Author Topic: What games are you playing 2020: The true last year of the current decade  (Read 38237 times)

Cmdr_King

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Cosmic Star Heroine- Done!

So there's some weird ways you can feel the development troubles the game had.  A lot of little things are tucked in out of the way corners that don't really draw attention to themselves or have much pointing to them, which is odd considering how much effort is spent nudging the player in other respects, and some things like the cutscenes feel like they were designed at an earlier point of development then added in at the end because they needed something that felt grand but didn't really have the time to invest in creating new assets.  The way PCs are introduced then just kinda exist also feels at odds with the cast size, although they do have their little intro sections for the most part which gets the job done.

Probably the most successful aspect of the game is the PC design.  It's not just that each one has a niche, each PC has a particular "loop" they can work with, where their skills synergize in unsual ways with each other and with their Hyper bars.  You have some wiggle room within that, and some characters are simpler to work with players who just kinda wanna play their PSIV inspired jRPG, which I can dig.  The midgame feels a bit overtuned at times, but this might also be because I was just using a "who I want" party as much as possible and it's entirely likely that checking the first fight or so in a dungeon, then swapping out for the correct PC would have sped all that up considerably. 

Ultimately I kinda feel like this is more a proof of concept/learning game than a polished product overall?  Once in a while the game has a very quirky vibe, like Alyssa's just a complete dork and Sue kinda being the best because he's so upfront and completely secure in himself, but they went with a more classic plot structure but didn't really invest in the rest of the world or cast enough for it to come together.  But as a mechanical engine and learning some much more impressive environment building you can tell why it took them so much longer than they planned to get it out.
Also the music is actually pretty legit, a first for Zeboyd.  So that's cool.

7/10 maybe?  On the lower end of that but despite never getting super good I also never wanted to just set the game down for a minute and did find some sequences memorablish.
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superaielman

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Brigandine: Just finished Norzaleo's quest and united the world; still have to beat the final boss. I love that the game gives you a way to unite everything and then a chance to quest/fight as much as you want before beating the game. I'll try and beat the true final sometime today or tomorrow.


I'm using Rubino/Sylvia/Elena as my final squad. Archers are super busted; they have a really strong final bow and their final bow tech as Sniper is terrifyingly powerful. Rubino is more STR than AGI focused; he has a terrifying amount of offense once he promotes.

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Pyro

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Ni No Kuni 2: Beaten. The plot wasn't impressive but it had a serviceable concept (A prince flees his kingdom after a coup that takes place right before his coronation. He goes on to unite the world in peace and defeat an ancient Sealed Evil In a Can. He is joined by the American President). The characters were mostly underutilized due to the nature of the game hyper-focusing on the main character. The music and environments were generally good and worked well enough together. The ARPG part of it was a mess... oftentimes the best strategy was to just snipe things that could do significant damage to you from afar. But bosses, particularly the major setpiece bosses, tended to have gimmicks and abilities that were memorable.

Shining Resonance: Blame Ciato. It features a main character who acts like a beaten puppy being rescued from the evil empire's prison by the good kingdom. He's special because he has a superpowerful dragon inside of him that scares the *$&% out of him for some reason. He goes on to join the  Good Kingdom (TM) in fighting off the Evil Empire (TM). The cast is fairly true-to-trope but endearing enough within that framework. The villainous cast gets cutscenes for all their actions, WA4/XF style, and it serves to characterize the Evil Empire (TM)'s princess who is cold-hearted and had Mysterious Motives (TM).

Combat in the game is a sub-par ARPG although it has a variety of systems that at least allow for exploring different characters' strong points. For example the Princess Knight is good at breaking things and tanking, the elven archer is good at healing and AoE ranged attacks, the main character is good at DPS and turning into a dragon and smashing things. Enemies have different phases and actions where they are more vulnerable to breaking so at least it isn't entirely brainless button mashing.

(And there's some kind of dating sim thrown into the game for some reason which why. The cutscenes that establish the cast's dynamics and characters are separate from this).

(I find myself reading about FE:3H after listening to some of it's music and wishing I had a switch)
« Last Edit: July 01, 2020, 02:13:51 AM by Pyro »

Luther Lansfeld

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I wish you did too! Join us, join us~

Super Mario Bros. 2- Completed with Toad only. 5-1, 6-1, World 7 were all... an adventure, shall we say.

Super Mario World  - Minimalist run through, just did one normal path with all of the castles and beat up Bowser. Not as good as 2/3 but still a fun time. Lives are definitely starting to become less valuable in this game compared to 2/3.

Tales of Berseria - Started this up yesterday. "What do Princessias symbolize, Velvet?" "Betrayal."
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Dark Holy Elf

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Three Houses: Crimson Flower - Oh look another one of these runs. As mentioned, the goal was to play the game with less monastery / out-of-battle stuff generally. Played on Maddening NG.

What was ultimately different?
-Money is more of a problem, but less than I feared; you still get enough. I just had to sell a bunch of stuff later in the game. Also since explores are rare you get fewer opportunities to sell excess umbral stell and mithril (an excellent source of money).
-I finished a bit behind on skills, but thanks to seminars, again less than I feared. In particular, thanks to focusing my lategame seminars on Reason I was able to get Black Magic Range +1 on three people, though nobody except Jeritza got Move+1, and nobody got Alert Stance+, for other high-end skills.
-Byleth supports are basically not a thing. I reached B on about three people, one of whom I cheated with a bit (Edelgard to ensure I got on CF; this might not have been necessary but I wasn't taking chances).
-Not having battalions for chapter 3 is brutal and I might have made a mistake in not opting to explore that chapter even just for that.
-No faculty training or Byleth supports means recruiting people is much harder; you can get a few key ones but that's it. Also I basically had to rely on Enlightened One as Byleth's class. I thought seminars might make up for this but they really didn't.
-Limited to no adjutants is definitely a soft nerf to the party, not to mention support building, though I was still able to get all internal non-Byleth supports of my chosen 12 units to A. (on other playthroughs I've done 15+ though)
-Inability to do more than one battle per week in part 1 slows down progression midgame a bunch. Fortunately midgame is, aside from certain paralogues, relatively easy anyway.
-Did you know a bunch of forging is tied to professor rank? I'd never actually noticed. But it meant I couldn't forge Silver+ or Brave+ ever.

Let's talk about the party:

Byleth: Archer -> Pegasus Knight -> Enlightened One. None of her weapon ranks were very high (she reached B swords with like 2 maps left). I built bows a bit because Curved Shot is cool, lance/magic for recruits so might as well get Darting Blow, and finally just sat in a class with decent all-around stats and some magic. Nothing too notable.

Edelgard: Brigand -> Pegasus Knight -> Wyvern. I was a bit worried about this run so I decided not to mess around and did the classic OP Edelgard build, Darting Blow / Death Blow / wyvern nonsense, KO everything with doubles or Brave Axe or Raging Storm or Silver combat arts. MVP obviously.

Ferdinand: Dancer. And also dodge-tank. I didn't use him that much early on until he could slide into the dancer role, and the lack of tutoring meant he didn't reach Move+1 despite having cavalry talent. Even without a huge amount of investment he's very effective at what he does, I'm pretty convinced he's the best dancer for CF/SS runs now.

Bernadetta: Pegasus Knight -> Sniper -> Falconknight. The great mystery of the game is how to keep Bernie effective later on. She's great as a pegasus knight with bows and Vengeance, fell off during the sniper phase and never quite seemed to recover. I think I need to just find more ways to get her HP down really low and embrace that. I got Encloser too late for it to have much relevance, though it's nice of course.

Petra: Pegasus Knight -> Sniper -> Bow Knight. Well this should look similar to the above, though I decided to focus on bows more obviously. Useful as always, but I don't think this is one of Petra's better builds, just because it feels like it lacks power (bows, archer line, like of Death Blow). Snagging Brigand wasn't really practical on this run, probably, and she really does want that. Flier builds are best for her.

Linhardt: Mage -> Bishop. I had plans to get him to Dark Knight but they didn't actually happen, he failed his exam to get there in Chapter 17. Had the most limited combat of my mages, but was an effective healer, with Warp as a nice extra bonus for all that I didn't use it too often.

Dorothea: Mage -> Warlock -> Gremory. Power for move in that last phase, not sure if it's worth it + the extra faith investment. Infantry mages do fall behind more but at least Dorothea has a lot of tools to stay relevant at range. Most often had Caduceus.

Yuri: Mage -> Assassin -> Mortal Savant. Hell if I know what to do with Yuri, he's weird. Pretty good though, great stats out of the gate. He ended up a mage who preyed on midspeed enemies by doubling them (Levin Sword was his main tool during the Assassin phase) as well as slower enemy mages by pulling out physicals instead. MS actually gives up some stats, sadly, but he does get Silence and healing (no Physic sadly) so it's still a decent trade.

Balthus: Brigand -> War Monk -> War Master. Ehh this was pretty useless, I remain kinda unimpressed by War Master builds. Didn't have the speed to quad, I got Brawl Avo but he wasn't dodgy the way Catherine is again due to speed. He was okay midgame once he got Death Blow but before everyone else picked up brave weapons.

Constance: Mage -> Dark Flier. Her "default" build, it's pretty effective. No Thoron sadly, but Dark Flier is great and Bolting is great, and thanks to her mag growth and personal she hits incredibly hard and even has some doubling ability, so great offence. Naturally was the main wielder of Thyrsus, as such. Rescue's a nice added tool in her Faith list.

Hapi: Mage -> Valkyrie. I decided to just try leaving someone in Valk for endgame, it definitely works well! Having a base magic range of 4-5, potentially up to 7 with Thyrsus, is neat. She didn't usually ORKO (Hades sometimes managed it) but she could chip while fishing for crits (Death) or debuff move/speed from ridiculous range and good mobility, and had Physic. Lot to like there. Also gets Warp but it's super-late due to her being only neutral in Faith.

Jeritza: Just left him in his starting class. Good stats and a bunch of cool skills to make up for joining late, the usual.

Erwin Schrödinger will kill you like a cat in a box.
Maybe.

Fudozukushi

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You can actually sell straight stuff from the Storehouse.

Random Consonant

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Yeah in all honesty having done both Sniper Bernie and just leaving her in Pegasus Knight in Advanced I'm really not all that sold on Sniper being worth it for Bernie despite Hunter's Volley but Advanced is a really awkward tier for her in general with her talent list.  It may just better to embrace the Brigand/Peg Knight combo and resign yourself to skill diffusion and risk not getting to an Advanced class in a timely fashion but that's not something I've actually tried yet (although I should try that when I get around to playing the game more again, kind of want to get back to/finish Pokemon Sword first but keep getting distracted from it/kind of hard to care), somewhat unintuitive, and probably not something you can get away with when doing that sort of playthrough.

superaielman

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BrigSwitch: Rudo, get some better Knights. Or more knights period. >_<  He's the best Knight in the game, but he has to be in order to justify the sad assed group of losers he's stuck with.
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Dark Holy Elf

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Hollow Knight - Got an ending of this. It was good, certainly! I don't think it's quite on the level of my favourite Metroids or 'vanias but I'd put it above Shovel Knight or any Shantae and that's certainly pretty high praise from me. I particularly enjoy the system of how you essentially recover HP by fighting randoms well, it makes dungeon-crawling feel like it's in a very good place, one place this game absolutely competes for genre best (though I was slightly frustrated by doing one entire big earlygame area missing the mapguy. I don't like this genre as much without maps, it turns out. Hearing Cornifer's cheerful humming is the best sound in the game). I don't think the healing system works quite as well in boss fights because being forced to stand still hurts their flow, but oh well. Boss design itself's a bit inconsistent but overall good: I really liked the Watcher Knights (hardest fight I did imo) and Hornet, and the (first?) final boss is quite good too.

I may come back and try to get more endings but it will happen later. At 24 hours it's already pretty long for the genre so I'm ready to move on for now!


AI: The Somnium Files - Is wild. Really enjoy some of the moment-to-moment writing in this game, while gameplay is the easily worst of the Spike Chunsoft games which wasn't a high bar to start with. We'll see where the story goes. I'll be surprised if I end up liking this game as much as Virtue's Last Reward but I am pretty riveted anyway!

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Maybe.

Dark Holy Elf

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AI the Somnium Files speculation, because these games make me want to record this:

Got the Iris and Mizuki ends, plus some dead ends. Current theory:
-someone or something can "possess" people, possibly via their sleep or dreams or... I dunno the specifics at all. I imagine the game will use another term for it but I'm calling it possession for now. Whatever this is can only possess one person at a time but can transfer to another person, possibly by touch (as seen by Aiba when Iris seems to touch Mayumi offscreen after Date is knocked out by a wok).
-I'm going to talk about the two main branches (from the Mizuki somnium) as the Iris route and the Mizuki route, depending on which character is more prominent. Every murder in the New Cyclops killings is done by this force. Physically, Renju killed Shoko, So killed Iris in the Iris route, Iris killed Renju in the Mizuki route, transferred to Mayumi who transferred to So who killed (or tried to kill, depending) Iris and and Ota.
-When we psync with someone currently possessed, the dreams are creepy as fuck and deal with killings. see: Iris's somnium in the Mizuki route, and So's somnium during the Iris route.
-Date is the original Cyclops killer. Pewter tries to spin a story that it was actually Falco but that doesn't fit with what we know of Falco, and doesn't explain why there would be a big government coverup if the killer were safely behind bars. However, it's possible Date was possessed for years, possibly his entire life until that point, which is why he doesn't remember anything. It's unclear of course how the possession moved on or why it has only started killing again six years later.

I strongly figure So factors into this as being a Bad Guy beyond just the times he's possessed. He has a connection to Iris and Hitomi but no idea what it is.

Erwin Schrödinger will kill you like a cat in a box.
Maybe.

Luther Lansfeld

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Brigandine: The Legend of Runseria - I finished the game on Eliza’s path and ended up doing both endings. Took me a little over 15 hours. I played Normal mode.

Thoughts: The game really is faithful to the Brigandine formula. It has the Rune Knights, monsters, and Rune Area systems all unchanged from the original, with some little balance updates and added classes for monsters. The game has a fast-forward feature, which is a great addition to the game relative to the original since the first couple of turns are often spent just ‘setting up’ for combat. This definitely makes the game easier to play. The other quality of life thing that I really like is the faster animations, which was a bit of a problem with original Brigandine.

The game has much better music than the original. The character designs are hit and miss, but I liked most of the core characters on Eliza’s route for design, including Eliza herself, Darian, Kate, and Cain, and I think many of the game’s still shots are very nice in the watercolor / painter style. The game is obviously budget graphically but I think it manages to look interesting anyway, and the graphics don’t get in the way.

The plot is… pretty barebones and not that interesting, but it has some scattered interesting stuff occasionally. The game does a mild swerve at the end where you can choose to kill the Rune God or choose to kill the person fighting the Rune God, implying that the warmongering of all of the nations is caused by the Rune God’s desires.

The gameplay structure is very similar to original as well, with some of the early-mid game being pretty tough and the difficulty sliding toward the end. After struggling to take down the first three countries, I had a relatively easier time with the final two. Also, holy shit Rudo, Ginny, and Stella are all dicks to take down. But unlike original Brigandine, the game doesn’t end on an anti-climax; instead, we got two final boss fights! Gameplay spoilers abound.

Endorian/Aurora fight wasn’t too bad, managed to win it on the first try, but the Rune God was much tougher. He had six reinforcements rather than just one, and each of them reduced the damage to him by around 20%, so you couldn’t even fight him until you killed most of them, and he healed and summoned them back after five or six turns. The god firing beams at each other made it much more interesting than just a generic boss fight, kind of made you have to worry about positioning rather than just beating on the boss, and after three tries and tinkering around with my Rune Knights I won. I ended up using Eliza/Darian/Cain for the final boss because durability is king against him, and Mu’ah/Sugar just weren’t doing it on that front. Deployed lots of unicorns and dragons for the final fight, as well as high centaurs for the extra range since only a certain number of people could hit him at melee.

I’m definitely glad that they didn’t bloat the game’s length, which is a mistake I feel like many games trying to recreate SNES/PS1-era games do. 15 hours feels like a sweet spot for building your army, crushing with it for just long enough to have fun, and then start over as a new country. I’m probably going to tackle either Talia or Stella’s route next.

Probably 8.5-9/10.
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Dark Holy Elf

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AI: The Somnium Files - More spoiler speculation.

I've gotten the Ota ending as well now, and perhaps most importantly saw the scene where Pewter admitted that the Psync machine could be used to swap consciousnesses, and learned about Manaka's death at the hands of Saito, and Hitomi's and Renju's role in that (as well as Hitomi's plan to blackmail So in the current day). This changes everything!

Okay, first off, "random possession" has been updated to The Villain (almost certainly Saito, and I'll refer to them as such for the rest of this post) is jumping bodies using the Psync prototype machine. This machine requires removing the eye of one of the participants, which is why Iris has no eye in the Iris ending where Date tried to use the prototype machine to save her... Date doesn't comment on it even though the player didn't see what happen, so my guess is he removed her eye so he could Psync with her out of desperation.

Saito has access to the prototype. He was in Shoko's body, swapped into Renju's then killed Shoko (i.e. Renju's consciousness). Then, in the Mizuki route, he swapped into Iris's body and killed Renju (i.e. Iris's consciousness). Date psyncs with Iris during this route and discovers memeories which are Saito's - the first Cyclops killings and memories of murdering animals as a child - because it's Saito's consciousness. Saito!Iris grabs the kitchen knife from Mayumi in the path that leads to (is Mayumi just spacing out here? Not really clear), steals the car from Ota herself, goes to So's manor to grab him somehow, swap with him, kill Iris... or is foiled in the attempt, leading to the Mizuki end where Saito!So is killed, ending the serial killings. We never see Iris wake up in this route, and if my theory is correct her body has So's consciousness now... weird!

Also, the obvious reason Pewter and Boss know about this body-swapping is that it has happened before. My guess is that Falco psynced with Saito and ended up swapping bodies with him, and Date is Saito's body with... Falco's concsiousness? It doesn't quite fit because Date has no memories at all, while Falco seems to have his own memories. So there's a part of the picture I don't understand.


Less speculation and more just remarking on stuff I've seen:

I really liked the Mizuki ending, and the Ota ending. I appreciate that the Mizuki ending gives the player a happy end instead of making it just another in a long train of bad ends en route to the true one. Both endings (and indeed many other things in the game) examine parent-child relationships in a way that feels very real and true to life, not really holding punches about the difficulties but also fills you with a warm fuzzy feeling about the love these people share. Good stuff. The character and voice work in this game is great.

Also, I'm still not a big fan of the game's gameplay but darned if playing as Mizuki and exploring Date's somnium wasn't the best use of it so far. I loved the game's use of the increasing-multiplier timesink at the end as Mizuki expressed her love for Date as a parent to make you commit to it.


Game's definitely been trending upwards since my previous post.

Erwin Schrödinger will kill you like a cat in a box.
Maybe.

superaielman

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Brig: Completed Rubino first, then Rudo, then Taila. Now about two thirds of the way through Tim's game. Taila's the worst of the leaders but it felt pretty easy after the horror show of Mana Selessia. I also cleared all the optional content at the end with Rudo.


Lots to say, need to do a big post on it soon.
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Dark Holy Elf

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AI: The Somnium Files - annnd done!

Really enjoyable game. The writing, characters, and voice work are very solid, the mystery is a delight to untangle. The voice work is extra good because the game's core plot twist means that several actors essentially end up playing multiple characters. Allegra Clark going full hog scenery-chewing is amazing. At the end of the day my only major criticism is with the gameplay, it's usually much too trial and error (a few of the sequences are a bit better). Fortunately it rarely actually takes too long; I was usually happiest when it was over and could get back to my engaging visual novel.

I didn't think it would catch VLR for me but actually... maybe it did? I could go into the strengths and weaknesses of each game since there are definitely things each one does better but it's competitive and I'm very glad I played both.

Spoiler thoughts:

So yep I called most of the plot points correctly. That was pretty satisfying.

One thing I really appreciate is how smart the game is. After Saito!Boss and Date swap bodies, I was prepared to be all super-annoyed if the game actually let Saito walk out of there in service of its "bad ending". So of course, it doesn't. Similarly I also appreciated that Date figures out what has happened during that ending. Actually that ending is pretty great (I already mentioned Allegra Clark's work in it), even if the body count means it would never be a happy one.

The game kinda lets So off easy in the true end? I get that he's powerful and sometimes powerful people don't get their comeuppance, that is true and fair and I'm fine with it, but whoof. Yes, he may not actually be a serial killer, but he enabled and shielded one, and helped engineer the Kabasaki chemical plant explosion which must have had quite the body count itself. Fuck him. The one weird part in the ending is he actually admits his role in this.

I know Snowfire mentioned this in his post and I agree: the game's super-cheesy "action sequences" are a bit weird and out of sync with the rest of the game's tone. I don't hate them, as some of the humour does land, but I'm not a fan.

Final realization: Date is only comically horny when in Saito's body... due to Aiba supplying him with too much oxytocin? I think this writer might enjoy making horniness the subject of plot twists too much.

Erwin Schrödinger will kill you like a cat in a box.
Maybe.

SnowFire

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Interesting reading your AI thoughts, Elf.  Didn't want to reply earlier due to fear of accidental spoilage.


Speaking of voice actors... D. C. Douglas (#89) is such a villainous voice actor, it's funny / weird to hear him try to be your ol' pal friendly toward the end of the game.  An amusing contrast.

For So seemingly getting away with it with merely losing his job, I think it's vanilla cynicism about holding Japanese politicians to account, for all that having your hired goons attack a police convoy and steal their stuff is pretty over-the-top.  But if he didn't do that the plot wouldn't work, so I guess we just hand-wave it.  The game is a little soft on Falco, too - I get that a secretive police department division that routinely violates civil liberties can basically do Whatever They Want (relevant?!), but the only character who really hold past-Falco to account on this is Saito bizarrely enough - he has a line along the lines of "Assassin sounds all nice and professional, but you're just a killer like me."  Boss / Iris / Hitomi not caring is fine, but I'd expect, say, Ota or Mizuki to be a little less blase on this one.

My own personal initial theory when I played the game, if you're curious...  I got on the "annihilation" route first before it locks you out, so my working assumption was that since all the non-Ota bodies had the eye removed, there was some sort of evil-Aiba out there doing the "possessing" - remove someone's eye and hop into the socket.  And the big reveal would be whoever had a fake mechanical eye rather than a real one at the moment was the vessel of the AI-killer.  The bit where Date goes down the suspect list, rules everyone out, and Boss tells Date to start from scratch was pretty good at hinting that the answer wasn't exactly any one person in Annihilation.  It sounds like you did Iris route first, which has the useful bit of info that Iris is missing her eye as well which clearly has nothing to do with Aiba / the villain - so I can see why that theory wouldn't be compelling!  I will say - did you buy all of Iris's crazy conspiracy theories in her route?  I think that was a bit of fanservice toward Uchikowski's earlier games, but doing that route first would be interesting for "uh maybe this is real?".

As far as Mizuki's end...  I forget whether it's So's consciousness or Saito's consciousness that would have been in Iris's body, but either way, based on Iris's end, they're not going to have a particularly long life outside the hospital considering the state of Iris's cancer.


It's a good game y'all, go play it!

Dark Holy Elf

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Yep.

On Falco's past: Yeah, I liked that Saito calls him on that and Date himself has a line in the epilogue indicating that he basically agrees. That said, I think it's a understandable (for both the player and other characters) to be lighter on him because the personality of Falco was all but killed six years ago, and the man who has lived as Date has generally tried to live as a good person. Although certainly Boss knew exactly what she was doing when she chose to just cover up that past and it doesn't make her come off as the most moral person in the world! The situation might be a bit different if we actually knew who any of Falco's victims were, too, or met any of their family, etc.

On Iris's route: yes, doing this first very much opens up the possibility that her suppositions are real! I didn't know. I think I was initially leaning towards them being real, just because it explains the Super Mysterious Assassin Squad (tbh I'm not sure the in-game explanation for them is that satisfying), but then in her somnium I began having doubts largely because of Aiba's arguments during it (although I still chose the "believe Iris" route of that somnium because it felt more in character... plus it was possible Aiba was part of the Wadjet conspiracy which Iris was afraid of!).

On Mizuki's end: It's So in Iris's body there; Saito is in So's and is killed during the showdown at So's mansion. Though... yes, good chance he was going to die shortly anyway. There's some irony in So's immense wealth not being able to save him because his new body doesn't have access to it.

Also I find it interesting that Saito doesn't really "win" on many/any routes? He's killed during the Resolution and Mizuki ends, and presumably captured and imprisoned in Annihilation. He's still at large on the other two (Iris and Ota), but his plans aren't unfolding as well as he'd like in those and it's an open possibility that Date will still catch him.

Erwin Schrödinger will kill you like a cat in a box.
Maybe.

DragonKnight Zero

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Atelier Ayesha

Year 2 of the cute, blond, lead's quest to bring her sister home.

  This time around, I made sure to be in Vierzeburg on the first day of year 2.  There's an optional scene that takes place on that exact day in that town that I'd gotten before but missed in my clear game conquest.  I made a rational guess and it turned out to correct.  Ayesha falls asleep and a character approaches her while she's daydreaming.  This time, I got Wilbell.  Sleeptaling Ayesha tells Wilbell not  to eat so many sweets or she'll get fat.  A fluffy scene.

  Felt like I got Juris kind of late even though month 14-15 of the game probably isn't that late.  Got through salt desert a lot easier with him using his instakill skill on Red Skins.

  Getting all the glowing flowers had me away from Vierzeburg for 4-5 months.  Because after finding the minimum needed, entering the town triggeres a scene that advances the plot but also blocks off the remainder of the glowing flowers.  Other than loss of access to the bazzar, not really a big deal.  There's alchemy to be done and places to visit for memory points and scenes so was able to use the time productively.  Game was mostly stingy with equipment drops and I resisted buying gear but got by (thanks to attack items).  Somehow ran low on cash earlier than my first playthrough and came very close to broke a time or two resorting to selling off some excess materials for some purchases.  Where am I spending my funds where I didn't before.  (later found out - buying back a Glass Tiara set me back about 1600 and I bought and used some expensive raw materials.  250 each adds up fast in a game where the main sources of money are finite)

  Being a replay, one would think I'd have no trouble at battles.  The first real boss still caught me off guard.  Part of it was that I was using Regina/Wilbell, who aren't that great at damaging it due to lots of fire elemental skills against a boss with high fire resistance.  I knew it had a mean MT nuke but it still caught me in a weakened state.  Ayesha and Wilbell went down and Regina was knocked low enough that a music change triggered.  Never thought I'd see the day where Predicament RES (stats up when at low enough HP)  may have made the difference between victory and defeat.  Thanks to that and 12 HP regen per turn from a Phoenix Bracelet I had on Regina, she clung on until active Element call with one use left brought back Ayesha.  That was a close one.

Didn't quite make it to where Nio disappeared to before year 3 ticked over.  That will be for the next writeup.

superaielman

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Brig LOR: Playing as Stella. She's fun.



The EXP tables have been pretty dramatically altered for Knights. It used to take 5000 EXP to get from 1-10; it seems to be about half that. The levels in general are a lot more centralized than Brig, where starting level was often king.  It takes Castor (L8 Fighter) 1500-1700 EXP to reach class change which is a struggle.

Now, you have questing to quickly level up project knights. I think the last several levels have higher EXP requirements now, but that's okay.

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<Meeple> knownig Square-enix, they'll just give us a 2nd Kain
<Ciato> he would be so kawaii as a chibi...

Luther Lansfeld

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One thing I noticed is that you can no longer cheese it out by level really fast in first tier classes with second tier characters. Alas.
When humanity stands strong and people reach out for each other...
There’s no need for gods.

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superaielman

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There is an item that raises your class level by one (Enlightenment scroll) which has some obvious uses, but it's a rare drop only from only certain locations so you won't see more than one in a single game.  The quest system could definitely use more transparency, but I like the changes to it. Ditching the random stat up/wounding quests and just making them pass/fail is much better in practice.
"Reputation is what other people know about you. Honor is what you know about yourself"- Count Aral Vorkosigan, A Civil Campaign
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<Meeple> knownig Square-enix, they'll just give us a 2nd Kain
<Ciato> he would be so kawaii as a chibi...

SnowFire

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Bloodstained: Curse of the Moon 2
https://steamcommunity.com/sharedfiles/filedetails/?id=2161974395
(Robert, on reacting to being told a dog will be joining the party)

Beat it, sort of.  It's a short, fun little game.  The new characters definitely feel different and have notably different niches, which helps mix things up from CotM1.  The asterisk is that I turned it down from Veteran to Casual on the final stage just to get a better sense of WTF is going on, because the final stage is pretty cruel on Veteran - knockback isn't so bad most of the game, but the final stage is where the game decides it's fun to have tanky knights throwing boomeranging axes while a giant cloud of locusts pursues you as you jump from platform to platform, with a hit likely knocking you into a pit.  Stage 5 was pretty hard too, although I did beat it on Veteran albeit chewing through like 6 continues.  The other asterisk is that there's multiple "episodes" similar to Ultimate Mode and Nightmare Mode in COTM1 where you get to play through the stages again, but I think there's new music and new enemy layouts and new areas to get to.  So there's still new content there.

Also, while I hesitate to say anything about the threadbare NES plot (there was a tower...  filled with demons.  They called it...  Demon's Tower.), so to the extent there is a plot, I half wonder if Inti Creates is just trolling Bloodstained Ritual of the Night.  ROTN spoilers (you shouldn't really care, but COTM2 spoilers too): So Dominique, your spears & healing character, is the villain in Ritual of the Night.  At the end of episode 1, she...  sacrifices herself to save the party, and the narration is all Robert saying "I was wrong to not trust her for no reason!" and praising all the things she did to support the party.  Kinda meta "haha you thought you knew what to expect gamers!" I guess.  Well, it'll be an excuse to face possessed Dominique in Episode 2 I assume.
« Last Edit: July 12, 2020, 05:35:09 AM by SnowFire »

Pyro

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Shining Resonance: Beaten. The game is a relatively by the numbers anime styled ARPG that is refined and given enough care to be likable. Also the cast beats things over the head with musical instruments made from the body of a dragon.

The central arc of the story ties a large mainland empire at war with a small island nation (the setting of the game of course). The intro of the game features a raid/rescue by the knight princess of the island kingdom, who rescues a young man (the main character of course) from the Empire's clutches. The young man barely has a personality at all, having been tortured for some time and oddly not that interested in being rescued. Cue an attempted rooftop escape and the introduction of a second female lead, a bow-using singing elf dressed as a diva. Cue the rescue being foiled by an armor-wearing dragon controlling princess of the Empire. And then the main character turns into a dragon and escapes with his new harem would-be rescuers.

The plot goes on like that for a while, hitting fairly ordinary beats of a plucky little country fighting against a larger empire and a secret plot to destroy the world by unleashing an ancient evil. Most of the plot around the world at large is superficial, but I'll give it credit for including it in a way that makes some degree of sense (the empire's political situation is discussed and a necessary underpinning for the conflict writ large). The main character gradually goes from a spineless vessel (literally, a vessel) to a tried-and-true hero, and the party develops an almost family-like bond over the game. I will give it props for developing its villain cast, since it eschews killing them off and you get a chance to see them have their own miniature character arcs over the course of the game. In that regard it reminds me of (but does not equal) Wild Arms XF.

The voice acting is also plentiful and rather good. Each character sounds the way you would expect for their personality, and it resulted in me liking the characters far, far more than I otherwise would have. Notably the enemy 'blood knight' type of character that normally is just a horrible waste of time becomes almost enrapturing sometimes because of the line delivery and voice acting. Some of these VAs knocked it out of the park. I dislike the main character's voice but they were going for a particular 'dead-souled' affect that changes over time to be more heroic, so I understand why it is that way.

The party's character interaction is mostly shallow but usually amusing. Which is good because the game is *chock full* of the main characters talking with each other, living with each other, and generally building up a rapport. There must be somewhere around a hundred little vignettes or 'skits' of the cast talking about their daily life in the city. While the character's aren't very deep, these interactions are amusing. For example, Kirika doesn't like carrots so other characters wonder why, when eating, they seem to get extra helpings of said food (Kirika abuses teleportation magic). As is typical with anime-styled storytelling this kind of thing is overdone but it can get a smile when you see this basic kind of joke run through the different characters and their varied reactions to it.

The game's ARPG combat is interesting in theory, having a system to encourage alternating regular attacks and special moves in various ways to either inflict damage or break an enemy. The customization systems at first seem promising... But because the systems are to some extent locked behind grinding it isn't as enjoyable as it could have been. For example the characters can change their 'tunings' which alters their stats and gives a different passive benefit, but these are essentially a second level stat and changing the tuning results in needing to grind for tuning levels or else the character stats are just abysmal. This is made worse by some of the tunings unlocking when you finally get a tuning up to level 30 (endgame). They unlock at level 1 and reset your stats to dirt. The other major customization system (Aspects) are effectively accessories locked behind an item creation system that requires some degree of grinding for enemy parts.

The difficulty can be ridiculously uneven. Randoms are usually harmless roadbumps until suddenly you are facing 4 'gunner' human enemies who do MT 3-4HKO that also inflicts a brutal confuse status, so blitz them or die***. And if you aren't quick enough on the draw the attack animation they use gives them super armor. Bosses are also uneven in difficulty in a way that doesn't match their 'plot power' too much. In the end, I ended up either controlling a gunner who had MT Knockdown (for randoms) or the best mage who could rez and do MT healing/buffing along with decent damage. Controlling her manually did a much faster job of keeping your party alive such that I felt I had to do it myself. A pity.

*** The game could lose a whole point for pulling the "2 guys will go off on their own to provide a distraction* bit where they have to fight enemies by themselves. In a game with no exp for non active party members. And the enemies are those $*$&%& gunners!

superaielman

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Brigandine LoR: It’s shiny. I’ve beaten five of the six rulers and am working on wrapping up Eliza’s quest now. I’m enjoying the experience obviously!  There's more polish and everything from questing to leveling has been tweaked, but the core mechanics are the same.  You're trying to take over five other countries and defend your own borders while doing it. The changes under the hood are subtle but there; it feels like about the same jump from Brig to GE.

The AI is improved from GE. It is better about threat assessment and uses status much more effectively. I had a couple of resets early because of this. I would use standard tactics and Ivona (Bard line) would Curse Song Grados; Tim would follow up by using Dimension him across the map and completely screwing up my plan. It still has large flaws about damage distribution and unit placement, but it is a step in the right direction. The AI also understands how to use react, which it did not in previous versions. Placement is still critical. Making your attack line in a certain spot or way can make the difference between an easy win or a loss; that is unchanged. The biggest gap is that the AI still doesn't fully understand how to position units and attack in the right way. It still sends in High Centaurs ahead of meat shields, making them easy targets for sniping. It does the same for high movement units like Wyverns. It also sometimes makes poor calculations in terms of movement costs; it will not spend the extra turn or two and have all three enemy groups attack at once. You can really see this on mobility restricted maps with a lot of bridges; Tim’s western border with Taila and Rudo is a very good example of this.


The change in the quest system and EXP curve are big deals. More on that in a bit.

The rulers are better balanced than in Brig. The AI will use all the rulers and will get them leveled up; no longer do you have a situation where Lyonesse or Lance just sit there and do nothing most of the game. Even if they don't, Rubino and Taila are competent enough at base level.  They're also all more durable as well. Even Taila has good base defense and a decent HP score. The rulers benefit from having more ranged options and status protection, they don't charge the line as much as they did in earlier versions of Brig and are harder to snipe. It still happens from time to time (Rudo especially) but it's less of a sure thing than in earlier versions. The AI is more aggressive on the whole as far as attacking and staying in battles. They don't usually retreat after losing a knight.  It makes them more vulnerable to getting several knights wounded at once, but it also makes you have to work harder for victories and sometimes can cost you monsters. That aggressiveness is a net positive for the AI; it makes tough defensive fights even harder and that is where the majority of challenge lies in the mid and late game.
 
Questing is different. The stat up quests are gone and so are the wounded quests; each quest takes just a month.  Each town has two to three areas to quest in, along with training grounds. Training grounds awards 100-300 EXP each session; it can't fail. The changes to the EXP and questing system dovetail with this. It's faster to level up. It takes slightly under 2096 EXP to get a L1 Knight to L10; it takes around 5000 to do it in Brig.  The leveling seems to slow around L15 and by L20 it feels comparable to earlier Brig games. The AI on hard is very aggressive about sending low level knights and monsters out to the training grounds. It's rare outside of the early game that you will ever face a knight under L10, questing gives the AI a constant source of higher level monsters to throw at you. There are around 18 quest knights. I've found them to be utterly unremarkable. They either join massively under leveled or are just unremarkable across the board. A few like Malak or Matthias are really good? The rest are not great.  Some of the Rune Knights have very specific join requirements; one only joins 9 seasons into the game and requires you send a Knight with 300 or more rune out questing.

Each area has four gear types you can get. There are three rarity tiers; an area tends to have one-two pieces of that gear on each tier. The chalice item are the monster level up items (Missing link, Champion Medal etc). Each area also only drops one of the three types of stat up potions. So, there is a point to questing in different areas if you want to see everything or want a specific piece of gear. I wish the game was more transparent about this and told you more about it, but it's a minor complaint in a game that does a pretty good job with mechanical transparency.  Questing success for items/gear is tied to both unit level and character class. You aren't very likely to get really high level loot from a L2 Fighter; whereas a L30 Treasure Hunter stands a much better chance of pulling down rare gear.

Questing can get you some extremely powerful gear, but the fairly restrictive time limit on hard along with a constant need for higher level knights for border pushes limits the amount of it you can do in the normal game. The equipment system was also reworked. Each Knight and Monster has a weapon slot, an armor slot, a glove/helmet slot, and an accessory slot. There are light, medium, and heavy tiers of armor as well and you get a theming bonus for having gear of the same rarity tier equipped. There is a tremendous amount of gear and power available, but the sheer scope and number of items means it takes longer to get the high end gear. The super rares are powerful, but they're more just a really lucky bonus early on or something for doing some of the Mana Distortion fights. Timer is off once you unite the map, so you can send all 30+ knights questing every month until you're happy with your gear. Not really relevant for beating the game, more just if you want to see some of the shinies or really go after the optional fights.

The male and female knight lines were reworked pretty drastically. Gone are the days of branching mage paths; there only split paths are on male Knights (Swordsman/Knight and then Dark Knight/Paladin at the L20 promotion for Knight). Fighter, Berserker, Thief, Grappler, Mage, Cleric vs Assassin, Cleric, Mage, Bard, Lancer, Archer. I think the female classes are better, but that's mostly due to Wizard feeling pretty inferior to Witch and the sadness that is Grappler in this game. It's pretty well balanced, there are merits to each class line. Actual discussion of each class will be in another post, as this is already too damn long.  Stat imbalance is kind of a thing in this game. Gilliam starts as a Cardinal.. with like 65 INT. Yeah. Meanwhile Kyle has over 100 INT as a Paladin. Ginny is a Berserker with 38 AGI which is hideous. It's sometimes used as a story device (Ginny is a drunk and past his prime). It did make me carefully check the knights stat pages before using them.

Monster changes. There were a bunch of balance tweaks. Fairie and Djinn lines have been replaced by Imps and Elementals. The only line removed entirely are Gryphons; they were merged with Rocs. Angels, Dragons, Devils, and Hydras all lost promotions or have promotions gated by rare quest items.  Goblins were added and Mandrakes got a new promotion unlocked by a quest item. Costs were tweaked, skillsets were rebalanced. A strong theme in the design of this game is that the designers were trying to avoid classes that completely moot other classes, IE Angels no longer get Cure or Halo and they only get Heal after promoting to Archangels. There is generally a reason to try the different classes, even if they're not all on the same level of effectiveness. Angels and Dragons are still at the top of the food chain, but you have to work harder for it, and they aren't as strong as they used to be. The same applies to Knight classes- only one class in the game gets each Geno spell; only Witches get Meteor Doom and only Wizards get Solid.

Status is deadly in this game. The developers built an entire line (Mermaids) around this and arguably Giants as well; you have to work harder to get access to petrify and paralysis. It's a good design choice, as you could do hideous things to the game with Roc spam before. I'm guessing that's the reason as well that 5 of 6 leaders are status immune; they fully understand how dangerous it is. It's something that merits more discussion whenever I look at class balance.

The world map has been tweaked. It's enough to feel and handle differently than regular Brigandine, but not different enough to provide a drastically different playstyle. You'll have to defend 5~ borders at some point in the game and that will be the hardest thing you face in the normal game.  I've found it best to just cycle through Knights even so often in your main attack group, to help with defense. Even with the rebalanced EXP system, I found it better to use really strong low level knights rather than quest them; the EXP questing I found best for secondary knights like Rakta or Leonore. They're good knights and you will need them some point during the game, but not immediately and they're not good enough at the start to justify using.

The aftergame is fun once, but I would much rather have a hard mode with unlimited time so you can sit back and watch the AI/see what they can do with more time. GE had this; one of the options in its story mode let you turn off the timer and just watch the fireworks. That dynamic experience and challenge is more interesting to me than any static final; it also lets you see how you handle it when a country comes knocking with some truly nasty setups after taking over the rest of the map after five years. The final boss is the same thing; it was fun once but after that it's just something in the way. It isn't just Brig where I tend to feel this way; XCOM2 is a great game but I am bored of the final fight by this point. The dynamic missions and quests are what's fresh after several playthroughs and that is what I truly enjoy.

The character art is great but the fanservice is way the hell over the top. The writing is there. There's a few scenes I've liked, but the overall plot isn't great and has some cringe attached as well. The translation is pretty stiff and there are definitely typos/grammar issues throughout, but that is to be expected for a game that got released the same day worldwide. One thing I liked in particular is that every single country has done awful things; no one is even close to remotely clean. Guimole has blackbirds, Norzaleo has occupation/exploitation of of Gustava, etc.  I will say that Rudo is an unlikeable bastard, more so than any of the leaders in Brig. Zemeckis was painted as the nominal villain of the first game, but it's clear that he wasn't personally evil, just driven and ruthless. Rudo starts the game off by killing off his father and starting a religious war. Other charming things including executing prisoners and having a literal god complex to go along with psychological manipulation and general asshattery. I kept watching his scenes to see if he'd get any redeeming personality traits and nope, not really. A scene that struck home in a good way was Stella and Adieu talking about ego and sense of self was clever and there are other bits scattered throughout as said. I'm not playing this for the bits of story though, I'm playing it for the grand conquest and strategy.

I'm hoping for DLC (I will pay money for a Zemeckis or Dryst quest knight) and more content in general along with more modes. Even if I don't get that, it's been a fun ride and I'm glad that I got to play it.
"Reputation is what other people know about you. Honor is what you know about yourself"- Count Aral Vorkosigan, A Civil Campaign
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<Meeple> knownig Square-enix, they'll just give us a 2nd Kain
<Ciato> he would be so kawaii as a chibi...

Dark Holy Elf

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So enemies level up on Hard more? That's definitely cool to hear. Are that + the turn limit the main differences?

Brigandine 2 - Playing as Mirelva. I'm having a good time. The first Brigandine was always a game I respected but didn't find super-enjoyable to actually play; I'm pretty sure I spent more time just discussing it with Ciato/Super/Gourry than actually playing it myself. But y'know now we have fast forward and damage projections and a better interface and yep I'm down for this.

Fire Emblem Fates - Conquest - The town defence map remains one of the most brilliant in the series. Having a blast. Doing an all female units run which made chapter 7-8 a bit hairy due to the low numbers but now I've basically got a full team (have reached chapter 13) so it should be fine. I reclassed Corrin to Ninja (giving me a shuriken user and Locktouch, and ninja is just generally a good class) and Mozu to Archer (giving me a bow user).

Erwin Schrödinger will kill you like a cat in a box.
Maybe.

superaielman

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https://m.imgur.com/C3J8dqP

Elf: Sums up the differences in challenge.  E: https://docs.google.com/spreadsheets/d/1phCX__6IuomaEnioApz_db_ZNaA7xwPazKwJoHDqhIY/edit#gid=0  Best source of information I've found for Brig Switch so far; group effort from some of the people from Gamefaqs and other Brig communities.
« Last Edit: July 16, 2020, 10:35:00 PM by superaielman »
"Reputation is what other people know about you. Honor is what you know about yourself"- Count Aral Vorkosigan, A Civil Campaign
-------------------
<Meeple> knownig Square-enix, they'll just give us a 2nd Kain
<Ciato> he would be so kawaii as a chibi...