Theatrhythm: Final Bar Line
Probably the best of the Theatrhythm games. They're all pretty similar at their core idea of being a rhythm game with FF music, not much to say there, obviously this one has the most tracks so far including numerous Square Enix games in addition to the expected Final Fantasy (Chrono, Xenogears, Saga, Mana, Nier, etc.).
But it's also the best one in terms of the RPG elements. The first game made me care about RPG elements, but only in the context of grinding as efficiently as possible to get all the characters. The second game made a lateral move to not tie characters this way, but also left me feeling like the RPG elements didn't matter. This one throws in a game mode, Endless World, which apart from being a fun series of random-with-choice track selection, constantly challenges you with completing quests to keep advancing further. Some of those quests involve just the rhythm aspects (e.g. get at least "good" timing on 95% of the notes in a song) but some also require the RPG elements, and messing with teams to pull those off is actually quite fun. Kept me entertained.
Monster Hunter Rise
Pretty fun action game. I kinda like exploring the environments and learning them better for the inevitable boss fights which take up most of the game. The boss fights themselves are reasonably fun, a bit on the long side but that does reward learning the tells of the monsters and getting good at them.
I'm currently 23 hours in or so, having completed up to 6-star in the village quests and 4-star in the hub quests.
Eiyuden Chronicles
I finished this. About 44 hours or so. Got 89 stars of destiny, or whatever this game calls them. Getting all of them was never gonna happen once I realized that several are gated behind some minigames I very much did noy enjoy.
This sure is a Suikoden game. Unfortunately Suikoden games live and die by how good their story is, and this one is only so-so. Without too many spoilers, here are the things I liked about it:
-The protagonist talks!
-The game manages to make a decent chunk of the cast feel reasonably important.
-Perielle's good. She's not the tactician (that role very clearly is held by another) but does remind me of Shu a bit in the sense that she's the ideological driver of the player side, and she tends to steal most scenes she's in.
-The main villain has pretty good stage presence.
But ultimately the story isn't really that interesting, and it manages to often undercut the things which would make its characters really good. Into spoiler territory:
Aldric's plans are reliant on literal human sacrifice which both remove any possible moral nuance from the conflict and kinda undercut him as a character; he gets skewered for hypocrisy nicely even without this angle. With Perielle I kinda felt like the writing wasn't really committed to her in her role; the game enjoys hinting that her manipulation might lead to troubles but it never does. Let her come into conflict with Nowa or Melridge or ANYONE more! Seign, similarly, is initially presented as been in confict with Nowa, complete with a duel that wants to feel super epic, but then he just kinda joins up with you as 100% ally and that's that.
Gameplaywise it's definitely above the Suikoden average, at least, if not massively. I think earlygame randoms are dull because early magic kinda sucks tbh (like Suikoden it's very limited, but unlike Suikoden it's also very weak, so feels barely relevant) so you're basically just auto-battling through everything instead of at least having the "hmm is this fight hard enough to spend my spell charges on" question. But they do get a bit better as your options open up, and boss fights are decent. I played on Hard and while I never lost a boss fight a bunch of them certainly had me nervous, and nothing just rolls over and dies like several Suikoden human opponents (especially S5) did. War battles are super boring and waste time, but they can sometimes tell decent story moments. Duels are more confusing than Suikoden's despite having two choices instead of three. There's one I lost a bunch of times until I basically got good enough to perfect it. They are reasonably stylish though; I thought the last one felt like a good way to end the game.
6/10 territory or so.
Fire Emblem: Three Houses
Did another randomized run, with a different ruleset this time.
Rules:
-A twelve-person team is randomly generated using non-Anna members of the roster. Byleth is one of the twelve.
-Other characters may be used extra party spots are available (i.e. before recruiting everyone), but their goals may not be touched and they are treated as having no "interests" (see below), which in particular means they can never certify for advanced (and beyond) classes.
-Each unit is randomly assigned three "interests" and three "disinterests", chosen from the pool of 11 skills. The other five skills are neutral. The list of interests must include at least one weapon/magic skill and will be rerolled if it does not. Broadly speaking, characters should focus primarily on their interests but may use neutral skills to round out their build. Specific rules follow:
Disinterests are subject to the following rules:
-Characters may not equip a weapon or use a spell associated with their disinterests.
-Characters may not set an ability (dex+4, weight-3, rally, etc.) learned via their disinterest.
-Characters may not certify, nor spend a battle in, a class which has their disinterest as a prerequisite.
-If authority is a disinterest, B rank and A rank battalions can not be used, even if the character reaches the required authority rank.
-Disinterests may not be set as a goal nor targeted for instruction
(Exception: Byleth may use faculty training in order to reach the minimum threshold to have a 100% chance to recruit a character who is a member of the twelve-person team, i.e. D+ rank for Ferdinand/Caspar/Leonie and D for everyone else.)
Neutral skills are subject to the following rules:
-Once a neutral skill reaches C+, the skill must not be set as a goal nor targeted for active instruction.
-Any ability, combat art, or spell learned at B rank or above in a neutral skill may not be used.
-If authority is neutral, A rank battalions can not be used.
Finally, the choice of interests will dictate legal advanced/abyssal/master classes. Characters may only certify for or spend a battle in an advanced (or beyond) classes if every prerequisite for that class is one of their interests. For master classes with C rank prerequisites, the C rank prerequisite is allowed to be neutral (but not a disinterest). For War Monk/Cleric, the Faith prerequisite is allowed to be neutral (otherwise female characters with brawling as their sole weapon would potentially have no legal classes).
e.g. A character with interests of swords/riding/reason and disinterests of axe/faith/brawling would be allowed to certify for Swordmaster, Mortal Savant, Valkyrie (if available), and Dark Knight (but not Assassin, Trickster, Paladin, etc.). Before advanced, they would be allowed to use most classes, but not Brigand, Armour Knight, Priest, or Brawler.
There is exactly one legal set of interests (out of 161) that will result in a male character having no legal Level 20+ class: lance + armour + authority. If someone gets that, they're either gonna be the dancer, or just be bad, I guess! Female characters also have to worry about brawling + two other non-weapon skills with a faith disinterest.
Anyway, here's my team. The numbers are battles/kills.
BYLETH: Brigand/Pegasus -> War Cleric (414/210)
+Brawling, Axe, Faith; -Bow, Sword, Reason
Punches things hard, durable, can toss out the odd healing spell. The disinterest list having both swords and bows is unfortunate but still pretty good.
DIMITRI: Archer -> Sniper (483/266)
+Bow, Sword, Authority; -Faith, Brawling, Axe
BVantage + BWrath Sniper! Aside from being training-greedy this is certainly good, since he can kill anything on player phase then set up to kill more things on enemy phase, and in many maps he doesn't even need Retribution to counter at 1-3 which is nice. Only downside is the -50 hit at range 4+ against siege tomes and Bow Knights, but this could remedied by switching to a Cursed Ashiya Sword. MVP. Dimitri would rather have more move overall, but still an interesting choice.
DEDUE: Brigand/Archer -> Sniper (270/146)
+Faith, Bow, Armour; -Riding, Authority, Sword
Sniper who misses some good maps for being a Sniper. Was weirdly defence-screwed so couldn't take hits from much of anything, i.e. one of the worst snipers I've used but there's only so bad they get.
YURI: Brigand -> Wyvern Lord (322/174)
+Faith, Axe, Flying; -Authority, Riding, Armour
Is a Wyvern Lord, is automatically very good. Had Alert Stance+ and Windsweep and excellent speed. Lowish power meant there were some things he couldn't kill, but great anyway.
BALTHUS: Brigand/Archer -> Wyvern Rider (250/129)
+Axe, Armour, Flying; -Sword, Lance, Authority
Struggled a lot midgame until he got to Wyvern, and was a little iffy even after reaching it. Really came into his own when I got him a Brave Axe; with that he could kill a decent number of enemies while having canto. The lance disinterest meant no Wyvern Lord, but Wyvern Rider is FINE as an endgame class...
HAPI: Mage -> Bishop -> Gremory (219/100)
+Reason, Faith, Axe; -Armour, Bow, Sword
Pretty bog standard Gremory Hapi build. Not much to say, did big magic damage from big range with Warp and Physic, obviously good. Only downside is the authority bane + neutral meant she never really got past C for authority, but School of Sorcery Soldiers isn't too bad.
DOROTHEA: Mage -> Warlock (245/149)
+Axe, Reason, Authority; -Armour, Bow, Lance
Aside from being stuck in a 4 move class, this is just vanilla Dorothea i.e. very good, she still gets Physic by the rules, and of course Meteor/Thoron great as always, as one-shotting snipers with Meteor right up until the end.
PETRA: Brigand -> War Cleric (289/158)
+Armour, Axe, Brawling; -Sword, Flying, Riding
The other punchy character, she didn't have as much power (though typically still enough) or charm as Byleth, or her Recover, but what she did have was crazy speed and thus evasion via Brawl Avoid. Was my primary dodgetank.
RAPHAEL: Brigand -> Dancer (37/7)
+Sword, Lance, Authority; -Riding, Armour, Brawling
Dancer Raphael is pretty bad as far as dancers go, aside from having good HP. Evade never got anywhere near reliable even with the sword interest. Still, is a dancer.
FERDINAND: Brigand -> Warrior (118/62)
+Axe, Armour, Reason; -Faith, Brawling, Sword
Warriors are mediocre. Only good thing I can say is he had accurate gambits, usually used Kingdom Snipers for Fusillade. Armour also gave him Smite, which was nice since he joined late.
HILDA: Brigand/Archer -> Warrior (252/134)
+Sword, Axe, Brawling; -Faith, Armour, Flying
Compared to Ferdinand she didn't have Smite, but did have a higher axe rank (and hence, earlier Axe Crit / actually reached Axefaire2) and much more power, so if she actually reached things she could do some good things with Killer/Brave/Freikugel at least. Still one of the weaker units.
GILBERT: Swordmaster (54/20)
+Sword, Armour, Flying; -Riding, Faith, Authority
Bottom-tier combat (though could take the odd hit Ferdinand or Dedue couldn't). Used Smite, and Retribution on maps where that was helpful and he wasn't on the bench.