Theatrhythm - After about 51 hours I think I'm ready to declare myself done with the game. Notable accomplishments: recruiting all characters, clearing 99 dark notes, clearing all of Stoic Ultimate with S ranks. Most used characters where Lightning and Cloud overall, who are both really good (Cloud in particular is clearly the best character in the game) and personal favourites so yeah. Used lots of Squall, Terra, and Yuna as well.
Overall the game was pretty good fun. In theory I've always kinda liked rhythm games in principle, but (a) portable makes them way better, and (b) I am hugely biased towards this game's track selection. I guess a portable rhythm game all about 90's rock might be similarly appealing but no clue if one exists. The game also had some RPG elements (mostly relevant for chaos shrine) which I found neat to play around with, even if they're a bit unbalanced (FMS are too easy to care about, which ruins some characters like Tidus). It's almost certainly the best new game I've played this year but it hasn't really been a great year so far, no game has really blown me away and that includes this one, but it's good. (DMC4 or Portrait of Ruin is next best.) 8/10 I think. Will likely play again periodically at some point but for now it's time for a break.
SH3: Let's finish this off.
Lady (2 resets)
Level 46. Equipment is ultimate stuff, plus:
Shania: Flare Brooch, Thor's Belt, Crucifix
Johnny: Ashra's Earrings, Blood Jewel, Crucifix
Straightforward enough. Flare Brooch and Blood Jewel are to not worry about Sanity, Crucifixes render Ring Abnormality a non-issue, Thor's Belt boosts Shining Zephyr, and Ashra's Earrings are an HP boost which certainly does save my life on more than one occasion.
Lady works differently from most bosses. There are technically two targets, Lady and Malice Unbral. Lady's invicible to everything and although she gains stock, will never use it, while Malice Unbral has to be the target of all offence and stock control. Both get "turns" (and have different skillsets mechanically, though you have to memorise whose turns result in which moves, because animation-wise Lady does all the attacking), and although neither has quick hits, that's still two enemy turns every round, so it's higher offence than any previous boss. The one nice thing is that you no longer have to play the estimation game of when the boss' recharge rates will cause them to lap your PCs.
Lady's own turns are used for just two different actions under normal circumstances: Crimson Raid, which is just her basic physical (solid 2HKO), and Ring Abnormality, which inflicts Fast Ring and Reverse Ring on everyone. While these are non-random effects and hence not instantly fatal, they're still really bad as missing rings in this fight is terrible, hence the Crucifixes. Crimson Raid gets used the large majority of the time, as would be expected.
Malice Unbral has three different actions. One is Zeal Steal, which destroys one target's stock (without doing damage) and gives half that stock to Unbral. Unbral getting stock is really bad, but this being a turn spent not on offence is good. Unfortunately it has a faster than normal recharge time, unlike most everything else in this fight (Ring Abnormality might as well, not certain). So in theory, a chain of Zeal Steal, lap, combo is possible, but not likely unless both PCs acted just recently, especially given the speed boosts of my PCs' fusions. The remaining turns are used for area-of-effect attacks. Hex spells usually hit two PCs (the battlefield is tight, as for the Malice Soakers), while Camality Gaze hits everyone. Hex spells are only used if they will hit weakness, and solidly 3HKO against weakness (high 4HKO against Ashra's Earrings Awaker with ultimate gear). Calamity Gaze 3HKOs both (though not quite as strongly as Hex Glare against non-Tirawa Shania) and inflicts chain. Chain means the next Crimson Raid will be fatal.
If Malice Unbral builds up stock, you will eat a combo of Calamity Gaze into Malice Dirge (which destroys stock, as before, though that's the least of your worries). With my fusions, earrings, and ultimate armours, this combo is barely survivable at full HP. It is still not something to be seen if at all possible. a D-Combo will do over 800 damage and is obviously extremely fatal short of defending. The D-Combo can only reasonably be seen once, though.
Lady also uses a few other spells in specific circumstances. The battle's real gimmick lies in Lost Progress: if you use any buffs, Lady will counter by dispelling them. This move also has instant recharge so she gets another turn after, too. In theory this can be used to mess with turn order but I don't bother... I can't really afford to give Lady more turns. Also, the first turn below half HP, Lady will cast Entrance (fast recharge), leading to a fatal or near-fatal Calamity Gaze on the next Unbral turn. The first turn she gets below one quarter HP, a Cure which restores 10% HP comes, which just drags out the fight a bit. Finally, when Malice Unbral is defeated, Lady will cast Malice Dirge as a counter. This Malice Dirge is super-charged compared to the normal one. However, if anyone survives it, the battle is automatically won.
Anyway, this fight plays a bit differently from most. For starters, people dying is pretty much inevitable, so the focus needs to be one not having both die. This isn't as bad as in most fights as at least no buffs are lost. A Calamity Gaze followed by Crimson Raid is always fatal, for instance. Both PCs use Resurrection with immediate priority, of course. Otherwise, the two priorities are on healing and stock breaking. Hard Hit is of course the preferred method of stock breaking, but between Zeal Steal and Blood Jewel it isn't always possible, so Red Nova works if a bit laggy. For healing, Arc Cure and Shining Zephyr have to be used a LOT, as not being at full HP (or at least reasonably high on both) sets up possible paths to loss. Cure Plus and Thera Extracts also come out as well.
Shining Zephyr is absolutely huge in this fight. This can't really be emphasised enough. Very, very few turns can be dedicated to pure offence, and those won't have buffs. Shining Zephyr is not only reasonably damaging (over 200) but acts as a super Arc Cure, so priority is given to using it. This allows the battle to proceed at a reasonable clip. Since the battle is largely a waiting game of playing near-perfectly (a missed ring at a bad time can lead to a game over), having a healing spell which also deals over 200 damage is huge. I could have won this without the sidequests in theory, but it would have to be completely, 100% mistake-free for something close to an hour, so yeah. Here, the odd mistake is survivable... I do see one Double which I barely survive and am able to regroup from. However, many mistakes are potentially fatal, so yeah, the ability to speed up the battle helps.
MP restoration needs to be done now and then (Shining Zephyr is reasonably expensive) but I have a few Mana Extracts sitting around so it's not too big a deal. Sanity I actually never need to worry about, as Shania dies often enough and Resurrection brings it all back anyway.
The battle has nasty spots. The first is the opening turn. A D-Combo comes at the start of the battle and it's pretty hard to deal with. The possibility exists that Lady just goes first and I instantly lose, but isn't too likely... Johnny has more raw speed AND PCs have an advantage on first-turn initiative. As long as somebody goes first, the best strategy is actually just to defend rather than desperate stock-breaking... there's no risk of failure and all two stock get drawn out. Resurrection can follow.
The other nasty point is of course Entrance. Having the other PC Defend as I drop Lady below half HP helps... if time permits both PCs can defend, but the turn order needs to line up nicely for that.
Finally, I hilarioualy almost die to the final Malice Dirge because it is stronger than I expect. That would have been bad.
Not much to say about the fight past that! It is certainly one of the hardest on the challenge due to the low margin for error and of course it would have been insanely so had I not done anything optional. As is I had more trouble with Kerufe, probably, but that's about it.
Not much to say about the challenge overall. It made me learn a few things about the game.
-The Blood Jewel is terrific. At a cost of making you learn a new and marginally tricky ring, and taking stock away whenever it kicks in, it lets you completely ignore one PC's sanity. Hi Johnny. HI AWAKER.
-Fusions are really great. Especially after both PCs got them, I was able to keep my durability above where it "should" be with them and that made a big deal. There's also a nice speed boost. This challenge would have been notably harder with different PCs, particularly not using Shania (Johnny is kinda meh for a long time, although Blood Jewel negated one of his major disadvantages).
-Despite some similarities this game has some pretty sweet boss design. For the most part each subsequent one puts a new ripple on things and they are generally legitimately challenging which is great. I'm not sure what I think of the game's tendency to have status attacks which it rewards you greatly for using a guide and immuning but (especially the fatal stuff) but at least there are lots of unimmunable stuff as well (stat downs etc.).
-Randoms are much easier than bosses though not negligible. They're usually quite fun due to the system even if there's really little reason to wipe to them on a normal playthrough outside ambushes.
-Judgement ring is great. Definitely feels like a timed hit system for all levels of play due to the hit/strike thing, and all the statuses which mess with it (particularly pit fights) is good times.
Lots of fun.