding in either game can be a bad idea. As in, grinding does more than toughen up your party members; it toughens up enemies, too. Well, here's some good news for you: while that's true--to a point--you shouldn't have to worry about it much. Although there are no random battles in this game, you'll be forced into them regularly enough that grinding is sure to be the last thing on your mind.
Embrace FAQs and walkthroughs--Going through a game blindly is an admirable feat. That said, I wouldn't suggest doing so with Romancing SaGa 3. Not only will it make your journey a lot more challenging, but it'll likely cause you to miss a bunch of cool characters and quests along the way as well. This blog is a great source of information, as is this shrine.
See also: 'Five reasons I would've paid full price for the Switch version of Dandy Dungeon if Onion Games had forced me to do so'
Showing posts with label Square Enix. Show all posts
Showing posts with label Square Enix. Show all posts
Wednesday, December 04, 2019
Thursday, August 09, 2018
Ten things I'd change about Octopath Traveler if given the chance
My last two posts hopefully make it pretty clear I'm enjoying the hell out of Octopath Traveler at the moment.
As much as I love it, though, I don't think it's perfect. In fact, I'd make the following changes to the game if someone gave me the green light to do so.
1. I'd add a Bravely Default-like slider to the "settings" menu that lets you adjust the frequency of random battles. Being able to turn off random battles--or even increase how often they're triggered--was a real lifesaver, not to mention sanity-saver, while playing Bravely Default. Why Octopath Traveler's developers decided against including something similar here, I'll never understand.
2. I'd allow players to alter the game's difficulty on the fly, too. Again, like Bravely Default--or even the recently released Shin Megami Tensei: Strange Journey Redux. Both of those 3DS titles let you switch between easy, normal, and hard (or casual, standard, and expert, in the case of Strange Journey Redux) modes as you wish. Not only isn't that possible while playing Octopath Traveler, but it's not even possible to choose a difficulty level at the game's start. As such, if you run up against an area or boss that's too hard for you, you've got no choice but to grind your party into better shape or improve your battle strategy.
3. I'd make weapons visibly distinct during battle. I've loved being able to see my party member's weapons in battle since I first played through the original Final Fantasy shortly after it was released in my neck of the woods. In fact, I stuck with that game's "coral sword" long past its sell-by date because I thought it was cool to wield a pink blade. So imagine my disappointment when I realized I'd never get to see Octopath Traveler's "bear cleaver" or "war hammer."
4. I'd include a few more unique secondary jobs. In a way, I appreciate that the folks who called the shots during Octopath Traveler's development decided to cap the game's secondary jobs at 12. It's easy for RPGs to go overboard in this area and become bloated, confusing messes. Still, I wouldn't have minded even a couple of additional career options for my hard-working crew--especially since I consider a few of the included ones to be borderline pointless.
5. I'd shorten its battles. How much shorter would I make them? I'm not sure. Slightly shorter, at the very least. And I'd focus on Octopath Traveler's boss battles in particular. Yes, I feel accomplished and relieved and all sorts of other emotions after finally toppling one of this game's end-of-chapter baddies, but I'd sacrifice a bit of that elation for tussles that occasionally last less than 30 minutes.
6. I'd let people save anywhere. This is one of Octopath Traveler's more confounding omissions, if you ask me. I know the game's supposed to be a throwback, but this is going a bit too far considering nearly all modern RPGs allow players to save where they want and when they want. Plus, you encounter the little pedestals that serve as Octopath Traveler's "save spots" every few steps, so why not just remove that visual clutter from the landscape and replace it with something that's a lot more user-friendly?
7. I'd toss in a few vehicles. I know what some of you are thinking: vehicles aren't needed in this game because it lets you "fast travel." It only lets you do so between cities, though, which often means you still have to hoof it a bit if you want to explore a cave or hunt for a shrine. Even if Octopath Traveler allowed you to plop your party anywhere on the map with a nudge of the analog stick and the press of a button, I'd still want access to a handful of "vehicles"--like maybe a boat or carriage or horse--so I could buzz around the landscape when the mood strikes.
8. I'd give players more money for winning battles. Or I'd make weapons and armor cheaper. As things stand, it's easy to feel "poor" while playing Octopath Traveler--especially as you toil through its first half or so. In fact, I mostly resorted to stealing armor and weapons and items from unsuspecting townsfolk during my first 30 or 40 hours with the game because of this. Maybe that's the point? Or maybe this is Octopath Traveler's way of telling me to spend more time grinding? Either way, I'd prefer it if the gear sold by this title's many shopkeepers were a little more "wallet friendly."
9. I'd make it so the lantern used in caves and grottoes is upgradable. Hell, I'd even force players to find or buy this accessory before they could comfortably probe Octopath Traveler's many dark and dank caverns. This starter lamp would be pretty dim, too, and the only way to make it brighter and more useful would be to replace it or upgrade it in some form or fashion.
10. I'd increase the game's wackiness quotient. Although Octopath Traveler occasionally shows it's got a nutty side (Olberic's ability to challenge nearly any NPC to a one-on-one duel is a prime example), it's usually a pretty staid experience. How would I make it a little zanier? By tossing in a couple of kooky, out-of-left-field bosses, for starters. I'd also add in some silly weapon classes--like the bells and harps that pop up in a number of Final Fantasy titles.
Would you alter Octopath Traveler in any particular ways if given the chance? If so, what changes would you make?
See also: 'ten things I adore about Octopath Traveler' and 'five more (kind of silly) things I adore about Octopath Traveler'
As much as I love it, though, I don't think it's perfect. In fact, I'd make the following changes to the game if someone gave me the green light to do so.
1. I'd add a Bravely Default-like slider to the "settings" menu that lets you adjust the frequency of random battles. Being able to turn off random battles--or even increase how often they're triggered--was a real lifesaver, not to mention sanity-saver, while playing Bravely Default. Why Octopath Traveler's developers decided against including something similar here, I'll never understand.
2. I'd allow players to alter the game's difficulty on the fly, too. Again, like Bravely Default--or even the recently released Shin Megami Tensei: Strange Journey Redux. Both of those 3DS titles let you switch between easy, normal, and hard (or casual, standard, and expert, in the case of Strange Journey Redux) modes as you wish. Not only isn't that possible while playing Octopath Traveler, but it's not even possible to choose a difficulty level at the game's start. As such, if you run up against an area or boss that's too hard for you, you've got no choice but to grind your party into better shape or improve your battle strategy.
Illustration by carrotchipper |
4. I'd include a few more unique secondary jobs. In a way, I appreciate that the folks who called the shots during Octopath Traveler's development decided to cap the game's secondary jobs at 12. It's easy for RPGs to go overboard in this area and become bloated, confusing messes. Still, I wouldn't have minded even a couple of additional career options for my hard-working crew--especially since I consider a few of the included ones to be borderline pointless.
5. I'd shorten its battles. How much shorter would I make them? I'm not sure. Slightly shorter, at the very least. And I'd focus on Octopath Traveler's boss battles in particular. Yes, I feel accomplished and relieved and all sorts of other emotions after finally toppling one of this game's end-of-chapter baddies, but I'd sacrifice a bit of that elation for tussles that occasionally last less than 30 minutes.
6. I'd let people save anywhere. This is one of Octopath Traveler's more confounding omissions, if you ask me. I know the game's supposed to be a throwback, but this is going a bit too far considering nearly all modern RPGs allow players to save where they want and when they want. Plus, you encounter the little pedestals that serve as Octopath Traveler's "save spots" every few steps, so why not just remove that visual clutter from the landscape and replace it with something that's a lot more user-friendly?
7. I'd toss in a few vehicles. I know what some of you are thinking: vehicles aren't needed in this game because it lets you "fast travel." It only lets you do so between cities, though, which often means you still have to hoof it a bit if you want to explore a cave or hunt for a shrine. Even if Octopath Traveler allowed you to plop your party anywhere on the map with a nudge of the analog stick and the press of a button, I'd still want access to a handful of "vehicles"--like maybe a boat or carriage or horse--so I could buzz around the landscape when the mood strikes.
Illustration by punkratkid |
9. I'd make it so the lantern used in caves and grottoes is upgradable. Hell, I'd even force players to find or buy this accessory before they could comfortably probe Octopath Traveler's many dark and dank caverns. This starter lamp would be pretty dim, too, and the only way to make it brighter and more useful would be to replace it or upgrade it in some form or fashion.
10. I'd increase the game's wackiness quotient. Although Octopath Traveler occasionally shows it's got a nutty side (Olberic's ability to challenge nearly any NPC to a one-on-one duel is a prime example), it's usually a pretty staid experience. How would I make it a little zanier? By tossing in a couple of kooky, out-of-left-field bosses, for starters. I'd also add in some silly weapon classes--like the bells and harps that pop up in a number of Final Fantasy titles.
Would you alter Octopath Traveler in any particular ways if given the chance? If so, what changes would you make?
See also: 'ten things I adore about Octopath Traveler' and 'five more (kind of silly) things I adore about Octopath Traveler'
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Sunday, August 05, 2018
BONUS ROUND: five more (kind of silly) things I adore about Octopath Traveler
If you follow me on Facebook or Twitter, you should be well aware of the fact that the bulk of my gaming time over the last month or so has been spent working my way through Octopath Traveler.
In fact, I've now devoted 55 or so hours to this much-ballyhooed Switch RPG, and I have a feeling I'll need to put at least 25 more into it before I wrap up all of its storylines.
It probably could go without saying that I'm thoroughly enjoying the experience, but I'm going to say it anyway. Actually, I already suggested it in my last post--about the "10 things I adore about Octopath Traveler."
So why am I belaboring the point today? To be honest, I thought I was done extolling Octopath Traveler's virtues when I published the write-up linked to above. A few additional virtues popped into my head this past week, though, and although my initial plan was to just stick them at the end of my earlier post, I figured they'd be overlooked.
Plus, I like that the components highlighted below are sort of silly.
The lantern you carry while in caves and grottoes--No joke, this was one of the details that most stood out for me when I watched Octopath Traveler’s first trailer more than a year and a half ago. It's the type of thing that would've thrilled me as a youngster (yes, I've always been a little weird), and it still brings a smile to my face today--even if it doesn't impact the gameplay as much as I'd like.
The mansions that double as dungeons--Is Octopath Traveler the first turn-based RPG to stick dungeons within manors and other such dwellings? Even if it isn’t, I love how it’s handled here. I especially enjoy ducking into rooms to see what may be hiding inside. I wish they featured a few secret nooks and crannies here and there (like the caves and grottoes do), but maybe producers Masashi Takahashi and Tomoya Asano are saving such treasures for the inevitable sequel?
The return of the “Final Fantasy V laugh”--Something I've always loved about the fifth Final Fantasy game is how adorable its characters look when they laugh. Well, Octopath Traveler’s protagonists and NPCs use a shockingly similar animation while guffawing or chortling. I don't know if this is an intentional reference to one of my all-time favorite games or if it's just a coincidence, but I'm going to assume it's the former until proven otherwise.
The shimmer--No, I'm not talking about the "Shimmer" that serves as a major plot point in the Annihilation film. I'm talking about the way some of Octopath Traveler's elements shimmer and sparkle in the most captivating way as you walk on or by them. You'll mostly observe this while traipsing around the game's sandy and snowy environments, or while exploring some of the aforementioned caverns, but you'll also notice it (in and on homes and shops) while strolling through its villages and towns.
The sound of your party’s footsteps--They sound like horses clopping, especially when your crew's walking across dirt or stone, and for whatever reason I find it comforting.
Now that I've had my say (again), what are your favorite aspects of Octopath Traveler?
In fact, I've now devoted 55 or so hours to this much-ballyhooed Switch RPG, and I have a feeling I'll need to put at least 25 more into it before I wrap up all of its storylines.
It probably could go without saying that I'm thoroughly enjoying the experience, but I'm going to say it anyway. Actually, I already suggested it in my last post--about the "10 things I adore about Octopath Traveler."
So why am I belaboring the point today? To be honest, I thought I was done extolling Octopath Traveler's virtues when I published the write-up linked to above. A few additional virtues popped into my head this past week, though, and although my initial plan was to just stick them at the end of my earlier post, I figured they'd be overlooked.
Plus, I like that the components highlighted below are sort of silly.
The lantern you carry while in caves and grottoes--No joke, this was one of the details that most stood out for me when I watched Octopath Traveler’s first trailer more than a year and a half ago. It's the type of thing that would've thrilled me as a youngster (yes, I've always been a little weird), and it still brings a smile to my face today--even if it doesn't impact the gameplay as much as I'd like.
The mansions that double as dungeons--Is Octopath Traveler the first turn-based RPG to stick dungeons within manors and other such dwellings? Even if it isn’t, I love how it’s handled here. I especially enjoy ducking into rooms to see what may be hiding inside. I wish they featured a few secret nooks and crannies here and there (like the caves and grottoes do), but maybe producers Masashi Takahashi and Tomoya Asano are saving such treasures for the inevitable sequel?
The return of the “Final Fantasy V laugh”--Something I've always loved about the fifth Final Fantasy game is how adorable its characters look when they laugh. Well, Octopath Traveler’s protagonists and NPCs use a shockingly similar animation while guffawing or chortling. I don't know if this is an intentional reference to one of my all-time favorite games or if it's just a coincidence, but I'm going to assume it's the former until proven otherwise.
The shimmer--No, I'm not talking about the "Shimmer" that serves as a major plot point in the Annihilation film. I'm talking about the way some of Octopath Traveler's elements shimmer and sparkle in the most captivating way as you walk on or by them. You'll mostly observe this while traipsing around the game's sandy and snowy environments, or while exploring some of the aforementioned caverns, but you'll also notice it (in and on homes and shops) while strolling through its villages and towns.
Now that I've had my say (again), what are your favorite aspects of Octopath Traveler?
Sunday, July 29, 2018
Ten things I adore about Octopath Traveler
I was pretty sure I'd like Octopath Traveler as soon as I finished watching the teaser footage of it that was featured in the "Nintendo Switch Presentation 2017."
That hunch persisted as I played its first demo, which hit the Switch eShop late last September.
How do I feel about Octopath Traveler now that I'm making my way through the full game? Well, I've put nearly 40 hours into it so far--what do you think?
If that's not enough detail for you, keep reading for a bit of commentary on the 10 things I most love about this throwback of an RPG.
The ability to steal--When I first added Therion ("the thief") to my party, I pretty much ignored his "steal" path action. I mostly used Tressa's similar ability, "purchase," instead. It quickly became clear to me, though, that buying armor, weapons, and items in this game is a fool's errand. Random battles just don't give you the kind of money you need to outfit your crew properly. So, I started stealing from non-player characters (NPCs)--and now I can't stop. Hopefully the game doesn't penalize me for it down the road.
The battle system--You know what excited me most during my four-hour playthrough of the first Octopath Traveler demo? The battles. They gave me powerful Bravely Default vibes--a very good thing as far as I'm concerned. Actually, I think the fights in Octopath Traveler are better than those in Bravely Default. They're certainly more visceral--especially when you "break" an enemy and your system's Joy-Cons offer up an impressive series of rumbles and jolts.
The effects and "filters"--I know a lot of people think the lovely spritework in this game is ruined by the effects its artists and developers applied to those assets, but I'm not one of them. Admittedly, there are times when the vignette and depth-of-field filters make it hard to see paths and easy to miss treasure chests, but I'd rather deal with that than have a game that's flatter and far less aesthetically pleasing.
The freedom--One of the most SaGa-esque aspects of Octopath Traveler is it allows you to go anywhere and at any time. Or, to put it another way, the game lets you do what you want, when you want to do it. This is far from the first RPG to offer such freedom, of course, but it still feels fresh here because of the eight characters--and on-going storylines--at your disposal. Get in over your head while trying to complete a particular chapter and you can simply switch to another. Or you can tackle an optional dungeon. Or you can search for one of the shrines mentioned below. Basically, what you do and when you do it is up to you.
The locales--If I had to hold up one visual element of Octopath Traveler as being more impressive than the rest, I'd go with its towns. Every one does its best to take your breath away the second you stroll past its entrance. This is mainly due to the unique and ornate architecture that fills each burg, but there are other reasons, too--such as the rivers that wind through a number of them and the bridges that cross those burbling waterways. When combined with the environmental details and backdrops, this game's hamlets basically beg you to explore them--and so far I've happily obliged.
The NPCs--In some ways, I like Octopath Traveler's NPCs more than I like its protagonists. There are so many of them, and almost every one has a story to tell. You're able to hear these tales not only by chatting up townsfolk as you would in any other RPG, by the way, but also by using Alfyn's "inquire" and Cyrus' "scrutinize" abilities. Accepting and completing side quests from and for some of these NPCs sheds even more light on their intriguing backgrounds.
The party members--I know Octopath Traveler's eight protagonists are kind of clichéd and trope-y, but I don't care. I like them anyway. I especially like the plucky merchant, Tressa, and the out-for-vengence dancer, Primrose. OK, so I have a soft spot for the cluelessly dreamy (not to mention Sherlock Holmes-y) scholar, Cyrus, and the wet-behind-the-ears apothecary, Alfyn, too. Oh, who am I kidding? I'm pretty fond of all the game's party members, though I'll admit the hermit warrior, Olberic, and the stoic hunter, H’aanit, are my least favorites.
The sense of mystery--Something I've often wished RPGs would feature more of are secret locations. Well, Octopath Traveler has loads of them. Hidden within the landscape that stretches between the game's towns and forests and caverns are caves and tombs that double as optional dungeons and shrines. (You learn secondary "jobs" in the latter.) Believe me when I say stumbling upon one of them is among the most thrilling and satisfying aspects of this globe-trotting adventure.
The soundtrack--It's been apparent since Octopath Traveler's initial tease that its soundtrack was going to be a stunner. Even so, I was unprepared for the brilliance that wafted into my ears the minute I hit "start." The tunes I've heard so far are elegant and emotional and wistful in ways that remind me of the ones I fell in love with while playing Final Fantasy V and VI for the first time back in the day. Need I say more?
The "travel banter"--As you may have heard, Octopath Traveler's eight protagonists never really acknowledge each other during the normal course of play. Those walls come crashing down after certain events, though, and when they do, pressing the plus button on your Switch lets you listen to the banter between two or more party members. These chats aren't exactly deep--they're usually just a few lines long--but they still provide a welcome look at the behind-the-scenes relationships of this tit;e's colorful cast of characters.
Are you playing Octopath Traveler, too? If so, what are your favorite aspects of it?
See also: 'five more (kind of silly) things I adore about Octopath Traveler'
That hunch persisted as I played its first demo, which hit the Switch eShop late last September.
How do I feel about Octopath Traveler now that I'm making my way through the full game? Well, I've put nearly 40 hours into it so far--what do you think?
If that's not enough detail for you, keep reading for a bit of commentary on the 10 things I most love about this throwback of an RPG.
The ability to steal--When I first added Therion ("the thief") to my party, I pretty much ignored his "steal" path action. I mostly used Tressa's similar ability, "purchase," instead. It quickly became clear to me, though, that buying armor, weapons, and items in this game is a fool's errand. Random battles just don't give you the kind of money you need to outfit your crew properly. So, I started stealing from non-player characters (NPCs)--and now I can't stop. Hopefully the game doesn't penalize me for it down the road.
The battle system--You know what excited me most during my four-hour playthrough of the first Octopath Traveler demo? The battles. They gave me powerful Bravely Default vibes--a very good thing as far as I'm concerned. Actually, I think the fights in Octopath Traveler are better than those in Bravely Default. They're certainly more visceral--especially when you "break" an enemy and your system's Joy-Cons offer up an impressive series of rumbles and jolts.
The effects and "filters"--I know a lot of people think the lovely spritework in this game is ruined by the effects its artists and developers applied to those assets, but I'm not one of them. Admittedly, there are times when the vignette and depth-of-field filters make it hard to see paths and easy to miss treasure chests, but I'd rather deal with that than have a game that's flatter and far less aesthetically pleasing.
The freedom--One of the most SaGa-esque aspects of Octopath Traveler is it allows you to go anywhere and at any time. Or, to put it another way, the game lets you do what you want, when you want to do it. This is far from the first RPG to offer such freedom, of course, but it still feels fresh here because of the eight characters--and on-going storylines--at your disposal. Get in over your head while trying to complete a particular chapter and you can simply switch to another. Or you can tackle an optional dungeon. Or you can search for one of the shrines mentioned below. Basically, what you do and when you do it is up to you.
The locales--If I had to hold up one visual element of Octopath Traveler as being more impressive than the rest, I'd go with its towns. Every one does its best to take your breath away the second you stroll past its entrance. This is mainly due to the unique and ornate architecture that fills each burg, but there are other reasons, too--such as the rivers that wind through a number of them and the bridges that cross those burbling waterways. When combined with the environmental details and backdrops, this game's hamlets basically beg you to explore them--and so far I've happily obliged.
The NPCs--In some ways, I like Octopath Traveler's NPCs more than I like its protagonists. There are so many of them, and almost every one has a story to tell. You're able to hear these tales not only by chatting up townsfolk as you would in any other RPG, by the way, but also by using Alfyn's "inquire" and Cyrus' "scrutinize" abilities. Accepting and completing side quests from and for some of these NPCs sheds even more light on their intriguing backgrounds.
The party members--I know Octopath Traveler's eight protagonists are kind of clichéd and trope-y, but I don't care. I like them anyway. I especially like the plucky merchant, Tressa, and the out-for-vengence dancer, Primrose. OK, so I have a soft spot for the cluelessly dreamy (not to mention Sherlock Holmes-y) scholar, Cyrus, and the wet-behind-the-ears apothecary, Alfyn, too. Oh, who am I kidding? I'm pretty fond of all the game's party members, though I'll admit the hermit warrior, Olberic, and the stoic hunter, H’aanit, are my least favorites.
The sense of mystery--Something I've often wished RPGs would feature more of are secret locations. Well, Octopath Traveler has loads of them. Hidden within the landscape that stretches between the game's towns and forests and caverns are caves and tombs that double as optional dungeons and shrines. (You learn secondary "jobs" in the latter.) Believe me when I say stumbling upon one of them is among the most thrilling and satisfying aspects of this globe-trotting adventure.
The soundtrack--It's been apparent since Octopath Traveler's initial tease that its soundtrack was going to be a stunner. Even so, I was unprepared for the brilliance that wafted into my ears the minute I hit "start." The tunes I've heard so far are elegant and emotional and wistful in ways that remind me of the ones I fell in love with while playing Final Fantasy V and VI for the first time back in the day. Need I say more?
The "travel banter"--As you may have heard, Octopath Traveler's eight protagonists never really acknowledge each other during the normal course of play. Those walls come crashing down after certain events, though, and when they do, pressing the plus button on your Switch lets you listen to the banter between two or more party members. These chats aren't exactly deep--they're usually just a few lines long--but they still provide a welcome look at the behind-the-scenes relationships of this tit;e's colorful cast of characters.
Are you playing Octopath Traveler, too? If so, what are your favorite aspects of it?
See also: 'five more (kind of silly) things I adore about Octopath Traveler'
Labels:
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portable games,
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Saturday, February 24, 2018
What kind of idiot buys Final Fantasy IV: The After Years WiiWare episodes in 2018? This kind!
I nearly did something really dumb earlier this week. Yes, even dumber than buying Final Fantasy: The After Years WiiWare episodes in 2018.
The dumb thing in question: I got this close to ordering a Japanese Wii just so I could buy a bunch of that region's Virtual Console releases before Nintendo stops letting people buy Wii Points on March 26.
Actually, the first part of that plan wouldn't have been the dumbest decision in the world. Used Japanese Wiis aren't too expensive at the moment, after all. What would have been pretty dumb, though: dropping a load of cash on a ton of games I already own in physical form.
In the end, I decided picking up a used Japanese Wii wouldn't be the best use of my hard-earned cash.
I still had the Wii eShop on the brain, though, and that prompted me to start thinking about the North American Virtual Console and WiiWare titles I could purchase with some of the money I previously planned to plop down on the aforementioned imports.
My first thought was to grab some of the old games I've stupidly overlooked since they first hit the Wii eShop--like Phantasy Star for the Sega Master System, Monster Lair for the TurboGrafx-16, and Kirby 64 for the Nintendo 64.
I actually bought two of those games--Monster Lair and Kirby 64--yesterday. Along with those titles, I bought all of the Final Fantasy IV: The After Years WiiWare episodes I'd previously passed on.
Thankfully, I only had to buy three of them--for a total of 1,400 Wii Points ($14). I went in thinking I'd have to pay for all but the initial three episodes and maybe Rydia's, so discovering I'd nabbed three others at some point was quite a thrill.
Why did I waste $14 on all this, especially considering I own Final Fantasy IV: The Complete Collection for the PSP, which includes the entirety of The After Years?
The only explanation I can offer up is it didn't feel right to me that my "copy" of the WiiWare version of The After Years would forever be incomplete if I failed to pay for the rest of its optional content.
Also, I'm more likely to boot up my Wii than my PSP at this point in time, strangely enough. And then there's the fact that I've already completed the game's first three chapters (the prologue as well as Ceodore's and Kain's "tales")--not that I can remember anything about them now.
The question is: will I ever work my way through all of these colorfully titled episodes ("The Eidolons Shackled" and "The Vanished Lunar Whale" among them) I just picked up, or will they forever remain unplayed?
Your guess is as good as mine. I'm certainly going to give it my best shot, though. Final Fantasy IV is one of my all-time favorite games, so I'd really like to experience this direct follow-up--and sooner rather than later.
Have any of you played the WiiWare version of Final Fantasy IV: The After Years, or even one of the versions released for the PSP, PC, or mobile? If so, what did you think of it? And based on that experience, do you think I've made a wise move or gone off the deep end?
The dumb thing in question: I got this close to ordering a Japanese Wii just so I could buy a bunch of that region's Virtual Console releases before Nintendo stops letting people buy Wii Points on March 26.
Actually, the first part of that plan wouldn't have been the dumbest decision in the world. Used Japanese Wiis aren't too expensive at the moment, after all. What would have been pretty dumb, though: dropping a load of cash on a ton of games I already own in physical form.
I still had the Wii eShop on the brain, though, and that prompted me to start thinking about the North American Virtual Console and WiiWare titles I could purchase with some of the money I previously planned to plop down on the aforementioned imports.
I actually bought two of those games--Monster Lair and Kirby 64--yesterday. Along with those titles, I bought all of the Final Fantasy IV: The After Years WiiWare episodes I'd previously passed on.
Thankfully, I only had to buy three of them--for a total of 1,400 Wii Points ($14). I went in thinking I'd have to pay for all but the initial three episodes and maybe Rydia's, so discovering I'd nabbed three others at some point was quite a thrill.
Why did I waste $14 on all this, especially considering I own Final Fantasy IV: The Complete Collection for the PSP, which includes the entirety of The After Years?
The only explanation I can offer up is it didn't feel right to me that my "copy" of the WiiWare version of The After Years would forever be incomplete if I failed to pay for the rest of its optional content.
Also, I'm more likely to boot up my Wii than my PSP at this point in time, strangely enough. And then there's the fact that I've already completed the game's first three chapters (the prologue as well as Ceodore's and Kain's "tales")--not that I can remember anything about them now.
The question is: will I ever work my way through all of these colorfully titled episodes ("The Eidolons Shackled" and "The Vanished Lunar Whale" among them) I just picked up, or will they forever remain unplayed?
Your guess is as good as mine. I'm certainly going to give it my best shot, though. Final Fantasy IV is one of my all-time favorite games, so I'd really like to experience this direct follow-up--and sooner rather than later.
Have any of you played the WiiWare version of Final Fantasy IV: The After Years, or even one of the versions released for the PSP, PC, or mobile? If so, what did you think of it? And based on that experience, do you think I've made a wise move or gone off the deep end?
Sunday, December 24, 2017
A few thoughts on the Project Octopath Traveler Switch demo now that I've finally played through it
There's something hilarious--to me, at least--about the fact that I went against my original plan of waiting until 2018 to buy a Switch and instead picked up one in late September mainly so I could check out the just-released Project Octopath Traveler demo.
What's so funny about that, you ask? Well, although the first thing I did after turning on and updating my Switch was download the aforementioned demo, all it's done since then is sit on my home screen and look pretty.
I finally booted it up a couple of days ago, and now I can't put it down. Honestly, I'm completely mesmerized by this bite-sized preview of Square Enix's upcoming "HD-2D" role-playing game for Switch at the moment. Here's why:
I really appreciate how its story at least attempts to be more "adult"--Most of the RPGs Square Enix has made for Nintendo systems (handhelds, in particular) in recent years have featured stories that are more childish than mature. Based on this demo, it seems Project Octopath Traveler may buck that trend. To be sure, I don't know that I'd even describe the text encountered here as being R-rated, but it's certainly closer to that than the PG-leaning narratives usually found in the company's Nintendo releases, and for that I'm grateful.
Its visuals are the perfect blend of old and new--On the one hand, Project Octopath Traveler doesn't look too different from the kinds of games Square put out during the 16-bit era (see: Final Fantasy VI, Romancing SaGa 3, and Seiken Densetsu 3). On the other, it also looks surprisingly modern, thanks to its three-dimensional--yet still pixelated--backdrops and heavy use of bloom and other special effects. Put those two together and you've got a game that makes me want to cry due to its gorgeousness. Yes, the vignetting can be a bit much at times, but even then I love Octopath's aesthetic and hope producer Tomoya Asano and his team don't touch it between now and whenever the full game is released.
Yasunori Nishiki's soundtrack is a revelation--OK, so obviously I'm only talking about the music that's featured in the demo or that's been teased on line. Still, that small handful of tunes is more than enough for me to feel confident the full Project Octopath Traveler soundtrack will be a stunner. Which is a bit of a surprise, as composer Yasunori Nishiki is far from a household name at this point. I'm not at all sure he's going to give Project Octopath Traveler players something that approaches the ear-popping brilliance of Bravely Default's "Baby Bird" with the work he does here, but maybe that's for the best.
No joke, I think I prefer Project Octopath Traveler's battle system to Bravely Default's--And this is coming from someone who loved Bravely Default's battle system to death. Why? Project Octopath Traveler's is a lot snappier, for starters. Also, it's also more visceral, if that makes any sense. I feel a real jolt whenever one of my party members unleashes four strikes in a row against a foe while playing this demo. The battles in Project Octopath Traveler seem to be more dynamic than those in Bravely Default, too, due to subtle camera movements and some of the aforementioned graphical effects. Again, fingers and toes crossed that Asano and his crew don't mess with this aspect of the game before the final product sees the light of day.
I'm kind of surprised enemies remain static while fighting, but I also can't say it bothers me--I've seen a number of people complain about this on line, and although I can't fault their critiques, I also can't agree with it. Or at least I can't say the lack of enemy animations is keeping me from enjoying Project Octopath Traveler's battle scenes. Who knows, though, maybe the full game will surprise in this regard by adding a hint of movement to boss encounters or something like that.
So, that's how I feel about the Project Octopath Traveler demo after putting more than three hours into it. If you've played through it, too, share your thoughts, opinions, and impressions in the comments section of this post.
What's so funny about that, you ask? Well, although the first thing I did after turning on and updating my Switch was download the aforementioned demo, all it's done since then is sit on my home screen and look pretty.
I finally booted it up a couple of days ago, and now I can't put it down. Honestly, I'm completely mesmerized by this bite-sized preview of Square Enix's upcoming "HD-2D" role-playing game for Switch at the moment. Here's why:
I really appreciate how its story at least attempts to be more "adult"--Most of the RPGs Square Enix has made for Nintendo systems (handhelds, in particular) in recent years have featured stories that are more childish than mature. Based on this demo, it seems Project Octopath Traveler may buck that trend. To be sure, I don't know that I'd even describe the text encountered here as being R-rated, but it's certainly closer to that than the PG-leaning narratives usually found in the company's Nintendo releases, and for that I'm grateful.
Its visuals are the perfect blend of old and new--On the one hand, Project Octopath Traveler doesn't look too different from the kinds of games Square put out during the 16-bit era (see: Final Fantasy VI, Romancing SaGa 3, and Seiken Densetsu 3). On the other, it also looks surprisingly modern, thanks to its three-dimensional--yet still pixelated--backdrops and heavy use of bloom and other special effects. Put those two together and you've got a game that makes me want to cry due to its gorgeousness. Yes, the vignetting can be a bit much at times, but even then I love Octopath's aesthetic and hope producer Tomoya Asano and his team don't touch it between now and whenever the full game is released.
Yasunori Nishiki's soundtrack is a revelation--OK, so obviously I'm only talking about the music that's featured in the demo or that's been teased on line. Still, that small handful of tunes is more than enough for me to feel confident the full Project Octopath Traveler soundtrack will be a stunner. Which is a bit of a surprise, as composer Yasunori Nishiki is far from a household name at this point. I'm not at all sure he's going to give Project Octopath Traveler players something that approaches the ear-popping brilliance of Bravely Default's "Baby Bird" with the work he does here, but maybe that's for the best.
No joke, I think I prefer Project Octopath Traveler's battle system to Bravely Default's--And this is coming from someone who loved Bravely Default's battle system to death. Why? Project Octopath Traveler's is a lot snappier, for starters. Also, it's also more visceral, if that makes any sense. I feel a real jolt whenever one of my party members unleashes four strikes in a row against a foe while playing this demo. The battles in Project Octopath Traveler seem to be more dynamic than those in Bravely Default, too, due to subtle camera movements and some of the aforementioned graphical effects. Again, fingers and toes crossed that Asano and his crew don't mess with this aspect of the game before the final product sees the light of day.
I'm kind of surprised enemies remain static while fighting, but I also can't say it bothers me--I've seen a number of people complain about this on line, and although I can't fault their critiques, I also can't agree with it. Or at least I can't say the lack of enemy animations is keeping me from enjoying Project Octopath Traveler's battle scenes. Who knows, though, maybe the full game will surprise in this regard by adding a hint of movement to boss encounters or something like that.
So, that's how I feel about the Project Octopath Traveler demo after putting more than three hours into it. If you've played through it, too, share your thoughts, opinions, and impressions in the comments section of this post.
Thursday, September 14, 2017
Square Enix's Project Octopath Traveler looks like a love child of Bravely Default and Romancing SaGa, and that thrills me
Although it had its flaws and was far from perfect, I really enjoyed playing through Bravely Default a few years back.
Combine that with my nearly life-long interest in Square Enix's old (and on-going) SaGa series and, well, it should be easy enough to understand why I'm thoroughly intrigued by the company's upcoming Switch RPG, Project Octopath Traveler.
After all, Project Octopath Traveler looks like a thrilling mashup of the above-mentioned titles in its latest trailer (below), wouldn't you agree?
Sadly, I can't say for myself whether or not this 2018 release lives up to that pedigree, as I don't yet own a Switch and so can't play the Project Octopath Traveler demo that was made available via that system's eShop following yesterday's Nintendo Direct broadcasts.
I can guarantee you, though, that I'll play that demo for all it's worth once I finally get my hands on a Switch--assuming that happens before the retail version of Project Octopath Traveler hits the streets, of course.
In the meantime, what do all of you think of this "HD 2D" RPG? Does it thrill you, too, or does it make you shrug your shoulders in disinterest?
Combine that with my nearly life-long interest in Square Enix's old (and on-going) SaGa series and, well, it should be easy enough to understand why I'm thoroughly intrigued by the company's upcoming Switch RPG, Project Octopath Traveler.
After all, Project Octopath Traveler looks like a thrilling mashup of the above-mentioned titles in its latest trailer (below), wouldn't you agree?
Sadly, I can't say for myself whether or not this 2018 release lives up to that pedigree, as I don't yet own a Switch and so can't play the Project Octopath Traveler demo that was made available via that system's eShop following yesterday's Nintendo Direct broadcasts.
I can guarantee you, though, that I'll play that demo for all it's worth once I finally get my hands on a Switch--assuming that happens before the retail version of Project Octopath Traveler hits the streets, of course.
In the meantime, what do all of you think of this "HD 2D" RPG? Does it thrill you, too, or does it make you shrug your shoulders in disinterest?
Labels:
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game trailers,
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Thursday, July 20, 2017
Happy (belated) 26th anniversary, Final Fantasy IV!
Although I recently singled out Final Fantasy V as one of the 10 titles that most shaped my taste in video games (read this post for more of my thoughts on the matter), that doesn't mean I dislike its 1991 predecessor.
On the contrary, I adore Final Fantasy IV nearly as much as I adore Final Fantasy V. The former's characters, graphics and soundtrack all blew me away when the game originally landed on store shelves 26 years ago--nearly to the day, if we're talking about the Japanese release--and they continue to have a special place in my heart today.
Going back a bit, though, can you believe Final Fantasy IV first saw the light of day 26 whole years ago? Actually, I can believe it, as it definitely feels like it's been ages since I was 15. (That's how old I was when the game hit the streets in my neck of the woods.)
That said, I remember tackling Final Fantasy IV for the first time like it was yesterday. The SNES my older brother and I shared was set up in the lower level of our childhood home, attached to a tiny color TV our parents bought us for Christmas a few years earlier. (Granted, it was quite the improvement from the even smaller black-and-white television we previously used to play our stack of NES carts.) As we did with most games back then, my brother and I huddled in front of the aforementioned monitor and slowly but surely made our way through Final Fantasy IV as a team. One of us would play for a few hours--with more than a bit of verbal assistance, of course--and then hand the controller to the other so he could do the same.
My fondest memories of that initial experience (spoiler alert!): being introduced to Rydia and her summoning skills, climbing Mt. Ordeals so Cecil could become a Paladin, Palom and Porom sacrificing themselves, and journeying to the moon to defeat Zeromus and save the planet.
What are your most cherished memories associated with Final Fantasy IV? Also, which version of the game do you like best? (I personally prefer the original release, though I'm also pretty fond of the DS remake.)
See also: previous posts about Dōbutsu no Mori's 15th anniversary, the GameBoy Advance's 15th anniversary, the GameBoy's 28th anniversary, the SNES' 25th anniversary, Sega's 56th anniversary and Taito's 63rd anniversary
On the contrary, I adore Final Fantasy IV nearly as much as I adore Final Fantasy V. The former's characters, graphics and soundtrack all blew me away when the game originally landed on store shelves 26 years ago--nearly to the day, if we're talking about the Japanese release--and they continue to have a special place in my heart today.
Going back a bit, though, can you believe Final Fantasy IV first saw the light of day 26 whole years ago? Actually, I can believe it, as it definitely feels like it's been ages since I was 15. (That's how old I was when the game hit the streets in my neck of the woods.)
Illustration by bykillt |
My fondest memories of that initial experience (spoiler alert!): being introduced to Rydia and her summoning skills, climbing Mt. Ordeals so Cecil could become a Paladin, Palom and Porom sacrificing themselves, and journeying to the moon to defeat Zeromus and save the planet.
What are your most cherished memories associated with Final Fantasy IV? Also, which version of the game do you like best? (I personally prefer the original release, though I'm also pretty fond of the DS remake.)
See also: previous posts about Dōbutsu no Mori's 15th anniversary, the GameBoy Advance's 15th anniversary, the GameBoy's 28th anniversary, the SNES' 25th anniversary, Sega's 56th anniversary and Taito's 63rd anniversary
Labels:
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Tuesday, April 25, 2017
My 10 Most Influential Games: Final Fantasy V (Super Famicom)
I've got to say, I had a hard time deciding whether I should write about Final Fantasy, Final Fantasy IV or Final Fantasy V here.
Why? Well, as far as the original Final Fantasy is concerned, it was the first console RPG that really grabbed me. I played Dragon Warrior (Dragon Quest now days) before Final Fantasy and liked it well enough, but I preferred Square's effort to Enix's in almost every way.
Specifically, I liked that Final Fantasy provided players with four-person parties--a far cry from Dragon Warrior's solo mission. Also, players could assign classes or "jobs" to party members at the start of the former, while they were stuck with a seemingly generic "hero" in the latter.
Add in Final Fantasy's visible weapons and spells--neither are present in Dragon Warrior/Quest--and it should be easy to understand why younger me found Square's 8-bit RPG so fascinating.
Still, I wouldn't say Final Fantasy turned me into an "RPG fan." Sure, I liked the genre a whole lot more after I played through that game than I did before I played through it, but platformers and shmups continued to be my go-to genre until, well, the release of Final Fantasy IV (Final Fantasy II in my neck of the woods).
Speaking of Final Fantasy IV, although there's no question it pushed me further into "RPG fan" territory, it didn't really shape my taste in games--role-playing games or otherwise--moving forward.
Yes, I adored the first 16-bit entry in Squaresoft's Final Fantasy series, but if I'm allowed to be honest, it mostly just beefed up the superficial components of earlier Final Fantasy games. And in terms of its gameplay, it could be argued that Final Fantasy IV regressed a bit (or a lot) from its Japan-only, Famicom-based predecessor.
Final Fantasy V, on the other hand, seemed to my teenage self to be a real evolution from the titles that came before it. OK, so I couldn't fully understand its story at the time, but it resonated with me all the same. I especially appreciated how it featured a character--Faris Scherwiz--that defied gender roles.
I also found myself in awe of Final Fantasy V's soundtrack, which has always struck me as being more wistful than that of your average RPG.
This game's story and soundtrack weren't what influenced my taste in video games, though. So which aspects did? The best example I can offer up is its expansive job system. Final Fantasy III featured a similar (albeit less impressive) system, but I didn't play it until the DS remake was released in North America in 2006.
As such, I considered Final Fantasy V's pick-and-choose job system mind-blowing when I encountered it in the early 1990s. (It was one of the first games I ever imported from Japan. I still have that copy, by the way; it's showcased in the photos seen throughout this post.)
I especially loved how the Final Fantasy V job system allowed you to mix and match classes and skills. Want one of your party members to be a White Mage who can wield an axe? Spend some time as a Berserker until you've gained the "equip axes" ability and then make use of it after you switch over to the White Mage job.
Or maybe you want someone in your party who can use a pair of bells in battle? Have him or her take on the Ninja job until they've learned the "dual-wield" ability and then enable it as a Freelancer--especially after they've acquired, say, a Rune Chime and a Tinkerbell.
Although I can't quite say an RPG needs to have a highly customizable job system to attract my attention and otherwise appeal to me in a post-Final Fantasy V world, I can say without hesitation that my shortlist of favorite role-playing games is filled with titles that fit that bill. (A few cases in point: Bravely Default, Dragon Quest IX, Final Fantasy: The 4 Heroes of Light and Final Fantasy Tactics.)
Another way in which Final Fantasy V helped shape my taste in games: it solidified my love of RPGs that feature bevy of weapons that are visible in battle.
I first became aware of that interest after I acquired the coral sword in the first Final Fantasy, appropriately enough, but it wasn't until I experienced Final Fantasy V's plethora of axes, bells, hammers and harps that it blossomed into a full-on obsession.
Were any of you similarly influenced or enchanted by this 1992 release? If so, share why and how it impacted you in the comments section of this post.
See also: previous '10 Most Influential Games' posts about The 7th Guest, Balloon Kid and Bubble Bobble
Why? Well, as far as the original Final Fantasy is concerned, it was the first console RPG that really grabbed me. I played Dragon Warrior (Dragon Quest now days) before Final Fantasy and liked it well enough, but I preferred Square's effort to Enix's in almost every way.
Specifically, I liked that Final Fantasy provided players with four-person parties--a far cry from Dragon Warrior's solo mission. Also, players could assign classes or "jobs" to party members at the start of the former, while they were stuck with a seemingly generic "hero" in the latter.
Add in Final Fantasy's visible weapons and spells--neither are present in Dragon Warrior/Quest--and it should be easy to understand why younger me found Square's 8-bit RPG so fascinating.
Still, I wouldn't say Final Fantasy turned me into an "RPG fan." Sure, I liked the genre a whole lot more after I played through that game than I did before I played through it, but platformers and shmups continued to be my go-to genre until, well, the release of Final Fantasy IV (Final Fantasy II in my neck of the woods).
Speaking of Final Fantasy IV, although there's no question it pushed me further into "RPG fan" territory, it didn't really shape my taste in games--role-playing games or otherwise--moving forward.
Yes, I adored the first 16-bit entry in Squaresoft's Final Fantasy series, but if I'm allowed to be honest, it mostly just beefed up the superficial components of earlier Final Fantasy games. And in terms of its gameplay, it could be argued that Final Fantasy IV regressed a bit (or a lot) from its Japan-only, Famicom-based predecessor.
Final Fantasy V, on the other hand, seemed to my teenage self to be a real evolution from the titles that came before it. OK, so I couldn't fully understand its story at the time, but it resonated with me all the same. I especially appreciated how it featured a character--Faris Scherwiz--that defied gender roles.
I also found myself in awe of Final Fantasy V's soundtrack, which has always struck me as being more wistful than that of your average RPG.
This game's story and soundtrack weren't what influenced my taste in video games, though. So which aspects did? The best example I can offer up is its expansive job system. Final Fantasy III featured a similar (albeit less impressive) system, but I didn't play it until the DS remake was released in North America in 2006.
As such, I considered Final Fantasy V's pick-and-choose job system mind-blowing when I encountered it in the early 1990s. (It was one of the first games I ever imported from Japan. I still have that copy, by the way; it's showcased in the photos seen throughout this post.)
I especially loved how the Final Fantasy V job system allowed you to mix and match classes and skills. Want one of your party members to be a White Mage who can wield an axe? Spend some time as a Berserker until you've gained the "equip axes" ability and then make use of it after you switch over to the White Mage job.
Or maybe you want someone in your party who can use a pair of bells in battle? Have him or her take on the Ninja job until they've learned the "dual-wield" ability and then enable it as a Freelancer--especially after they've acquired, say, a Rune Chime and a Tinkerbell.
Although I can't quite say an RPG needs to have a highly customizable job system to attract my attention and otherwise appeal to me in a post-Final Fantasy V world, I can say without hesitation that my shortlist of favorite role-playing games is filled with titles that fit that bill. (A few cases in point: Bravely Default, Dragon Quest IX, Final Fantasy: The 4 Heroes of Light and Final Fantasy Tactics.)
Another way in which Final Fantasy V helped shape my taste in games: it solidified my love of RPGs that feature bevy of weapons that are visible in battle.
I first became aware of that interest after I acquired the coral sword in the first Final Fantasy, appropriately enough, but it wasn't until I experienced Final Fantasy V's plethora of axes, bells, hammers and harps that it blossomed into a full-on obsession.
Were any of you similarly influenced or enchanted by this 1992 release? If so, share why and how it impacted you in the comments section of this post.
See also: previous '10 Most Influential Games' posts about The 7th Guest, Balloon Kid and Bubble Bobble
Thursday, April 13, 2017
Raise your hand if you, too, are excited about all the 3DS games still coming out this year
I know many--most?--people are focused on the PS4 and the Switch these days, but I'm still plugging away at 3DS (and, er, WonderSwan) games.
As such, yesterday's European, Japanese and North American Nintendo Directs made me quite happy.
In fact, I have a feeling the 3DS games mentioned in those broadcasts, as well as a few that were announced or revealed earlier, will keep me and my bank account nice and busy through the end of 2017 and beyond.
Speaking of which, here are the upcoming 3DS titles I'm planning on buying (and playing) in the coming months:
The Alliance Alive--This spiritual successor to The Legend of Legacy has been a known quantity for some time. It won't hit the streets (in Japan) until June 22, though, so it's still an upcoming release. Anyway, I know not everyone loved The Legend of Legacy, but I really enjoyed it. The Alliance Alive seemingly takes that rather simplified 2015 title and turns it into a full-fledged JRPG. I'm not altogether enamored with that, as I liked The Legend of Legacy's bare-bones approach to the role-playing genre, but I pre-ordered it long ago anyway. Should Atlus or some other publisher decide to the bring the game to North America, I'll likely buy it a second time--especially if its packaging is as beautiful as that of its predecessor. (Here's a look at The Legend of Legacy's Japanese packaging, and here's a look at its North American packaging.)
Culdcept Revolt--Here's a 3DS game I never thought would leave Japan. After all, the DS version of Culdcept was a Japan-only affair, as was the 2012 3DS title of the same name. So, when NIS America revealed its plans to bring Culdcept Revolt to my neck of the woods (it'll hit digital as well as retail store shelves in North America on Aug. 29), I nearly fell out of my chair in shock. Which is kind of surprising in itself, as this will be my first Culdcept experience. I have a hard time imagining I'll hate a card-based board game that combines elements of Monopoly and Magic: The Gathering, though, so I'm not too worried I'll wind up thinking I wasted my money on Culdcept Revolt.
Dragon Quest XI--I've eagerly awaited this game ever since I sank my teeth into Dragon Quest IX for the Nintendo DS. That was the first mainline Dragon Quest title I'd played since the original, and it so impressed me that I put at least 100 hours into it before turning my attention to something else. Will I do the same with Dragon Quest XI, which is due out in Japan on July 29? I sure hope so. It's quite possible I'll fall short of that goal due to the language barrier (I'm not holding my breath on a North American localization, so the current plan is to pre-order the Japanese version as soon as amiami.com allows me to do so), but I can guarantee you I'll give it my best shot.
Etrian Mystery Dungeon 2--Full disclosure: although I've had a copy of the first Etrian Mystery Dungeon since it hit North America a couple of years ago, I've yet to actually play it. Hell, I'm pretty sure I haven't even opened its case. Still, I'm excited about this just-announced sequel (due out in Japan on Aug. 31). Why? I'm a big fan of roguelikes, for one. Also, I like that this follow-up will include the "farmer" class that made its debut in Etrian Odyssey III. There's no way I'm going to import the Japanese version of Etrian Mystery Dungeon 2, though, so hopefully Atlus will bring the game--along with Etrian Odyssey V--to North America sometime later this year.
Ever Oasis--For whatever reason, this Koichi Ishii (creator of Square Enix's ages-old Mana series) game interests me the least out of the many that are discussed in this post. I'm not entirely sure why that is, to tell you the truth. I mean, I love Ever Oasis' art style and I like that it allows players to control three characters at once (à la one of my favorite games of all time, Secret of Mana), so why on earth am I not more stoked about its impending release (June 23 in North America and July 13 in Japan)? I don't know, but I'm buying it regardless--or at least I will once Amazon opens up pre-orders.
Hey! Pikmin--Does the world really need a portable, side-scrolling Pikmin game? I can't say I wanted one before Hey! Pikmin was first shown off last year, but now that I've seen what's possible with such a title, I'm champing at the bit in anticipation of its release. Admittedly, Hey! Pikmin's visuals give off a strong Arzest vibe, but thanks to the game's uniqueness and potential I'm willing to give it a chance even if it turns out the makers of the meh-tastic Yoshi's New Island also had a hand in producing this adventure.
Layton's Mystery Journey--If Layton's Mystery Journey doesn't ring a bell, how about Lady Layton? Yep, it seems the folks at Level-5 have decided to rename this Professor Layton spin-off, which is being prepped for Android and iOS as well as the 3DS. Although the 3DS version is supposedly going to see the light of day in all regions, only the Japanese iteration currently has a release date (July 20). Fingers crossed it's released physically once it finally makes its way to North America.
Miitopia--I probably shouldn't be surprised Nintendo has decided to make this Tomodachi Life-esque RPG available to 3DS owners outside of Japan, but I am. Although the aforementioned game from 2014 ended up being a surprise hit around the globe (that's been my impression, at least--let me know if I'm off-base here), I assumed the company would pass on publishing this similar effort in the West thanks to the dwindling 3DS audience and the booming Switch one. At any rate, I was wrong, and Miitopia will arrive on store shelves here and elsewhere later this year.
Monster Hunter Stories--I know a lot of folks would have rather seen a localized version of Monster Hunter XX pop up in yesterday's European and North American Nintendo Directs. I, on the other hand, lit up like a Christmas tree when I realized this spin-off was leaving Japan. (It's coming to this West this fall.) Granted, I've always been a sucker for portable RPGs, especially ones that feature appealing art styles. Those aren't the only reasons I'm interested in Monster Hunter Stories, mind you. I'm also interested in it because it looks like it'll serve as a more accessible entry point to Capcom's long-running MonHun series.
RPG Maker Fes--Much like Culdcept, I've never played an RPG Maker game. Given that, I'm not sure what to expect when I start my way through this 3DS entry, which will hit the streets here on June 27. (You can snag a copy of RPG Maker Fes at Amazon, if you'd like.) Even so, I pre-ordered it because I want to support its localization and because I like the idea of being able to play one of these titles on the go. Plus, this may be the last RPG Maker game to both be developed for a console (or handheld) and released outside of Japan.
The Snack World: Trejarers--Another Fantasy Life-ish RPG for the 3DS? Sign me up. Actually, I don't know for certain that The Snack World, out on July 13 in Japan, will be anything like that 2014 title. It definitely looks like it in the video footage that developer and published Level-5 has released so far (you can see the Nintendo Direct segment devoted to it here), but that doesn't mean a whole lot. Assuming the final product is at all import-friendly (and doesn't require you to buy the Amiibo-esque accessories that have been shown off for it so far), I may pick up a Japanese copy of The Snack World in the weeks or months following its release in that region. If not, I'll wait for it to come to the US--assuming that ever happens.
Are you looking forward to playing any of the games mentioned above? If so, which ones--and why?
See also: '15 North American and Japanese 3DS games I'm planning to buy (and play) later in 2016 or at some point in 2017'
As such, yesterday's European, Japanese and North American Nintendo Directs made me quite happy.
In fact, I have a feeling the 3DS games mentioned in those broadcasts, as well as a few that were announced or revealed earlier, will keep me and my bank account nice and busy through the end of 2017 and beyond.
Speaking of which, here are the upcoming 3DS titles I'm planning on buying (and playing) in the coming months:
The Alliance Alive--This spiritual successor to The Legend of Legacy has been a known quantity for some time. It won't hit the streets (in Japan) until June 22, though, so it's still an upcoming release. Anyway, I know not everyone loved The Legend of Legacy, but I really enjoyed it. The Alliance Alive seemingly takes that rather simplified 2015 title and turns it into a full-fledged JRPG. I'm not altogether enamored with that, as I liked The Legend of Legacy's bare-bones approach to the role-playing genre, but I pre-ordered it long ago anyway. Should Atlus or some other publisher decide to the bring the game to North America, I'll likely buy it a second time--especially if its packaging is as beautiful as that of its predecessor. (Here's a look at The Legend of Legacy's Japanese packaging, and here's a look at its North American packaging.)
Culdcept Revolt--Here's a 3DS game I never thought would leave Japan. After all, the DS version of Culdcept was a Japan-only affair, as was the 2012 3DS title of the same name. So, when NIS America revealed its plans to bring Culdcept Revolt to my neck of the woods (it'll hit digital as well as retail store shelves in North America on Aug. 29), I nearly fell out of my chair in shock. Which is kind of surprising in itself, as this will be my first Culdcept experience. I have a hard time imagining I'll hate a card-based board game that combines elements of Monopoly and Magic: The Gathering, though, so I'm not too worried I'll wind up thinking I wasted my money on Culdcept Revolt.
Dragon Quest XI--I've eagerly awaited this game ever since I sank my teeth into Dragon Quest IX for the Nintendo DS. That was the first mainline Dragon Quest title I'd played since the original, and it so impressed me that I put at least 100 hours into it before turning my attention to something else. Will I do the same with Dragon Quest XI, which is due out in Japan on July 29? I sure hope so. It's quite possible I'll fall short of that goal due to the language barrier (I'm not holding my breath on a North American localization, so the current plan is to pre-order the Japanese version as soon as amiami.com allows me to do so), but I can guarantee you I'll give it my best shot.
Etrian Mystery Dungeon 2--Full disclosure: although I've had a copy of the first Etrian Mystery Dungeon since it hit North America a couple of years ago, I've yet to actually play it. Hell, I'm pretty sure I haven't even opened its case. Still, I'm excited about this just-announced sequel (due out in Japan on Aug. 31). Why? I'm a big fan of roguelikes, for one. Also, I like that this follow-up will include the "farmer" class that made its debut in Etrian Odyssey III. There's no way I'm going to import the Japanese version of Etrian Mystery Dungeon 2, though, so hopefully Atlus will bring the game--along with Etrian Odyssey V--to North America sometime later this year.
Ever Oasis--For whatever reason, this Koichi Ishii (creator of Square Enix's ages-old Mana series) game interests me the least out of the many that are discussed in this post. I'm not entirely sure why that is, to tell you the truth. I mean, I love Ever Oasis' art style and I like that it allows players to control three characters at once (à la one of my favorite games of all time, Secret of Mana), so why on earth am I not more stoked about its impending release (June 23 in North America and July 13 in Japan)? I don't know, but I'm buying it regardless--or at least I will once Amazon opens up pre-orders.
Hey! Pikmin--Does the world really need a portable, side-scrolling Pikmin game? I can't say I wanted one before Hey! Pikmin was first shown off last year, but now that I've seen what's possible with such a title, I'm champing at the bit in anticipation of its release. Admittedly, Hey! Pikmin's visuals give off a strong Arzest vibe, but thanks to the game's uniqueness and potential I'm willing to give it a chance even if it turns out the makers of the meh-tastic Yoshi's New Island also had a hand in producing this adventure.
Layton's Mystery Journey--If Layton's Mystery Journey doesn't ring a bell, how about Lady Layton? Yep, it seems the folks at Level-5 have decided to rename this Professor Layton spin-off, which is being prepped for Android and iOS as well as the 3DS. Although the 3DS version is supposedly going to see the light of day in all regions, only the Japanese iteration currently has a release date (July 20). Fingers crossed it's released physically once it finally makes its way to North America.
Miitopia--I probably shouldn't be surprised Nintendo has decided to make this Tomodachi Life-esque RPG available to 3DS owners outside of Japan, but I am. Although the aforementioned game from 2014 ended up being a surprise hit around the globe (that's been my impression, at least--let me know if I'm off-base here), I assumed the company would pass on publishing this similar effort in the West thanks to the dwindling 3DS audience and the booming Switch one. At any rate, I was wrong, and Miitopia will arrive on store shelves here and elsewhere later this year.
Monster Hunter Stories--I know a lot of folks would have rather seen a localized version of Monster Hunter XX pop up in yesterday's European and North American Nintendo Directs. I, on the other hand, lit up like a Christmas tree when I realized this spin-off was leaving Japan. (It's coming to this West this fall.) Granted, I've always been a sucker for portable RPGs, especially ones that feature appealing art styles. Those aren't the only reasons I'm interested in Monster Hunter Stories, mind you. I'm also interested in it because it looks like it'll serve as a more accessible entry point to Capcom's long-running MonHun series.
RPG Maker Fes--Much like Culdcept, I've never played an RPG Maker game. Given that, I'm not sure what to expect when I start my way through this 3DS entry, which will hit the streets here on June 27. (You can snag a copy of RPG Maker Fes at Amazon, if you'd like.) Even so, I pre-ordered it because I want to support its localization and because I like the idea of being able to play one of these titles on the go. Plus, this may be the last RPG Maker game to both be developed for a console (or handheld) and released outside of Japan.
The Snack World: Trejarers--Another Fantasy Life-ish RPG for the 3DS? Sign me up. Actually, I don't know for certain that The Snack World, out on July 13 in Japan, will be anything like that 2014 title. It definitely looks like it in the video footage that developer and published Level-5 has released so far (you can see the Nintendo Direct segment devoted to it here), but that doesn't mean a whole lot. Assuming the final product is at all import-friendly (and doesn't require you to buy the Amiibo-esque accessories that have been shown off for it so far), I may pick up a Japanese copy of The Snack World in the weeks or months following its release in that region. If not, I'll wait for it to come to the US--assuming that ever happens.
Are you looking forward to playing any of the games mentioned above? If so, which ones--and why?
See also: '15 North American and Japanese 3DS games I'm planning to buy (and play) later in 2016 or at some point in 2017'
Saturday, March 18, 2017
Shall We Do It? (Balloon Kid, Dragon Quest Builders, Yomawari: Night Alone and more)
After beating Dragon Quest VII, Kirby: Planet Robobot and Poochy & Yoshi's Woolly World in recent weeks, I decided to ignore my ever-growing pile of 3DS games and focus on some other handheld titles in my backlog for a bit.
If you'd like to read my thoughts on my Dragon Quest VII playthrough, by the way, you can do so here. This post, on the other hand, focuses on my experiences with Kirby: Planet Robobot and Poochy & Yoshi's Woolly World.
As for the games that are currently monopolizing my time, here are a handful of impressions that'll hopefully give you an idea as to what they're like and whether or not I'm enjoying them so far.
Balloon Kid (GameBoy)--Although I play the first few stages of the GameBoy Color version of this title fairly regularly (on my Japanese 3DS), I haven't played the black-and-green original for quite a while. In the wake of my "most influential games" write-up about it, though, I thought I should boot up the latter again. So I did. Two hours (spread over about four days) later, I beat its final boss and grinned from ear to ear as its end credits scrolled by.
This latest Balloon Kid playthrough made me ponder the game in a way I hadn't previously. For instance, it didn't hit me until this most recent jaunt through Pax Softonica's title that the difficulty of its stages leaps rather than progresses. I guess that shouldn't have come as a surprise to me, as I played the game a ton when it first came out in 1990. The thing is, I was in my early teens then, and at that point in my life it took a lot for a side-scroller of any sort to shake me. My reflexes have slowed a tad in the ensuing years, so the transition from Balloon Kid's fifth to sixth stage this time around was tough.
Something else that struck me over the last couple of days was that, in many ways, Balloon Kid is half-baked--and this obviously is coming from someone who loves and respects the game in its current "unfinished" state. I say that for a few reasons. One, it features just eight levels. (The whole she-bang can be wrapped up in less than two hours if you've got the skills.) Two, its level design is all over the place. On the positive side, you've got the first stage and its pencil-shaped buildings as well as the fourth stage, which takes place in the bowels of a whale. On the negative side, the rest of its stages are disappointingly clichéd in terms of their themes.
Still, the overall journey through Balloon Kid is so charming and so different from pretty much every other side-scrolling game in existence that it's easy enough to overlook those niggles and focus on the fun at hand. Which is just what I did earlier this week--even when I found myself dying over and over and over again in the game's final three stages.
Dragon Quest Builders (Vita)--Of all the games discussed here, this is the one I've put the most time into over the last couple of weeks. In fact, I've already devoted around 12 hours to this portable Minecraft clone. That number would be a good bit higher if I hadn't dedicated myself to finishing Balloon Kid or starting (at long last) Link's Awakening, but don't expect me to complain about that.
Anyway, back to Dragon Quest Builders. Before we move on, you should know I've never played any version of Minecraft. I put many more hours than I should've into the Minecraft-esque Harvest Moon: The Lost Valley, but that's hardly the same thing. I guess what I'm trying to say here is that I can't comment on how good or bad Dragon Quest Builders is as a Minecraft clone. Which may be just as well.
At any rate, I love Builders so far. I love its rather languid pace and "do whatever you want" attitude. I love its aesthetic. Surprisingly, I love its town-building component. (I'm usually not a huge fan of such things.)
More than anything, though, I'm loving just running around its world, battling iconic Dragon Quest baddies and gathering materials from the earth around me. I probably should have accomplished more by this point in my playthrough (I'm still in the first chapter, though I've leveled up my town a number of times and it currently has four inhabitants besides myself), but I'm in no particular hurry to finish this game, so I'm fine with slowly savoring the experience for now.
The Legend of Zelda: Link's Awakening (GameBoy)--I have a feeling a lot of people will be shocked to hear I've never played this portable Zelda adventure before now. Hell, it even surprises me. As for why I've ignored it for so long, I wish I could tell you. My assumption is that I'd recently played A Link to the Past and assumed Link's Awakening would be too similar to it to be worthwhile. Or maybe I'd moved on from the GameBoy by the time of this cart's release? That was 1993, after all. Whatever the case, I passed on buying it then, and I continued to do so until I purchased a digital copy from the 3DS eShop earlier this year.
As of now, I'm about three hours into its adventure. My verdict thus far: I think it's great. It looks and feels to me like a portable cousin to A Link to the Past at the moment, although that's not to suggest Link's Awakening is a carbon copy of its 16-bit counterpart. It actually offers up a number of unique quirks that help it stand out not only from A Link to the Past but other top-down Zelda games as well. Some of my favorites: the Super Mario Bros.-inspired enemies, the side-scrolling segues and the intriguing abilities (Link can jump!) and accoutrements (the BowWow that accompanies Link for a time early on) players acquire.
Obviously I'm still at the beginning of this Zelda title, so it's hard to say if I'll still adore it after I finish it (or even if I'll finish it), but right now I'm finding it thoroughly engrossing, and I look forward to seeing what's in store for me and Link as I continue to explore its dungeons and overworld.
Yomawari: Night Alone (Vita)--No one ever said I was the brightest bulb on the tree when it comes to how I spend my hard-earned cash. Case in point: although I've had a boxed Japanese copy of this Nippon Ichi Software-made game (see photos of its case and cartridge here) since it first hit the streets in late 2015, I just bought a digital copy of its North American release--despite the fact that I've yet to even boot up the aforementioned import cart.
Hey, whatever gets me to finally play the game, right? And play it I have--for about two hours, I'd say. That may not sound like a lot, but it's definitely been enough for me to get a good feel for what it has to offer.
Speaking of which, Yomawari is a conundrum--or at least a curiosity--so far. On the one hand, it's surprisingly cute. Some may say it looks kind of cheap and "mobile-like," too. I wouldn't argue with those folks, but I also wouldn't agree with them. For me, Yomawari looks great, especially since the adorable aspects of its aesthetic help make its more hideous aspects as shocking as possible.
"Shocking" is a key word here, because you will be shocked while playing Yomawari. In general, Yomawari is about exploration. Your dog runs away, your older sister goes missing (while trying to find the previously discussed pup) and you head out after both of them in the dark of night. Unfortunately, you're not alone as you stalk the town that serves as this game's setting. Filling the streets and alleys and parks and other locales alongside you are ghosts and ghoulies that are more nightmarishly designed that you'd probably assume based on the rest of Yomawari's visuals.
These spooks and specters aren't just apparitions, though. Once they see you, they give chase. Fail to avoid or get away from them (they can't be fought) and they'll kill you--represented by blood that splashes across the screen. Such deaths are pretty common, if my experience is anything to go by. I'd say I died about five times within the first hour of my Yomawari playthrough. Granted, some of that was due to me not fully understanding the game's rules. (Very little is explained at this title's outset, so you have to figure out almost everything on your own.) Some of it, though, was due to the game not being a pushover.
As much as I'm enjoying Yomawari right now, I can't help but feel it may eventually wear out its welcome and grow tiring. Regardless, I'll keep plugging away at it and let you know as soon as possible whether that's the case or not.
In the meantime, have you played any of the games mentioned in this post? If so, what are your thoughts on them? Also, what are you playing now? Let me (and others) know in the comments section below.
If you'd like to read my thoughts on my Dragon Quest VII playthrough, by the way, you can do so here. This post, on the other hand, focuses on my experiences with Kirby: Planet Robobot and Poochy & Yoshi's Woolly World.
As for the games that are currently monopolizing my time, here are a handful of impressions that'll hopefully give you an idea as to what they're like and whether or not I'm enjoying them so far.
Balloon Kid (GameBoy)--Although I play the first few stages of the GameBoy Color version of this title fairly regularly (on my Japanese 3DS), I haven't played the black-and-green original for quite a while. In the wake of my "most influential games" write-up about it, though, I thought I should boot up the latter again. So I did. Two hours (spread over about four days) later, I beat its final boss and grinned from ear to ear as its end credits scrolled by.
This latest Balloon Kid playthrough made me ponder the game in a way I hadn't previously. For instance, it didn't hit me until this most recent jaunt through Pax Softonica's title that the difficulty of its stages leaps rather than progresses. I guess that shouldn't have come as a surprise to me, as I played the game a ton when it first came out in 1990. The thing is, I was in my early teens then, and at that point in my life it took a lot for a side-scroller of any sort to shake me. My reflexes have slowed a tad in the ensuing years, so the transition from Balloon Kid's fifth to sixth stage this time around was tough.
Something else that struck me over the last couple of days was that, in many ways, Balloon Kid is half-baked--and this obviously is coming from someone who loves and respects the game in its current "unfinished" state. I say that for a few reasons. One, it features just eight levels. (The whole she-bang can be wrapped up in less than two hours if you've got the skills.) Two, its level design is all over the place. On the positive side, you've got the first stage and its pencil-shaped buildings as well as the fourth stage, which takes place in the bowels of a whale. On the negative side, the rest of its stages are disappointingly clichéd in terms of their themes.
Still, the overall journey through Balloon Kid is so charming and so different from pretty much every other side-scrolling game in existence that it's easy enough to overlook those niggles and focus on the fun at hand. Which is just what I did earlier this week--even when I found myself dying over and over and over again in the game's final three stages.
Anyway, back to Dragon Quest Builders. Before we move on, you should know I've never played any version of Minecraft. I put many more hours than I should've into the Minecraft-esque Harvest Moon: The Lost Valley, but that's hardly the same thing. I guess what I'm trying to say here is that I can't comment on how good or bad Dragon Quest Builders is as a Minecraft clone. Which may be just as well.
At any rate, I love Builders so far. I love its rather languid pace and "do whatever you want" attitude. I love its aesthetic. Surprisingly, I love its town-building component. (I'm usually not a huge fan of such things.)
More than anything, though, I'm loving just running around its world, battling iconic Dragon Quest baddies and gathering materials from the earth around me. I probably should have accomplished more by this point in my playthrough (I'm still in the first chapter, though I've leveled up my town a number of times and it currently has four inhabitants besides myself), but I'm in no particular hurry to finish this game, so I'm fine with slowly savoring the experience for now.
The Legend of Zelda: Link's Awakening (GameBoy)--I have a feeling a lot of people will be shocked to hear I've never played this portable Zelda adventure before now. Hell, it even surprises me. As for why I've ignored it for so long, I wish I could tell you. My assumption is that I'd recently played A Link to the Past and assumed Link's Awakening would be too similar to it to be worthwhile. Or maybe I'd moved on from the GameBoy by the time of this cart's release? That was 1993, after all. Whatever the case, I passed on buying it then, and I continued to do so until I purchased a digital copy from the 3DS eShop earlier this year.
As of now, I'm about three hours into its adventure. My verdict thus far: I think it's great. It looks and feels to me like a portable cousin to A Link to the Past at the moment, although that's not to suggest Link's Awakening is a carbon copy of its 16-bit counterpart. It actually offers up a number of unique quirks that help it stand out not only from A Link to the Past but other top-down Zelda games as well. Some of my favorites: the Super Mario Bros.-inspired enemies, the side-scrolling segues and the intriguing abilities (Link can jump!) and accoutrements (the BowWow that accompanies Link for a time early on) players acquire.
Obviously I'm still at the beginning of this Zelda title, so it's hard to say if I'll still adore it after I finish it (or even if I'll finish it), but right now I'm finding it thoroughly engrossing, and I look forward to seeing what's in store for me and Link as I continue to explore its dungeons and overworld.
Yomawari: Night Alone (Vita)--No one ever said I was the brightest bulb on the tree when it comes to how I spend my hard-earned cash. Case in point: although I've had a boxed Japanese copy of this Nippon Ichi Software-made game (see photos of its case and cartridge here) since it first hit the streets in late 2015, I just bought a digital copy of its North American release--despite the fact that I've yet to even boot up the aforementioned import cart.
Hey, whatever gets me to finally play the game, right? And play it I have--for about two hours, I'd say. That may not sound like a lot, but it's definitely been enough for me to get a good feel for what it has to offer.
Speaking of which, Yomawari is a conundrum--or at least a curiosity--so far. On the one hand, it's surprisingly cute. Some may say it looks kind of cheap and "mobile-like," too. I wouldn't argue with those folks, but I also wouldn't agree with them. For me, Yomawari looks great, especially since the adorable aspects of its aesthetic help make its more hideous aspects as shocking as possible.
"Shocking" is a key word here, because you will be shocked while playing Yomawari. In general, Yomawari is about exploration. Your dog runs away, your older sister goes missing (while trying to find the previously discussed pup) and you head out after both of them in the dark of night. Unfortunately, you're not alone as you stalk the town that serves as this game's setting. Filling the streets and alleys and parks and other locales alongside you are ghosts and ghoulies that are more nightmarishly designed that you'd probably assume based on the rest of Yomawari's visuals.
These spooks and specters aren't just apparitions, though. Once they see you, they give chase. Fail to avoid or get away from them (they can't be fought) and they'll kill you--represented by blood that splashes across the screen. Such deaths are pretty common, if my experience is anything to go by. I'd say I died about five times within the first hour of my Yomawari playthrough. Granted, some of that was due to me not fully understanding the game's rules. (Very little is explained at this title's outset, so you have to figure out almost everything on your own.) Some of it, though, was due to the game not being a pushover.
As much as I'm enjoying Yomawari right now, I can't help but feel it may eventually wear out its welcome and grow tiring. Regardless, I'll keep plugging away at it and let you know as soon as possible whether that's the case or not.
In the meantime, have you played any of the games mentioned in this post? If so, what are your thoughts on them? Also, what are you playing now? Let me (and others) know in the comments section below.
Tuesday, February 14, 2017
Proof that miracles do happen: I finished the Dragon Quest VII 3DS remake yesterday
Anyone who has played through either the PlayStation or the 3DS version of Dragon Quest VII knows it's a long game. A really long game. In fact, it isn't unusual for people playing either iteration of this JRPG to put more than 100 hours into it before they encounter its credit roll.
My particular playthrough ended at the 95-hour mark. Based on what I've read about Dragon Quest VII's 3DS remake, it sounds like I could put another five to 10 hours into it if I had the desire. I don't, so this is likely is where the game and I part ways. (If I change my mind, I'll mention it here or on Twitter.)
Still, I'm glad I bought and played it. And I'm glad I kept at it until Orgodemir (that's the name of Dragon Quest VII's main baddie) was dead and buried.
I had a surprisingly good time with the last few hours of my Dragon Quest VII journey, by the way (a stark contrast to the early part of my playthrough), and I found the aforementioned last battle to be the perfectly challenging cherry on top of this polygonal sundae of a game.
I can't say I was entirely pleased when it dawned on me that Dragon Quest VII's ending wasn't going to be a straightforward affair. All I wanted was a few congratulatory scenes and a credit roll. Instead, I had to take my party members on a "victory tour" that lasted at least 30 minutes.
To be fair, I would've been a lot more OK with that if I'd been home at the time. Instead, I was in the car (don't worry, I was a passenger) with a 3DS that desperately needed to be charged.
Thankfully, my 3DS didn't die on me, so I was able to enjoy the second half of Dragon Quest VII's finale after I returned home.
I even beat Orgodemir a second time this morning--with a slightly different party (my first attempt consisted of the hero, Aishe, Maribel and Ruff, while I swapped out Maribel for Melvin during the second)--just so I could take the photo that appears above.
With Orgodemir finally out of the way, I'm going to move on. Specifically, I'm going to move on to the 3DS games showcased in the snapshot above--Kirby: Planet Robobot and Poochy & Yoshi's Woolly World.
I'm also planning to devote some quality time to Pop Cutie! for the DS--it is #FashionGameFeb, after all--as well as the Vita release of Dragon Quest Builders.
I'll share my thoughts on each of these titles in an upcoming post (probably in a "Shall We Do It?" write-up) or two, so keep your eye out for them. Also keep your eye out for my inevitable review of Dragon Quest VII.
In the meantime, feel free to share your own thoughts on the Dragon Quest VII 3DS remake in the comments section below. Or let me know which games you're playing (and hopefully enjoying) at the moment.
See also: these previous posts about my Dragon Quest VII playthrough
My particular playthrough ended at the 95-hour mark. Based on what I've read about Dragon Quest VII's 3DS remake, it sounds like I could put another five to 10 hours into it if I had the desire. I don't, so this is likely is where the game and I part ways. (If I change my mind, I'll mention it here or on Twitter.)
Still, I'm glad I bought and played it. And I'm glad I kept at it until Orgodemir (that's the name of Dragon Quest VII's main baddie) was dead and buried.
I had a surprisingly good time with the last few hours of my Dragon Quest VII journey, by the way (a stark contrast to the early part of my playthrough), and I found the aforementioned last battle to be the perfectly challenging cherry on top of this polygonal sundae of a game.
I can't say I was entirely pleased when it dawned on me that Dragon Quest VII's ending wasn't going to be a straightforward affair. All I wanted was a few congratulatory scenes and a credit roll. Instead, I had to take my party members on a "victory tour" that lasted at least 30 minutes.
To be fair, I would've been a lot more OK with that if I'd been home at the time. Instead, I was in the car (don't worry, I was a passenger) with a 3DS that desperately needed to be charged.
Thankfully, my 3DS didn't die on me, so I was able to enjoy the second half of Dragon Quest VII's finale after I returned home.
I even beat Orgodemir a second time this morning--with a slightly different party (my first attempt consisted of the hero, Aishe, Maribel and Ruff, while I swapped out Maribel for Melvin during the second)--just so I could take the photo that appears above.
With Orgodemir finally out of the way, I'm going to move on. Specifically, I'm going to move on to the 3DS games showcased in the snapshot above--Kirby: Planet Robobot and Poochy & Yoshi's Woolly World.
I'm also planning to devote some quality time to Pop Cutie! for the DS--it is #FashionGameFeb, after all--as well as the Vita release of Dragon Quest Builders.
I'll share my thoughts on each of these titles in an upcoming post (probably in a "Shall We Do It?" write-up) or two, so keep your eye out for them. Also keep your eye out for my inevitable review of Dragon Quest VII.
In the meantime, feel free to share your own thoughts on the Dragon Quest VII 3DS remake in the comments section below. Or let me know which games you're playing (and hopefully enjoying) at the moment.
See also: these previous posts about my Dragon Quest VII playthrough
Saturday, January 07, 2017
Are we f$%kin' there yet? (or, more thoughts on Dragon Quest VII after spending 40-plus hours with the 3DS remake)
When I last wrote about my on-again, off-again playthrough of Dragon Quest VII, I'd just passed the 20-hour mark of my journey.
In the comments section of that post, I mentioned that I wouldn't publish any additional impressions of the 3DS remake of Square Enix's classic RPG until I hit the 40-hour threshold. Well, I did just that--over a week ago. I'm now a smidge north of 50 hours.
Have I enjoyed Dragon Quest VII more in the last 30 hours than I did during the first 20? I'd say that's a fair assessment. Now, I'm not head over heels in love with this sprawling adventure or anything like that, but I am liking it a lot more than I did previously.
I'm not entirely sure why that is, either. After all, it's not like the never-ending conveyor belt of vignettes that make up Dragon Quest VII has stopped or even slowed down in the last 10 or so hours of my playthrough. And it's not like they've become a lot more interesting than they were earlier. Hell, I still think the first vignette you encounter in the game is its best--and by quite a margin.
That's not to say none of those that follow in its footsteps are memorable. A good handful are surprisingly intriguing, like the one involving a town where its citizens and livestock have switched places, or the one involving a burg that's stuck in a time loop.
Others, though, are little more than variations on a theme--or at least that's how they seem to me. Admittedly, this could be due to the fact that almost every new village or town looks eerily like the last one. Of course, that's what happens when you populate each locale with churches, inns, shops and homes made of the same cookie-cutter designs. (Sadly, the people who live and work in those buildings also barely change from place to place, although there are occasional exceptions.)
All that said, I basically came to peace with all of these niggles in the last 10 or so hours of my Dragon Quest VII playthrough and I now have hope I'll see its end credits sometime soon.
Don't take this to mean I'm going to jump into the soon-to-be-released 3DS port of Dragon Quest VIII as soon as it arrives on my doorstep later this month (or, more likely, sometime next month). Despite my change of heart regarding Dragon Quest VII, I'm feeling pretty burned out on Dragon Quest at the moment. Plus, I'd really like to spend some time in the coming weeks with games that don't take tens of hours to complete, and I'd also really like to play games on other systems--like the Vita, the original PlayStation and even the WonderSwan--in that time.
First, though, I actually have to beat Dragon Quest VII. While I work on that, are any of you still working you way through its extensive adventure? If so, what's your opinion on the experience?
In the comments section of that post, I mentioned that I wouldn't publish any additional impressions of the 3DS remake of Square Enix's classic RPG until I hit the 40-hour threshold. Well, I did just that--over a week ago. I'm now a smidge north of 50 hours.
Have I enjoyed Dragon Quest VII more in the last 30 hours than I did during the first 20? I'd say that's a fair assessment. Now, I'm not head over heels in love with this sprawling adventure or anything like that, but I am liking it a lot more than I did previously.
I'm not entirely sure why that is, either. After all, it's not like the never-ending conveyor belt of vignettes that make up Dragon Quest VII has stopped or even slowed down in the last 10 or so hours of my playthrough. And it's not like they've become a lot more interesting than they were earlier. Hell, I still think the first vignette you encounter in the game is its best--and by quite a margin.
That's not to say none of those that follow in its footsteps are memorable. A good handful are surprisingly intriguing, like the one involving a town where its citizens and livestock have switched places, or the one involving a burg that's stuck in a time loop.
Others, though, are little more than variations on a theme--or at least that's how they seem to me. Admittedly, this could be due to the fact that almost every new village or town looks eerily like the last one. Of course, that's what happens when you populate each locale with churches, inns, shops and homes made of the same cookie-cutter designs. (Sadly, the people who live and work in those buildings also barely change from place to place, although there are occasional exceptions.)
All that said, I basically came to peace with all of these niggles in the last 10 or so hours of my Dragon Quest VII playthrough and I now have hope I'll see its end credits sometime soon.
Don't take this to mean I'm going to jump into the soon-to-be-released 3DS port of Dragon Quest VIII as soon as it arrives on my doorstep later this month (or, more likely, sometime next month). Despite my change of heart regarding Dragon Quest VII, I'm feeling pretty burned out on Dragon Quest at the moment. Plus, I'd really like to spend some time in the coming weeks with games that don't take tens of hours to complete, and I'd also really like to play games on other systems--like the Vita, the original PlayStation and even the WonderSwan--in that time.
First, though, I actually have to beat Dragon Quest VII. While I work on that, are any of you still working you way through its extensive adventure? If so, what's your opinion on the experience?
Labels:
3DS,
Dragon Quest VII,
Dragon Quest VIII,
impressions,
nintendo,
portable games,
RPGs,
Square Enix
Monday, December 19, 2016
My favorite 3DS games of 2016 that aren't Pocket Card Jockey
A couple of days ago, I declared Game Freak's Pocket Card Jockey, the weird 3DS eShop title that bravely combines horse racing (and breeding!) with golf solitaire, my favorite game of 2016.
That endearingly odd 3DS game isn't the only one released in the last 12 months I thoroughly enjoyed, of course. Here are three others that fit the same bill:
Dragon Quest VII--Including this recently released remake of Square Enix's classic PlayStation RPG from the early 2000s probably strikes some of you as odd. After all, it's just as often annoyed me as thrilled me in the 50-plus hours I've put into it so far. (Examples of both reactions to the game can be found in this post and in this follow-up.) Still, I like its island-hopping (not to mention time-traveling) adventure more than I hate it, so I think mentioning it here is warranted. Plus, the only game I've played more in 2016 than Dragon Quest VII is Pocket Card Jockey, so it actually would be kind of weird if I ignored it in this post. I mean, you don't devote nearly 60 hours to a game that's irredeemably terrible, right?
Witch & Hero II--Although I prefer the more straightforward gameplay of the first Witch & Hero to the more convoluted gameplay of the second, that doesn't mean Witch & Hero II is a dud. On the contrary, it's sure to be a blast for anyone who enjoys retro-tinged titles that don't require a ton of time or attention. Both Witch & Hero games were inspired by the tower-defense genre, by the way, with the first title slipping players into the shoes of a knight who has to protect a petrified (as in turned to stone, not paralyzed by fear) witch, and the second one allowing players to control both adorably pixelated characters as they do their darndest to fight off swarms of similarly eye-catching baddies. (Additional musings on the sequel can be found in my "five thoughts on Witch & Hero II" write-up from March.)
Yo-Kai Watch--As has been the case with Dragon Quest VII, my mid-2016 playthrough of Yo-Kai Watch was not entirely pleasant. For the most part, though, I found myself both charmed and captivated by the latter, Pokémon-esque RPG. That's mainly due to the game's setting, yo-kai (the game's catchable characters) and battles. I grew especially fond of Yo-Kai Watch's amusingly interactive enemy encounters in the 40 or so hours I plopped into my cartridge earlier in the year--even if they did a number on my 3DS' lower screen. (For more of my thoughts on this Level-5 product, read my "three things I like and dislike about Yo-Kai Watch" post.)
Honorable mentions: The Battle Cats POP!, Final Fantasy Explorers, Kingdom's Item Shop, Return To PoploCrois: A Story Of Seasons Fairytale and Unholy Heights
That endearingly odd 3DS game isn't the only one released in the last 12 months I thoroughly enjoyed, of course. Here are three others that fit the same bill:
Dragon Quest VII--Including this recently released remake of Square Enix's classic PlayStation RPG from the early 2000s probably strikes some of you as odd. After all, it's just as often annoyed me as thrilled me in the 50-plus hours I've put into it so far. (Examples of both reactions to the game can be found in this post and in this follow-up.) Still, I like its island-hopping (not to mention time-traveling) adventure more than I hate it, so I think mentioning it here is warranted. Plus, the only game I've played more in 2016 than Dragon Quest VII is Pocket Card Jockey, so it actually would be kind of weird if I ignored it in this post. I mean, you don't devote nearly 60 hours to a game that's irredeemably terrible, right?
Witch & Hero II--Although I prefer the more straightforward gameplay of the first Witch & Hero to the more convoluted gameplay of the second, that doesn't mean Witch & Hero II is a dud. On the contrary, it's sure to be a blast for anyone who enjoys retro-tinged titles that don't require a ton of time or attention. Both Witch & Hero games were inspired by the tower-defense genre, by the way, with the first title slipping players into the shoes of a knight who has to protect a petrified (as in turned to stone, not paralyzed by fear) witch, and the second one allowing players to control both adorably pixelated characters as they do their darndest to fight off swarms of similarly eye-catching baddies. (Additional musings on the sequel can be found in my "five thoughts on Witch & Hero II" write-up from March.)
Yo-Kai Watch--As has been the case with Dragon Quest VII, my mid-2016 playthrough of Yo-Kai Watch was not entirely pleasant. For the most part, though, I found myself both charmed and captivated by the latter, Pokémon-esque RPG. That's mainly due to the game's setting, yo-kai (the game's catchable characters) and battles. I grew especially fond of Yo-Kai Watch's amusingly interactive enemy encounters in the 40 or so hours I plopped into my cartridge earlier in the year--even if they did a number on my 3DS' lower screen. (For more of my thoughts on this Level-5 product, read my "three things I like and dislike about Yo-Kai Watch" post.)
Honorable mentions: The Battle Cats POP!, Final Fantasy Explorers, Kingdom's Item Shop, Return To PoploCrois: A Story Of Seasons Fairytale and Unholy Heights
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