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Author Topic: What Games Are You Playing 2025: Leaving a digital footprint in the ether  (Read 2383 times)

Cmdr_King

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So let's go ahead and put up the annual topic on the appointed day!  Nothing fancy here at the moment, just thought I'd start the topic.
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Cmdr_King

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Shadow Generations- I thought I might get this done before 2024 ended, but I just didn't make enough time for it yesterday and didn't play enough the day before to make it.  Ah well, nothing wrong with that.

So this is mostly really good, perhaps not quite as compulsively playable as as Sonic Generations but they do a good job balancing "the people love Sonic Generations and want more Sonic Generations levels" with "Shadow should feel distinct and have his own quirks relative to Sonic".  I mean I'd have been perfectly content with just literally Sonic gameplay but I can't fault them wanting to add some things Sonic doesn't get.  These stages also definitely feel scaled for someone who played Sonic's game and has their skills up to snuff, although it SHOULD really be said that the game is much more forgiving if you fuck it up a bunch so on balance it's not actually harder.  It'd just take a lot more work to start S Rank running the stages starting from "I played Sonic Generations in 2011 when it came out" like I would be is all.

But yeah!  No, this is pretty good.  The last zone is probably a little stressful even if we treat this as an advanced campaign for people who played the original, but not that much so.  And it's really balanced out by the bosses having checkpoints now, so you don't have to relearn the same parts of those over and over just to get to the parts you struggled with, so it's really just the stages that are mean.  And I also gotta say that the final boss, despite being formatted like a traditional Super Sonic sequence, is much smoother and feel so, so much better to play than any of those ever have.  Kinda easy as hell of course, but nice and smooth to play.

So yeah, good stuff.
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<NotMiki> I mean, we're talking life vs. liberty, with the pursuit of happiness providing color commentary.

DragonKnight Zero

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  I was in the market to scratch that srpg itch with something that isn't FFT and happened to be able to obtain Disgaea 4 at a good price.  It's looking like it's going to be another timesink.  Of course I'm going to consciously or unconsciously compare it to the first.  It has delivered on scratching that itch.  Looking at the various class unique passives and experimenting with which ones fit the best into my playstyle feeds that same appetite that mucking around with my units on FFT's formation screen provides.  Even theorycrafting usage for the ones that might not appeal to me just yet is enjoyable.

Various impressions, observations, and subjective thoughts

- The overall narrative gets my attention but I'm not feeling the individual cast members.  Part of it is unconscious comparison to the Laharl/Etna/Flonne trio but even setting that aside, the cast members do come off as one-note and my usual reaction to them is irritation or apathy.
  Expanded item capacity in both the bag and the warehouse is a very welcome change.  Inventory space fills up fast in this type of game and it was at a premium in the first Disgaea.
- Collection Record feeds right into my personal preferences.  I just get this urge to fill in all the blank spaces though no idea how far I'll go.
- So many functions tied to Mana.  Not just creating characters and submitting proposals but it's the fuel for skill growth and acquisition.  And passives.  It's a scarce resource calling for some tough choices on where to allocate it.  I've barely purchased Evilities save for when someone is just about to reincarnate since reincarnation resets Mana to zero so use it or lose it.
- Enemy strength ramps up a lot quicker than the first Disgaea.
- More options for getting EXP and Mana on units that have trouble getting kills.  EXP and Mana Potions exist to give some directly.  Team attacks share Mana among participants rather than one random unit (which was usually the strongest and not the one who needed it most).  The starting Evil Symbols also provide means of getting EXP and Mana onto units without needing to hassle with feeding them kills.
- I do miss being able to pop geo symbols by throwing them on enemies or enemies on them.

  More some other time.  Or not, depending on my willingness to pull away from the game during my free time.

superaielman

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DQ3- Played the remake on the Switch.

The good: Exploration, a ton of quality of life improvements, very pretty package overall. I enjoyed the game but I'm going to be a boor and write a little more about where I found it's shortcomings to be.

The bad: Gameplay balance. It's not as big a hit as FF1NES to FF1 GBA for challenge, but it's a massive step down. The developers did not scale things up to balance the increased levels and resources from shiny spots. Fight Baramos in the original switch version and this one- you just have so many more resources (including durability from higher levels) and skills that it does not feel like the same fight at all.  Things like the Merchant's Service Call make you have effectively infinite resources in most early dungeons and always on the world map.


Monster wrangler class is totally busted in two hilariously different ways:

A: Monster pile on is *by far* the best damage skill in the game and you learn it at level 1. Just a dumb amount of damage not tied to your stats and super cheap; you can use it on classes that are terrible at ST offense like Thief and watch them just churn through things.  You basically always want a thief and monster wrangler at all points (Switch them once you get to Alltrades abbey). Martial artist is fairly useless outside their final skill, merchant is useless outside of service call and the merchant army skill in the post game, gadabout is gadabout. Even Cleric/Mage/Warrior felt just like inferior options- early on you want boomerang and whip spam off high speed and later on you can nab a Sage if you want magic. For that matter, I almost never worried about weapons- why use physical skills or your attack command when monster pile on is there? Whips and Boomerangs are great early but that's it.

B: Wild side. Buff that lets you double act for 3-4 turns or so and it's cheap; accessed through monster wrangler. Yes this is as dumb as it sounds. I never bothered to use it until the end of the post-game though as just regular monster pile on did the job more than well enough.

I never actually used Kabuff or the various other buff skills- no point when monster pile on is game best damage and is so cheap/easy to access.  For that matter, I don't see the point of using anything besides a Sage/Monster Wrangler/Thief combo of some type outside of a few very specific merchant skills.  Shoutout to the Martial Artist for getting an 100% auto crit skill in the 40's that is hilariously inferior to monster pile on outside of killing liquid metal babbles.

The ugly: The postgame. Like everyone else I've read talk about it I find it to be very poorly balanced and not especially interesting. I went through it just to say I did, but I don't feel a need to do that again. Also what the hell to the Luck stat being used in physical damage. As if fighters did not have enough problems as is.

It's a very fun game overall, but the gameplay has a lot of balance problems. I really enjoyed the experience but the developers did not think through the new monster wrangler class at all. DQ3 has always been a game that's extremely exploitable if you want to min max and this remake holds to that.
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Cmdr_King

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Dragon Quest XI- WElp the credits are rolling, so while I think I'll poke a little bit at the remainder of the game I still feel confident talking about it now.

So... okay.
Like most DQ games a lot of its best stuff happens in the middle, because of how these are written.  But honestly while those modular plots are present here, and I do give the most props to the Lonalulu arc in several ways, there's also a lot of good stuff just in the main narrative which is only the second time I can truly say that about a Dragon Quest.  And unlike DQV, DQXI has a stable and extensive supporting cast throughout so the fact that our lad the Luminary doesn't get to really emote doesn't matter as much.
Now granted part of the way they managed all that is that the entire world of Erdrea fucking sucks and has sucked since before the Luminary was even born, so there's tragic backstories for everyone!  Just fully onboard the "and then they died too" train.  But like, that's not actually that far outside the norm for the series!  The less common part is how prolonged all the tragedy has been, normally it's sorta everything going to shit all at once as a portent, y'know?

Anyway stepping back, the game does lose a lot of steam coming off the end of act 1 I think, there's certainly good moments when you're rounding up the team again but despite the fact most of them are only completing their arcs now there's something about the way the game works where seeing their personal stories play out isn't as compelling as deducing the edges of those stories through how they respond to the various tragedies around them.  That's like... a good problem to have mind.  But it does mean you hit a point in the game where, despite being deeply story driven in most ways that matter before then, you're kinda just doing the things that finish the game.

I have to think that the postgame has a similar problem, by dint of just knowing how much the level scaling escalates past the end of act 2.  But knowing the shape of it it's also very much the natural conclusion of the story, which makes sense because when you slow down a bit like.  Half the world just fuckin' died in this game and despite the aforementioned ongoing 30 years of tragic backstories that's really kinda at odds with what Dragon Quest is.  Like, yeah, there's suffering, but not usually on that scale, not without things being made aright. 

But also like there's that stretch being the ruins of Dundrasil and Shell's arc, y'know?  Great game.
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Reiska

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DQ3- Played the remake on the Switch.

The good: Exploration, a ton of quality of life improvements, very pretty package overall. I enjoyed the game but I'm going to be a boor and write a little more about where I found it's shortcomings to be.

The bad: Gameplay balance. It's not as big a hit as FF1NES to FF1 GBA for challenge, but it's a massive step down. The developers did not scale things up to balance the increased levels and resources from shiny spots. Fight Baramos in the original switch version and this one- you just have so many more resources (including durability from higher levels) and skills that it does not feel like the same fight at all.  Things like the Merchant's Service Call make you have effectively infinite resources in most early dungeons and always on the world map.


Monster wrangler class is totally busted in two hilariously different ways:

A: Monster pile on is *by far* the best damage skill in the game and you learn it at level 1. Just a dumb amount of damage not tied to your stats and super cheap; you can use it on classes that are terrible at ST offense like Thief and watch them just churn through things.  You basically always want a thief and monster wrangler at all points (Switch them once you get to Alltrades abbey). Martial artist is fairly useless outside their final skill, merchant is useless outside of service call and the merchant army skill in the post game, gadabout is gadabout. Even Cleric/Mage/Warrior felt just like inferior options- early on you want boomerang and whip spam off high speed and later on you can nab a Sage if you want magic. For that matter, I almost never worried about weapons- why use physical skills or your attack command when monster pile on is there? Whips and Boomerangs are great early but that's it.

B: Wild side. Buff that lets you double act for 3-4 turns or so and it's cheap; accessed through monster wrangler. Yes this is as dumb as it sounds. I never bothered to use it until the end of the post-game though as just regular monster pile on did the job more than well enough.

I never actually used Kabuff or the various other buff skills- no point when monster pile on is game best damage and is so cheap/easy to access.  For that matter, I don't see the point of using anything besides a Sage/Monster Wrangler/Thief combo of some type outside of a few very specific merchant skills.  Shoutout to the Martial Artist for getting an 100% auto crit skill in the 40's that is hilariously inferior to monster pile on outside of killing liquid metal babbles.

The ugly: The postgame. Like everyone else I've read talk about it I find it to be very poorly balanced and not especially interesting. I went through it just to say I did, but I don't feel a need to do that again. Also what the hell to the Luck stat being used in physical damage. As if fighters did not have enough problems as is.

It's a very fun game overall, but the gameplay has a lot of balance problems. I really enjoyed the experience but the developers did not think through the new monster wrangler class at all. DQ3 has always been a game that's extremely exploitable if you want to min max and this remake holds to that.

The particularly bizarre thing about this remake is that if you don't use monster wrangler, it's actually quite a bit harder than the previous remake and arguably harder than the NES version, in mostly not-great ways!  Which just reinforces how much of a Problem monster wrangler is.

superaielman

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Ooc: Reiska, how so? The extra levels, stats and gear from shiny spots seems like it helps as much as monster wrangler. I easily had full heal for baramos in this version and a ton more mp due to the stat rebalancing as a just an off the cuff thing. You also have the merchants rest skill to avoid resource grinds until late game dungeons. Also the monster arena helps a ton with money but doing that without wranglers to track them down sounds unfun on a first play through.
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Dark Holy Elf

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Mega Man 9, 10, 11, X1, X8 - Finished up the revisit to the series (which previously included MM1-5 and 8). Was fun! This series of replays had convinced me I was underrating Mega Man 10 a bit; in my old ratings I had it below 1/4/5 but now I'm not so sure! The design sensibility is pretty good. By comparison, I kinda feel Mega Man X1 really hasn't aged very well; some things take ludicrous numbers of hits to defeat with the buster and the stage design is bad (though I've always been strongly of the opinion on that one). Still has some fun bosses to be sure, but it was enough to make us skip straight to X8 (which is still pretty great, on the other hand).

Kitsune Tails - Beat the maingame. Basically "what if SMB3 had an actual story with strong LGBTQ+ themes", which is to say it's been a great time.

Final Fantasy 6 Pixel Remaster - About an hour in (right before reaching Vargas) I discovered the "boost" options which let you set exp/AP/gil gains to whatever multiplier you want. So I immediately set things to 0.5x exp, which meant I still had the earlygame levels to not make FF6's shockingly competent earlygame bosses even better, but the game should maintain challenge better in the face of someone who knows the game well. I got the Falcon at Level 20, so mission accomplished I guess. Having a good time, have done Mt. Zozo / Veldt Cave / Jidoor so far in the World of Ruin.

Baldur's Gate 3 - Got to Moonrise Towers. Feels like I'm getting steadily more into this game. It's obviously doing something right in that I'm over 40 hours in now but I'm not yet feeling the "are we done yet" feel I usually get with games of this length.

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DragonKnight Zero

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More Disgaea 4 impressions

- Skill transferal works different and I'm not seeing how to permanently teach magic to story characters if they don't already have access to it.  I'm hoping a way will reveal itself later on but healing is at much more of a premium not being able to pass it down a master-pupil chain.  Especially when combined with needing to spend scarce Mana to upgrade heal spells to hit more targets per cast.
- Comprehensive scene skip is awesome.  I've stumbled onto some endings that come from losing fights and even though those require a new cycle to log in the Ending Record, bashing my way back goes by quickly due to not having to rewatch story scenes.
- Bonus gauge fills faster.  At a guess, I think it fills twice as fast as the first Disgaea so easier to get loot out of it.
- I have mixed feelings about the Item World expansion.  On one hand, the increased variety does mix things up and there can be some handy finds in the various Mystery Room.  On the other end, each 10 floor dive takes longer than before.  It can sometimes feel like bloat.  I've yet to see the game be polite enough to place the dimensional portal (next floor without fighting everything) closer than 10 panels or so.  Thus requiring chain throwing to get someone there in one turn if I've chosen to skip the floor.  Though on the flipside, I've yet to see Gatekeeper on some rude geo panel combo such as No Lifting and Invincibility.  So force remains an option and I'm not as ticked that Gatekkepers tend to be in corners where Triple Strike doesn't work.
- Episode 4 is when I feel the narrative kicks into gear and I become interested in the plot.
- Haven't really gotten good mileage out of monster Fusion yet.  Being unable to throw them for positioning purposes and being more restricted on when they can take back movement are notable downsides.  If there are profitable uses of Fusion, I haven't found them yet.
« Last Edit: January 19, 2025, 10:16:37 PM by DragonKnight Zero »

Twilkitri

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Dragon Age Inquisition (Steam)

Completed including the DLC packs.

Overall positive on the game but it's much too long and really could have done with a less-open structure.

Final overview tapestry from DA Keep (given they have no good export options and it would take forever to build an image out of the expanded sections): https://twilkitri.fewiki.net/stuff/dafinaltapestryoverview.png

Made the Inquisitor a human rogue because I'm boring, later specializing to assassin. Left them with the preset name & design again for the same reason I did that in DA2.

Got the Inquisitor together with Josephine, which ended up being pleasantly understated. (Although the whole dueling for her without involving her in the situation thing is fairly terrible.) Looked into whether the relationships were just like that in this game and apparently absolutely not the case.

I kept experiencing a bug where units would become unable to move during combat, possibly pathing-related. Initially it only appeared to be impacting the inquisitor but later in the game I also saw other units suffer from the problem (including enemy units). Outside of it going away at the end of combat I could get rid of it by prompting the unit to use a skill which didn't require them to move, but still annoying to deal with (especially when ally units fell victim to it off-screen and went without the problem being noticed for a while).

With regards to combat, the game was giving off a lot of vibes that it wanted the player to treat it like an action-RPG, with the tactical mode only being included under sufferance, and I did not attempt to meet it this regard in the slightest. Which meant dealing with the tactical camera getting stuck under ceilings so the view is too close to the field to be useful. Or the tactical camera being positioned above trees so you can't actually see anything. Or the rifts being positioned higher than the tactical camera so you can't actually interact with them. (That one primarily only seemed to come up in the early game at least.) Along with the AI-controlled combat being very bad at actually attacking things at times, especially larger enemies, moving from side to side as if they're trying to find a specific angle to attack from instead of just attacking. (Not a trying to get flanking bonuses thing either.)

Parallel to my thoughts on DA2, I don't think the game does a very good job at conveying the state of the world as events progress. (After everything starts to open up, at least.)

I feel like games with persistent dialogue trees should let you flag individual non-mandatory options as ones you don't intend to use and stop offering them. (e.g. practically the entire game every time I spoke to Leliana it gave me the option to ask her whether or not she and Justinia had been in a relationship, which I was never going to take up.)
« Last Edit: January 25, 2025, 05:50:48 AM by Twilkitri »

Dark Holy Elf

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Re: What Games Are You Playing 2025: Leaving a digital footprint in the ether
« Reply #10 on: January 26, 2025, 05:35:49 PM »
Kitsune Tails - Beat the aftergame. The aftergame has eight stages; the first four are just standard "hard platform stages", good fun though. The last four are straight-up Kaizo stuff. It says something that I enjoyed the game enough to conquer them, though not without literally hundreds of tries. Very enjoyable game, highly recommended to anyone who likes Mario, extra recommended to anyone who likes Mario but wishes is it had more women/queer people/fox people/Japanese mythology.

Final Fantasy 6 - Beat the Pixel Remaster. With half exp, most of my best characters were around Level 30-33, with some of the less-used folk being even lower. That said I know the game well enough that I mostly didn't have too many problems (the last few bosses are scary of course), with notable resets against Level 90 Magic and a Tonberry.

The Pixel Remaster version is overall pretty cool. I haven't played anything between SNES/PSX and this so I'm sure some of these changes were in GBA:
-Gameplay: I liked that the bugs all appear fixed (yay, Swordbreaker and Beads have a purpose now) but otherwise that the game was overall very faithful. I liked the addition of the sliders for exp/AP/gil which really let you customize your game experience. Rage having a 75% chance instead of 50% chance to use the signature move is a good change though. Some of the really slow-to-animate spells were made significantly faster, notably Flare and Ultima. I actually used Flare a lot this playthrough; it's a good spell but it was rarely enough better than the L3s to justify watching its slow animation IMO, now it is! My main complaint is that the Rage menu still sucks ass in 2025 and there's no reason they couldn't have fixed it either by adding a description of what special ability it uses or at least alphabetizing it.
-Translation: Retranslating all the monsters is stupid; I hate having to learn all the names again. Otherwise it feels pretty lateral? Some lines are clear improvements (the most notable one being the schedules of the Phantom Train being blank now having a good explanation). There's one Ultros line which stands out as a bad change, but otherwise I'm fine with it.
-Music: They took an already good soundtrack and made it even better. Highlights include the Falcon theme getting a second, more boisterous variation, and the opera songs now having actual voice acting instead of tinny SNES voices.

Unicorn Overlord - Started a replay on True Zenoiran. I'm enough better at the game that the earlygame has not acutally felt harder, but I can definitely see where the five-item limit will be an issue down the line. Just got Yahna.

Baldur's Gate 3 - Beat up a necromancer, getting near the end of Act 2!

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SnowFire

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Re: What Games Are You Playing 2025: Leaving a digital footprint in the ether
« Reply #11 on: January 27, 2025, 04:10:49 AM »
Soul Hackers 2

Finished this.  I really enjoyed it!  Definitely recommended.

Cards on the table, the game got some mixed reviews when it first came out in 2022.  And it's definitely true that the game bears hallmarks of "Ran out of money, shoved what we had out the door" in parts, but that's not always a fatal flaw.  I'd like to point out that some of the criticisms were mitigated with a QoL patch, akin to the version of Bravely Default we got in the US.  Biggest is a free dash button for zooming around dungeons, but also being able to warp directly into stores from the overworld menu and a combat speed-up button for if basic physicals are sufficient to finish. (Actually, checking a speedrun, apparently the speedup can be used in regular non-autobattle too and I just uh missed it the entire game.)  But yeah, it's better now vs. release.  The other disclaimer is to avoid the DLC for the game - apparently it just hands you level 80 demons for free and messes up demon compendium searches by offering these as Fusion-fodder.

Okay, SH2.  Rather than involving high schoolers yet again, this tells a realistic, grounded tale about attractive anime 20-somethings with superpowers engaged in a shadow war of secret societies.  No, seriously, I'm high schooled out, I really want a game with adult protagonists to succeed and hope Atlus doesn't get the wrong message from the game's apparent weak sales.  (Although who am I kidding, I bet it really did relate to weaker sales, especially in Japan which seems to just love high schoolers.)  And while the plot certainly has its issues, it's still compelling and good.  I can write an essay on it nitpicking parts, but the good kind of essay in that I want to engage with the game, not the bad kind of "this sucks." 

Anyway some people are carrying around 1/5 of a magical nuclear bomb in their soul, and someone bad seems to be trying to collect all 5.  The sentient Internet calculates the world will end soon and decides to sleeve up two demigodesses to go into the world to stop this, using Soul Hacking to mess with the other team's plans.  Works for me!  Even has built-in handy excuses for why anything human-shaped gets souls & magic and why Our Heroine can be incredibly powerful at some things, but not at others.

To stave the essay off, some bullet points to keep it short & readable...

Good:

* Characters - Well most of them.  The full team is charming and I liked them.  The only standout sorta miss is Arrow, who is..  he's fine.  He's fine. But he's the character who is a wanna-be shonen hero who could have been the main character.  Ends up on the bland side.  But sometimes you need a Marge Simpson to let the other characters bounce off him, so he still works as setup for the rest.  Also, the voice actors all did pretty good jobs.

* The soundtrack is great.  I saw some people complaining about this, too, but this is bonkers.  This is one of my favorite SMT soundtracks they ever put out.  Loved it.

* Vibe: The suspiciously-always-nighttime cityscapes in the towns section are nailed perfectly.  We don't get to see the full city because this is a game and it keeps exploration from blowing up tons of time a la Trails, but what's there is enough to efficiently get a sense of life.  And just to prove we're not highschoolers, the way the cast meets up is over drinks!  I don't even drink myself but I'll take it.

* Quality of Life: Especially with the 1.02 patch, there's some nice quality of life features. Lots of speedup in quickly navigating dungeons & the town.  The game tells you what your dialogue options will do to your relationship levels in advance (so no need to FAQ this). Since you control humans, not demons, the characters all have nice distinctive dialogue which warn you when you're about to do something stupid like attack into a null'd element.  If you're searching for a specific demon to fight, you can mark it in the enemies list, and it'll show you which formations include it so you can get its drop faster.  Same with quest encounters - if you've accepted a quest to kill 5 Jack Frosts or whatever, it'll mark encounters that progress a quest.  The enemies list will show a full drop list for each enemy, too.  Most sidequests aren't missable, and the few that are give you a warning.

* Opening movie - I think this is where all the budget went.  The opening movie is great.  Gets all the characters introduced & themes communicated magnificently.

Sorta bad, but actually fine:

* The game is reputed to not be a great as a sequel to Soul Hackers 1.  But I say screw it.  It's a good game on its own and it's fine to take a series in new directions.  I think cyberpunk with Gnostic techno-spirtualism of an awakened Internet is a great fit for SMT.  Also, some people complained about not actually summoning demons, but screw that.  I'd rather have a human party in battle talking with each other rather than a bunch of plotless dumb demons and the allies inexplicably chilling on the sidelines.

* The dungeon layout is extremely bland - just simple corridors to run down.  They obviously ran out of money on the dungeon design team so threw together the average "industrial warehouse" and "underground tunnel" pack.  (At least the final dungeon is kinda cool looking.)  You know how in Shadow Hearts 1 (a different SH) they tried to pad the length of dungeons to disguise that some of them were only 2-4 screens long by making you run back and forth?  Yeah, that's back.  You get told a few times to run through a dungeon you already beat looking for a drop, or to backtrack through a dungeon you beat looking for a fight or character for a quest.  Bleh.  But you know what, I'll actually take this over the much more detailed areas of SMTV.  I don't actually care that much about the dungeons - I want the combat gameplay.  Simple, but unchanging (no P4 rando-layouts) layouts keep the focus where I'd rather it be.  I don't actually want to play a crappy Super Mario 64 "jump around on boxes" ripoff in my JRPG, just send me through my bland tunnel on second thought.  It'd have been lovely if they'd had more money for more backgrounds, but oh well; all in all, this may have unintentionally been addition by subtraction. 

* There's some "Phoenix Wright" plot twists in this game.  I pick that series because it has some cool plot twists for the player to discover, but that often reaaaaally should have come out sooner, and the fact they didn't implies everyone else who knew the situation better was catastrophically rolling 2s on their Perception checks.  Repeatedly.  This isn't a huge deal ultimately, it's a game, but kinda wish they'd tried a little harder.  Hell, this is a setting with magic, just straight-up use that as an excuse if you must for hard-to-justify twists.

* The randoms are kinda easy.  Not much to say here, but the only way they'll be hard is if you're underlevel, but you won't stay underlevel for long if you're taking encounters.  It's fine, but a little surprising for SMT - especially since that unlike SMTV, main character death isn't game over, so they could afford to make randoms scarier if they wanted.

Bad

* For whatever silly reason, since it's so easy to escape encounters, the game designers decided they should encourage you to take encounters another way.  Other than all the backtracking, the big one is that enemies have unique drops.  All of them.  And then all of these unique drops are used to buy upgrades to your character's COMP, their weapon.  Failing to farm enough drops from each enemy may also block later upgrades, too.  The good news is that Ringo gets an equipment later that increases the rate of item drops, but still, meh.  I don't mind this as a limiting factor for rare consumable items, but it's a real feel-bad to miss out on core character abilities because you accidentally skipped the one floor where one demon spawns.  It's not super well-balanced either - there's one tiny dungeon that's easily completable in 15 minutes, but I only realized hours later it contained like 4 different enemies that don't spawn elsewhere that I hadn't farmed their unique drops.  Makes the game much grinder than it needs to be.

* As a corollary to the above, lots of the sidequests are uninspiring.  Again, having some "kill 5 goblins" quest is fine as a simple intro to get the player to understand how the quest system works, but please stop giving those quests after the first 10% of the game.  One of the sidequests has a nameless dude tell you he wants vengeance for a character you killed much earlier and that he's summoned a bunch of super-powerful creatures…  in the abandoned dungeon nobody cares about.  You clean them up, they're just regular encounters with buffed levels.  He says "Oh no, I'm going to go into a corner and die now because I used up too much energy summoning them."  Come on, game, you can do better.  (To be clear plenty of sidequests are fine, but too many are of the uninteresting variety IMO.)

* Gameplay-wise, level is the god stat.  This isn't new for SMT, I think a similar / same formula was used in SMTV, but you gained levels a lot slower there.  It's still mildly annoying since it means that there's a narrow level range where boss fights are "interesting", and they're extremely difficult underlevel, and curbstomps if you're overlevel.  My vague guess is this was a decades-ago reaction to SMT3 Nocturne where a bad build + not knowing the system could just get stuck, while players who knew what was up could smash stuff at low levels.  So amp up the power of level.  I don't mind letting you grind your way out of trouble, but I also want to feel like a strategic badass who fused the right demons for the job, not somebody who just made the number go up.

* There aren't enough characters.  The amount of characters in the "town" areas is about right, but there needed to be more named characters in the main plot.  I imagine it's something similar to the modern Phoenix Wright issue above - they didn't want to make more 3D models, and didn't want clones of existing generics I guess?  Idk.  In particular, there's a backstory event with an unnamed assistant, and yeah, they just inexplicably stay unnamed.  We meet 4 named Yatagarsu members and 5 named Phantom Society members.  That just isn't enough.  I get you don't want player's brains to explode, but just throw some names around for speculation, if nothing else.  Given that one of the most popular SMTs, P4, has a major character who is introduced as seemingly a nameless nobody, it's totally okay to add at least SOME more background characters.

* This gets into mild spoiler territory, but there's one particularly jarring point where they obviously ran out of money and have an "insert escape sequence / cutscene here" which is instead fade-to-black + "Whew we made it!".  There's also a scene with squicky consequences if taken seriously, but I kinda don't think it should be and is another artifact of "budget" + "used the wrong model for a character."  There's also one oddity of motivation involving a certain character being apparently considered a much nicer, purer person by the narrative than they were built up as, but so it goes.  Finally, there's...  a hanging plot point?  A sequel hook?  Probably just a plot hole left in the game.  A character points it out at one point but the topic is never returned to, so who knows.

* Yatagarsu is just a mid-level demon in this game of no special importance. But you named an entire secret society after them!  If any game ever deserved to make Yatagarsu a named special high level demon, it'd be this one.  You don't even see any Yatagarasu members using Yatagarasu!

 * I didn't get the DLC, but allegedly the demons DLC totally breaks the balance of the game, so don't buy it.  (Like, there's "get a nice boost" and there's "delete target game" - you apparently get like level 88 demons for free.  Wat.)

Okay, that's enough for now.  Maybe I'll write more later, but this is already super-long.

Captain K

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Re: What Games Are You Playing 2025: Leaving a digital footprint in the ether
« Reply #12 on: January 29, 2025, 12:04:58 PM »
Marvel Rivals: Hit Gold in Ranked! Woo! Mostly playing Mr. Fantastic and Invisible Woman now because I am a Fantastic Four fanatic. Can't wait for the Thing and Human Torch to come out soon.

Twilkitri

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Re: What Games Are You Playing 2025: Leaving a digital footprint in the ether
« Reply #13 on: February 01, 2025, 10:37:57 AM »
The Legend Of Zelda: Echoes Of Wisdom (Switch)

Completed, had a pretty good time with it.

I was expecting a lot more in the way of movement-utility echoes - instead you pretty much end up using the first ones you get the whole way through the game, the only real midgame addition being a way to move upwards a decent amount. There are a couple of later options which let you move further horizontally but they both come with downsides. That said, I'm not really sure what forms other options could really have had. (Especially since you don't really have any control over echo orientation, so anything with an unusual shape - like a tetris L-block laid flat for instance - wouldn't really lend itself to use. Plus everything needs to still work in the 2d sections.)

I missed running into Dampe (because I went through the place he shows up ahead of time, then when I had to go to areas on the other side later I just warped past) and when the game started wrapping up while I had a whole bunch of unused items (and winding speed smoothies) I started to assume that they were all tied to Amiibos or Nintendo Online functionality in some way. Did end up running into him postgame, which provided a resolution to that, but it does mean that I essentially missed out on an entire mechanic. Not sure how worthwhile it is.

The clothing system (not the accessory system) seems a bit odd, the majority of the options available are entirely cosmetic as far as I understand it - while that would be fine if they were all cosmetic, they aren't. And the most general-purpose outfit was one of the first ones I got after the system became accessible, so... it was pretty much just wearing that the entire rest of the game.

DragonKnight Zero

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Re: What Games Are You Playing 2025: Leaving a digital footprint in the ether
« Reply #14 on: February 15, 2025, 11:34:51 PM »
Pulling myself away from shiny new game to get some more FFT fiesta writeups done.

Rules and guidelines, copy/pasted from before

5 jobs open up on the following schedule.

Start: Knight, Archer, Priest or Wizard
After Windmill Shed; Monk, Thief, Oracle, or Time mage
Meeting at Lionel: Geomancer, Lancer, Mediator, or Summoner
Chapter 3 start: Samurai, Ninja, Calculator, Bard, or Dancer
Chapter 4 start: Any of the above not already selected plus Chemist, Mustadio, Agrias, Rafa, or Malak

Playing on console so Mime is a "hell no."

Like FF5 fiesta, at least one party member must be in a primary job once it is unlocked and the party can only use skills from one of the five rolled classes.  Other than universal skills.  Much like how FF5 allows the Item command, I designated certain squire and chemist skills as always available.

For Squire, it's everything besides Accumulate.
For Chemist, it's Potion, Phoenix Down, Antidote, Eye Drop, Echo Grass, and Equip Change

The fiesta restrictions only apply to story battles from Dorter onwards.  Randoms and grind fights are anything goes with the exception of Move-Find Item, equipment theft, Invitation and Train, and Brave/Faith altering.  Those are forbidden unless the associated class has been unlocked.

Optional rule 1: So you rolled a calculator but no other mage classes.  Under strict interpretations, that would mean they have nothing to use Math Skill with.  But that's no fun.  So the alternative is going crystal calculator and allowing any spells they can scrape up from crystals.  They are allowed Bolt for unlocking calculator but cannot Math Skill it unless they have obtained a crystal that would have it. (basically any enemy unit on the mage side of the job tree)  If going crystal calculator, setting Math Skill as a secondary is banned; only calculators get this.  I'm using this one for my party as it feels right for calculator to have access to its gimmick.
Optional rule 2: Hi-Potion, Madien's Kiss, and Soft are allowed in Chapter 4.  I'm not intending to use this but if it's more fun for you, by all means.  Could even include Ether is so inclined though I feel it takes away from MP management.  But if you want to roll that way, hey it's your game.  FFT fiesta is more about fun than enforcing a challenge.

Knight, thief, summoner, calculator, Mustadio

Only posting reset totals if it was something other than zero.

Dogoula Pass

  Decided to go with the evade setup on the thief.  Lots of physicals on the enemy side so Equip Shield once again to the rescue.  Summon on knight along with the Ice Brand/Black Robe pair.  Opening moves have Mustadio shooting the close wizard and the thief failing Steal Heart on the same wizard.  Was afraid he'd target the thief and retreat but he really wanted to nuke Mustadio.  Thought I was being clever by leaving the thief close enough for a lancer to poke (and generally whiff to the evade) but the AI was smart enough to Jump instead.  OK, Weapon Guard was not the play.  Archer shoots someone, shield block.  Other enemies have nothing to do but advance.  My knight is able to reach the wizard and cut it down midcharge.  Summoner has nothing stronger than Ramuh on two so go ahead and drop one on knight and lancer on the lower level.  Jump crashes down on my thief leaving her at 7 HP.  I moved the thief too far out and calculator can't reach her to Potion so calculator has nothing to do.
  Next round, the wizard is behind the cliff and Mustadio can't get a shot lined up so I have him shoot a lancer instead.  Thief goes for a Steal Heart on a lnacer, success.  He goes to poke the knight in the back.  Other lancer Jumps at the thief again, archer fails to do anything of note, and wizard goes for a Fire on the charmed lancer.  My knight casts Golem to save my thief from death.  Summoner drops another Ramuh on knight and lancer and enemy knight is down.  Mustadio and thief get turns with Mustadio shooting the wizard and thief recharming a lancer.
  Charmed lancer obliges me and kills the wizard.  Other lancer goes to poke the 7 HP thief, guarded.  Archer gets Golem blocked.  I feel in control of the fight at this point wearing the lancers down with Mustadio gunshots, some physicals from my knight, and Steal Heart to rob them of turns to attack my team.  It's another two rounds or so before I'm able to get some Potions and Moogles onto the thief who has been clinging at 7 HP the whole time.  I wait for wizards to crystalize while keeping the archer neutralized with a mix of Steal Heart, Arm Aim, and Speed Break.  No wizard crystals though Mustadio does get the knight crystal for some free breaks.

Bervania

  I have two units with good compat with Meliadoul.  They are set up as thief and summoner with Steal Weapon and Steal Accessory.  And Steal Heart because they are the not-Mustadio males.  Female knight with Summon, Ice Brand, and Black Robe, calculator with item, and Mustadio with Battle Skill (he got Shield Break and Head Break last fight) round out my attack team.  Eqiuip Shield all around to deal with arrows.
  I want that Chantage and Defender.  So going for the swift assassination is out.  That means I've got to deal with extended offense from the other generics.  Ideally without having my gear broken.  But I've got a plan.  Mustadio and Cross Blaze the summoner in squad two.
  I set squad two up in a way where the ninja and Meliadoul come forward and do nothing.  Taking the ninja out of play is key, which I do with a gunshot and a Ramuh.  Dark Matter the thief attempts to charm a summoner but fails.  Dark Matter and Mustadio get summons locked onto them and the archers shoot at people but accomplish nothing of note.  Knight casts Golem, being too far away to reach anyone to hit.  Dark Matter Damage Splits but Mustadio can't, not having calculator unlocked.  I was careful to not leave anyone close enough for Meliadoul to swordskill so she moves doing nothing.  She is in range for two steal attempts, one from the front and one from behind.

Both fail.

  Uh-oh.  I am totally willing to reset if my gear got smashed and was prepared for a reset here but instead Meliadoul goes for a Charge +1 on the summoner.  Huh?  Not that I'm complaining.  Mustadio shoots the summoner who hurt him and an Ice 2 brings her to critical.  My knight brings down the other summoner with a midcharge whack since she'd been softened up by Damage Split.  I opt to be risky with the summoner and attempt another weapon steal which fails.  Dark Matter has gone off to attempt Steal Hearts on the remaining generics, especially the best compat archer.  Another Charge +1 rather than a swordskill and I breathe a sigh of relief.  Third steal Weapon from summoner and I nab that Defender.
  Meanwhile, up top, the summoner gets stuck in a heal loop for several turns.  She'd Moogle herself, then something takes her back down to critical, either a charmed archer or a direct knife stab, then she'd Moogle self again.  Couldn't quite complete a kill since my knight couldn't get close enough during that time and I'd made a misplay with Mustadio earlier so he couldn't get a good line of sight.  I should have had him aggressively chase that summoner.  Instead, best he could do for several turns was attempt Shield Breaks on Meliadoul while making his way up to the rooftops.  Does land the Shield Break after the 3rd or 4th attempt and after being delayed even more to pick up the ninja crystal, he can finally help shoot down the remaining generics.  Summoner also opts to aid in taking the generics out of the picture.  Calculator has done nothing but pass out Potions for JP, as is often the case.
  Enemy summoner finally gets a turn while not in critical, oh too bad she's charmed.  Hahaha.  Goes for a Moogle after which Mustadio finally has her in his gunsights to put an end to the heal loop.  With all five of my party members vs two archers, one of which is usually charmed when her turn comes up, outcome was never in doubt.  Did take a while to string together enough hits to put them both down; landed a Head Break on a full HP charmed archer which does help a bit.  Then it's just a matter of swiping that Chantage from a disarmed Meliadoul. Piled a Power Break on top to gimp her damage even more as well as any Speed Breaks I could sneak in. (which was none since they all missed)  Mustadio also grabbed the thief archer's crystal and a summoer crystal so he has some starter skills in knight, thief, and summoner now.
« Last Edit: February 16, 2025, 10:04:57 PM by DragonKnight Zero »