Re: Labyrinth of Touhou 2: When LoT2 first came out, my initial impression was "holy shit this is way better than LoT1". The more I think about this game in retrospect, though, the more I'm inclined to believe it's more of a lateral shift, if not actively worse in some aspects. PC balance in 2 is notably worse than the first game (especially where any PC with the Maintenance skill is concerned [NITORI]), and I don't think it particularly helps the game either that the developer decided to embrace high enemy defense much more thoroughly than the first game while simultaneously nerfing the fuck out of ITD in general. Most accounts of the game I've read on the Shrinemaiden forums (I haven't actually bothered to finish it) pretty much indicate that any damage dealer who lacks ITD is essentially useless in the endgame short of massive overleveling or using very specific team setups which abuse synergies. In short it sounds like party composition - which given that there are fucking 48 playable PCs, should be the most interesting aspect of the game - is a lot less flexible than the first game's. I feel like the only area in which LoT2 strongly improved is the user interface and allowing respecs. Oh, and the art, of course.
The first game definitely had its problems with grinding and an uneven as hell difficulty curve, but at the end of the day, you could use pretty much whoever you wanted to a large degree and get through the game without grossly overleveling (while you do need "a tank" and "a healer", there are really 5 or 6 PCs that are some shade of viable as a tank and you have 3 realistic healer options, and that still leaves 10/12 party slots free to play with). I don't feel like this is quite as true in the second from what I've seen.
I like the enhanced customization you get from skills. I don't remember if this was as much of a thing in the first one? Been a while, but there are definitely lots of cool and unique abilities that you can invest in to build people in different ways here. Cast balance is definitely not good, though. Bringing dedicated mages with you to a boss fight is almost always a liability, made out of tissue paper + too slow just not a combo you can get much out of even if you constantly switch them in and out of the party. There's also a handful of people that are almost always in my party because replacing them with anyone else would be mechanically suboptimal:
-Remilia: is crazy good. Excellent attack power, not really lacking in any stats, only escalates in effectiveness as a fight drags on because auto-buffs and Gungnir is so ridiculous that it cuts through defense the rest of the party often can't. She tends to sit in the front line for boss fights and just stay there the whole time.
-Reimu: MT heals. Yeah, Rumia does this too, but she's somewhat squishier, and not so good for smashing randoms or buffing the party, acceptable as a backup but not really a substitute.
-Sanae: mostly for randoms because of the TP restoration. Essential grinding component.
-Sakuya: not great on paper, but what paper doesn't tell is that the bonus action skill can trigger repeatedly in the same turn. For boss fights this means suddenly your party's speed is doubled at no extra cost; for randoms this means everything is killed for no extra cost.
-Rin: see above + super fast, it's not uncommon for randoms to die immediately because she snagged five actions in one turn and just obliterated everything. Not great for bosses because damage per hit = not spectacular, but indispensable for grinding.
-Momiji and/or Kasen: generally at least one of them's around. Fast, durable brutes that excel both at massive ST damage and full-screen nukes.
-Wriggle: because POIZN.
So that's like half my party typically spoken for. Komachi sadly isn't the amazing one-trick pony again, just too many bosses resist debuffs this time and I don't use her much as a result. Yuugi might be in there if I'd got her earlier, but I completely overlooked her recruitment until checking a FAQ on the last floor. Otherwise there are too many other characters that just don't bring anything unique to the table or simply don't have the stats to make good on a promising skillset (most mages fall into this latter category, also ATK boosts are easier to find on equipment than are MAG bonuses).
The overreliance on insurmountable defense definitely just gets more aggravating as the game goes on. It was a boring gimmick the first time, guys. ITD is the solution to this obstacle only in theory--it's not very common and what you have of it is usually tied to elemental attacks, which tends to be a fatal inconvenience just when you need ITD offense, so in practice the solution is pretty much always grind more. This isn't entirely a new or surprising thing since there were three distinct points I had no choice but to resort to this in the first game (fundoshi man, Yukari, final boss), but here it happens earlier and repeatedly whenever Tenshi shows up. The game's actually pretty well balanced before that. You could look at the recommended level on a boss icon and generally bet that it'll be tough but manageable if you go in at that level. Midway through this game those recommendations just got totally out of whack and I'd routinely have a very tough time dealing with things I was supposedly more than prepared for.
This is a lot of complaining, but I still enjoyed the game when it wasn't pulling the lol no damage for you bullshit. Past tense because there's a decent chance I'm just done with it, it's obvious I won't stand a chance against the final boss short of grinding out dozens and dozens of levels (and I'm already 21 over the recommended level). Nobody does any damage and he outspeeds everyone and borderline OHKOs most of the party.
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EP: Sat down to knock out the last couple maps of Thage's story and wait, what's this? I don't have the right attacks to break the plot-critical boss's barrier? I was reasonably aware this was a possibility at some point because the party lacks any earth damage at all, but as it turns out the requirement here is vastly more dickish. So you're going to have the possibility of an actual ending hinge on: A) a mid-game boss I may or may not have even fought; B) and who I may or may not have captured if fought at all; and C) who I definitely would not have kept as a summon even if I had caught it? (Because captured enemies are far more useful being turned into skills or items than as allies.) Fuck you too, game. Beat up the third stratum boss* after that debacle and yup, game's all lol no final boss or ending for you.
(*King Bellion, still hilariously susceptible to fracture and easy to capture because of it.)
So that doesn't leave me in the best of moods. Is there any similar bullshit I should be aware of in advance in the Rondemion/Super Secret Character (who I already spoiled myself on) paths? Anyway, I figure smashing through NG+ shouldn't be any trouble at all because endgame levels vs subtractive defense, so I hack through the first map again to at least get back to town and turn in some majin for goodies. Then I recruit Alexei again and wait, what? Why is he at starting level again with ghetto gear? ...I see. Plot PCs retain levels and equipment, but mercs revert to starting level and any gear/skills equipped on them at the end of the game vanish into the aether. I know mercs will be unnecessary for most of the game because endgame plot PCs, but I expect I'll still need the help for the last maps, so instead of mindlessly smashing everything I still kind of have to babysit some low-level allies and feed them kills all game. Guys, if you're going to implement a stupidly easy NG+ mode, why deliberately half-ass it?
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FONV:
http://cloud-4.steamusercontent.com/ugc/535137718206738031/266BCCD798CF2FFBFDA1DC40384DEECEE844DD38/The end.
Fighting zombies with Ulysses still more satisfying than actually fighting him, confused as he is. Oddly, through all conversation he acted like I was working for Mr. House, despite the fact that a courier chose to murder Mr. House with a golf club (I never even talked to him). The only thing I can see being responsible for this is NCR rep getting knocked down from idolized to good-natured rascal or whatever after I assassinated McLafferty (an act which no one even witnessed, even Hostetler didn't react to it even though he was
in the goddamn room and I didn't use a silenced gun or anything). Courier duster similarly went with Old World Justice. Weird. Still better than NCR flag considering I'd every intention of stabbing them in the back this time around.
Easy mode did prevail for the top-tier GRA trophy. On normal? Even with maxed explosives skill, three ranks of demolitions perk, every crit bonus thingamabobber I know of, Psycho, bug/cazador-specific damage bonuses from combat-acquired perks and OWB, you've only got about even odds of a sneak attack oneshotting a cazador. Long fuse dynamite is just that bad. So to hell with doing that legit.
Caravan is the worst thing. It just makes no damn sense. I read the rules and thought I got it but sometimes matches would just end in someone's victory for no obvious reason at all. I don't know, maybe I shouldn't have played with No-Bark? Probably wouldn't have made a difference. Game would be terrible tedium with anyone.
I oneshotted the final boss without even entering dialogue, sneak attack + YCS 186 just that good. I have no idea where his body landed.
Also at some point this happened:
http://cloud-4.steamusercontent.com/ugc/536263437632414436/103FA5466D829182D4D17DC9AFF8DBF0D9894628/Since motion doesn't carry well into screenshots, you'll just have to take my word for it that this disembodied radscorpion torso is simultaneously vibrating, leaping up and down through the ground, and whirling, whirling towards progress. It's not quite the celebrated Doc Mitchell spinny head glitch, but it's still one of the more elaborate physics clusterfucks the game's perpetrated on me.
Glad to be done with the game this time. I love it and all but it's pretty obvious I never want to touch this engine again (I had to do two complete reinstalls just in the course of this run). Part of why I went all out and did everything even though I initially just set out to power level enough to get those last trophies; might as well close the game out with an ideal ending where no one I like
(okay, other than Mr. House, but it was him or the Kings) gets spectacularly screwed (I think indie New Vegas is the only route in which Arcade isn't totally boned as a result of his personal quest?) Also shutting down Oliver's attempt at staging a Big Damn Heroes moment is still immensely satisfying.
Oh yeah, and the gambler suit you get for breaking the bank is totally swank.
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CT: Schala must be one of the least justifiable kidnappings I've seen in a game. Dalton just walks into a room full of well-armed killing machines and punches her out, no one does anything. Just to make sure no one does anything, he thereafter threatens to kill her, which I have to think is a very unlikely course of action considering the entirety of his boss's plans depend on her. CT definitely one of those games that likely wouldn't be able to make me care about anything if the soundtrack weren't so effective. At any rate, stage is set for the best part of the game.