Divine Divinity

 

It’s Baldur’s Gate. Wait–no, it’s Diablo. Wait–no, it’s…

 

Okay, so let’s get down to it. I’m a mechanics/immersion guy. I want my mechanics to build the foundation for immersion and I want my immersion to flow seamlessly into my mechanics. While immersion is a bit trickier to pin down, mechanics oftentimes make themselves known through combat and thus a stellar combat system is oftentimes a prerequisite for a game to have before I’ll consider it to be good. I’m confident that Divine Divinity is a Tier 1 game… but I can only conclude that I must have been tricked into thinking this, for in a time-span of over an hour I got into combat once and only once. A revenant in a whine cellar sprinted towards me and hit me for about a third of my health. I ran away from it, it hit me again, and I successfully fled through the cellar door. That was it. I’m baffled. How did a game–and not just a game, but essentially a Diablo-esque Baldur’s Gate-esque RPG game–captivate my attention with almost no emphasis on combat whatsoever?

 

 

I think it’s because DD and other games like it have a slow powerful burning that isn’t flashy or stylish. As a cohesive whole, it grips the player in a manner that respects the player and the world that they’ve created at the same time. Sometimes it seems if people think that great RPGs have to start off slow. I wonder if this is because so many great RPGs both present and past often do start off slow. I think what may be misunderstood is that this is not a case of A creates B, but a case where C creates B with the side effect of A. In other words, good RPGs often start off slow, but a slow RPG is not necessarily a good one. Too many RPGs begin with 10 minute-long unskippable cinematics that try to play up the world as something so epic that it’s beyond the scale of grand. Tutorials and introductions take 1 to 2 hours before the uncomfortable grip of the devs are released and the player is actually allowed to begin the game. Things like this are often justified with “the game gets good later,” or “it starts out slow because it’s building something up.” While these things can be said about a game, it’s not true that the game needs to be boring or restrictive.

 

 

DD starts you out with noting. NOTHING! And it’s slow as heck. And it doesn’t matter. Why? Because the game let’s the player do everything. I wake up in some creepy dungeon-like room on a bed. I figure out how to pick up items. I discover that light sources are interactable. I familiarize myself the menus because I’m curious about the game and I’m not an idiot. I climb out of the dungeon and find that it’s a cellar. Some guy talks to me–I choose a few dialogue options and talk back. He tells me something interesting, but doesn’t force me to go look into it. I walk around the town at my own pace. I have no idea where I am, but slowly piece things together. I talk to a fountain. You heard me. I find a weird key next to a graveyard. Because I’m curious, I read the grave and can deduce that the husband of the body beneath me is happy to be rid of her. This is something interesting that I log away in the back of my head. A guy gets frozen. I meet some sick people. I talk to a lizard. I break into a house through a well. I get a mystery and a clue about catacombs. I discover that I can move objects in the world by clicking and dragging them. I run into a grumpy dwarf who yells at me for picking herbs. I uncover a cellar hidden underneath stacks of “packages.” I explore the cellar and run away when a corpse talks to me and kicks my ass. I move some dragon statues around. I uncover a secret catacomb. At no point did the game tell me what to do, give me a tutorial, or force me to do anything. It moved slowly–it wasn’t flashy. It wasn’t filled with combat. I was engaged the entire time.

 

 

I want to play more of this game, because it’s letting me play it. It’s not telling me I’m a hero, it’s letting me decide to be one. It’s not telling me to help townspeople, I’m choosing to become involved in what they’re doing because they are interesting to me. The game isn’t hooking me in with artificial excitement, it’s drawing me in because it feels deep, like it has a story to tell, a mystery to reveal and an adventure to unfold–and not one that it’s going to force me to experience. I get the feeling that I could go through the game with my eyes closed (so to say) and get very little out of it if I chose, or I could study the details of everything presented to me and receive a rewarding experience. I suppose I could be wrong. I did after all only play the game for a little while. If I’m right though, the game will be well worth the time put into it.

Steam Link

 

 

 

NEO Scavenger

 

Bro, do you even survive in a post-apocalyptic, turn-based, crafting, exploring, fog-of-war, character-creating, text-heavy, role-play world? Oh, you must have played NEO Scavenger too then!

 

NEO Scavenger is a game that has been done before. Something similar to the character creation skill-choice has been done in the Fallout series. Zombie-infested sector-based scavenging games have been done in games like the Rebuild series on Kongregate and countless others. Survival crafting games have been made so often that it’s a fully recognized game genre under the same name. So, if it’s not unique, what makes NEO Scavenger worthy of Tier 1?

 

 

Well, it’s because NEO Scavenger does all these things very well. Skill selection is unique, clear, and has meaningful impact upon what the player can do, both in and out of dialogue choices. The mechanics of the world are detailed and usually have a menu screen associated with them to display to the player what information they need to know–right down to things like where your character was wounded and how bad the wound is. Crafting allows for experimentation without being completely obtuse. Inventory management is harsh but realistically challenged–unless you find a knapsack or want to sacrifice a precious sleeping bag to make one, your carrying capacity is nearly limited to only what you can hold in your two hands. Add to this that you must manage exposure, fatigue, pain, and other bodily needs, the game is a well-built mesh of survival elements.

 

 

You won’t find flashy graphics or dynamic visual assets in this game but it doesn’t need it. Any time something important happens, there is a paragraph of text to give you the needed flavor. The theater of the mind plays a pretty big role in all of this–something that is often lacking in the gaming world today and as such getting to experience it here is refreshing. That’s not to say that our modern day “high-falootin’ high resolution polygonal graphics are evil,” but it is to say that not all games need them–NEO Scavenger being a fine example of this.

 

 

My only complaint the game’s UI. While it’s clear that some effort was put into user friendliness, overall it’s kind of cluttered and at times confusing how to get things working. Take for instance the idea of camping. There is a campsite menu, but you don’t actually camp there. Instead, the campsite menu is used for selecting where you want to rest. While there is a sleep option, you actually just want to click “End turn” if you want to rest for a bit, and not sleep for several hours. It doesn’t stop there though, for if you have a sleeping bag (most often carried in one of your hands since you probably don’t have a backpack) you must unequip the sleeping bag, go to the “inventory” of the location that you are visiting, and throw the bag on the ground so that you can benefit from its warmth when ending your turn, and not die of hypothermia. No, this kind of thing isn’t a game-breaker for me, but it’s a bit tough to get used to.

 

 

All in all, I still like NEO Scavenger and I look forward increasing my chances of survival in it through skill and familiarity. Currently my record is a whopping 1.13 days, ending when I was tracked down by a swarm of ravenous zombie dogs (right, did I forget to mention that enemies can track you if you leave a trail?). I’m not sure what I’ll find out there in the Neo world, but as I’ve said before about roguelikes, the journey there into the unknown  is what makes it all worth it.

Steam Link

 

 

Skyrim (Completed)

At 288 hours (plus quite a bit without an internet connection), Skyrim is the most-played game in my Steam library.  It’s also a mess.  But while it’s a fun mess, I’m not sure it’s a good game.  I’ve spent countless hours finding mods and setting them up just so so everything looks just right (I spent at least three hours finding the right rock textures).  I’ve walked back and forth across the whole of Skryim, become the arch-mage, hailed Sithis, raided the library of Hermaeus Mora, and lost myself in the depths of Blackreach.  And still I see things that I didn’t know were in the game on /r/Skyrim.  It’s remarkable fun to get lost in the world of Skyrim, just wandering about and doing the occasional chore out of your limitless quest log.  Once I have some time (and get a good mod order going for the Remastered Edition), I’ll probably spend another few dozen hours doing the same thing.  It’s a fun game to do just that, and I haven’t found quite its equal – though I’ve heard good things about The Witcher 3.  Now, let’s start in on the latest in my series of “Why did I write this much, and why didn’t I get some screenshots to break it up?”

Wide as an Ocean, Deep as a Puddle

You’ve probably seen that saying somewhere in a review of Skyrim once or twice.  But if you haven’t: it refers to how many open-world dungeons, quests, and more there is to explore in Skryim, yet so little that really draws you in as a roleplayer.  On the whole, it provides an immersive experience because so many different things interact – but each piece individually isn’t particularly enthralling (with the possible exception of the Serena/Dawnguard questline, and not just because she’s a vampire.  Get it?  Enthralling?  Vampires?  No?  Stop?  okay).  I feel a little bad leveling this criticism since I can’t really point to any specific thing that would have fixed it entirely.  It’s more a general feeling than anything else; but there are a few specifics I can point out that might help you see what I’m getting at.

The first one is dead simple – and almost a little silly.  There are probably about – oh, actually, according to the wiki – exactly 1,089 NPCs in Skryim.  Bethesda employed 70 voice actors.  That would normally seem like a lot, but as you play the game it really starts to grate that everyone you meet sounds exactly the same.  Guard #347 from Riften sounds exactly the same as Guard #209 from Solitude.  Sound design is a too-often ignored aspect of games, and the results are on clear display here: there’s a reason sweetroll and arrow memes exist.  This problem is compounded by the face-concealing masks worn by every guard in Skryim (though there is a mod to fix that).  I mean, come on – it’s rule #1.  And where do they all live?  Wouldn’t it be more interesting if the guards had lives like the rest of the NPCs?

The next specific feels almost counter-intuitive until you’ve played the game for a couple hundred hours (or, at least, it took me about a hundred).  There are many strange, undiscovered places scattered across Skyrim, right?  Well, not so much.  If you visit the towns, talk to the NPCs, and fill your quest log to overflowing, you’ll start to notice that any place of any significance has a quest associated with it.  People lose their axes, are terrorized by trolls, or have heard tales of great treasure coming from every single place in Skyrim.  This is not unilaterally bad – some of the quests are truly unique and engaging.  The trouble is that Skyrim starts to feel less like a wonder-filled, ancient land where there are countless undiscovered caverns filled with treasure and more like a sequence of quests to be completed.  In other words, once you’re told to go explore, it stops being as much fun as having decided to do it yourself.  It’s far more fun to stumble upon a cavern that no one knows about, clear it of Draugr, and nab the treasure at the end without anyone having told you to do so.  In the end, I just stopped talking to people to feel more like I was actually discovering a place I would stumble across in my journeys.  It would be more fun if not all the quests showed up in your log – and not just because you pick up so many quests.

This might seem like a ridiculous complaint, since it only starts occurring to you after so many hours of play, but it ties in to what I think the true purpose of Skryim is: to wander and explore (which is partly why the fast-travel mechanic makes no sense).  Those things take many, many hours.  The quests should only be there to get you going, teach you the rules, and tell a few interesting stories along the way.  The rest of the world should be a vast, unexplored country for you, the player, to discover on your own.  It should not be a place where the 400 year old unexplored crypt has fresh food and lighting and a lost axe that you need to recover.  Perhaps part of the problem is that there’s a delicate balance for a game developer who wants the player to experience as much as possible while leaving an air of mystery.  It’s hard as a content creator to leave things entirely undiscovered, but I think Skyrim would have benefited from more areas that were only hinted at and not quest-related.  In fact, I think Skyrim would have been improved if most of the game’s questlines were inaccessible in one playthrough.  This, my final specific complaint, is the most immersion-breaking, and it’s immediately obvious: the lack of factioning and player specialization.

Factions and Player Specialization

I’m going to take this chance to talk about a relatively unknown but incredible game – Escape Velocity: Nova – the only game I’ve played that’s successfully made a dynamic faction-based quest system (also, check out those system requirements – 400 MHz Pentium processor, yeah!).  In EV:N (and its two predecessors), you only had a random chance at any given quest-line.  The Vell-os, a psychokinetic branch of humans, occasionally find your pilot and let them know that they have fabulous secret powers.  There is only an 8% chance that any of your pilots will ever get that quest.  Additionally, with other quest-lines, you have several chances to defect or switch to a different faction (though explaining this was occasionally done poorly).  To see what I mean, just check out a page or two from this walkthrough.  Though it wasn’t always done perfectly, it made the game feel like your own and made each pilot you create feel like their own person.  It was great.  It felt good.

Fast forward from EV:N nine years, and an incredibly ambitious game called Skyrim comes out.  But in Skyrim, you can be the Archmage of Winterhold, the Listener of the Dark Brotherhood, the Dragonborn, Harbinger of the Companions, Master of the Thieves Guild, Champion of Every Daedric Prince, and a dozen other things.  At the same time.  Every time.  In fact, unless you never visit Riften or can stand to have unfinished quests, you are practically forced to become a member of the Thieves’ Guild.  Your character just becomes the most powerful (wo)man in all of Skyrim without even trying.  I could understand that for the main Dragonborn plot, but it just doesn’t make sense for all the rest.  Wouldn’t it be better to introduce these sidequests based on what your character actually does in the game?  If you level up magic, wizards start asking about you.  If you pickpocket enough people and get caught, the Thieves’ Guild might bail you out and offer you a job.  If you do enough of those “take care of so-and-so” jobs, the Dark Brotherhood starts investigating (though that one is close to what actually happens).  Instead, Skyrim doesn’t care if you are the Thane of every hold, but also happen to be a notorious Thief.  Instead, Skyrim was designed with two design assumptions that make it both initially fun and a long-term mess.

Skyrim never asks the player to make sacrifices.  You can be the hero of all Skryim and Solstheim.  You might wonder how anything got done before you showed up.  You can fight legendary dragons off three at a time and not even break a sweat.  I understand that Skyrim wanted to make it possible for a player to just jump in to the game and not have to go through a tedious character creation (well, minus the requisite three and a half hours of facial feature adjustments).  But they could still have accomplished that without letting the player become so unreasonably all-powerful.  There should be a point where you have to decide to make some sort of sacrifice – some sort of trade-off.  It’s only when you are forced to stay within the limits of a system that growth can occur.  From a mechanical standpoint, I’m not saying that you should not be able to become an effective swordsman, archer, and mage at the same time – just that being the best swordsman, archer, and mage of all time is unreasonable.  There should be a point where you might primarily fight things with your fire magic because it has a good DPS rate.  But when things get real, you pull out your unreasonably-sized claymore, throw a quick enchant on it, and go to town.  From a lore standpoint, if I can just cure my vampirism with fifteen minutes of running around (if I don’t fast-travel), then it isn’t a very meaningful choice to become a vampire.  You may have to kill someone to cure it, but that’s barely an issue when bandits attack you at every opportunity.

In Skyrim, you are never asked to make moral choices.  Well… you are, but if you think they actually mean anything then you’d be wrong.  In the end, there are no true consequences for your actions.  When I first picked up Skyrim – oh so long ago – I was asked to find a fugitive and bring them out of the city for justice.  I quicksaved, did the quest, and then reloaded to try the alternate route.  I learned that the outcome of this quest is left intentionally ambiguous no matter what you do.  As a lone event, it’s a great example of how the correctness of your choice is not always clear.  Unfortunately, this single quest becomes the prototype for every moral decision in the game.  It doesn’t really matter what you do, since every choice you make is the right one – you’re still going to be the hero.  And, I suppose, part of the problem is exactly what I did – quicksaved and tried both to find the best route.  What’s the point of making a “bad” route if the player will just reload to get a better outcome?  It’s a concession (like fast travel) that isn’t necessarily a good or sensical thing.  Any opportunities for moral choice are further undermined by the presence of unkillable NPCs, a lack of any notoriety system beyond a trivial fine, a lack of NPC responsiveness, and a unreasonably linear questing system.

All these things combine to make a sprawling game filled with fascinating places, but a world where none of it captures you for very long.  When it does capture you, it sets up a neat experience that really does seem to capture the essence of a fun game – but around every corner is something to take you out of it again.  Those things are sometimes cleverly and remarkably hidden, but they are still there to wear you down over a long period of time.  The great moments in Skyrim are some of the best in video gaming, but they are too often the exceptions to the tedium of the plot and quests.  But enough about that.  Let’s move on to something Skyrim did right.

Lore and the True Depth of Skyrim

I have to give Skyrim’s developers credit: an almost unfathomable amount of lore and backstory is scattered around every Elder Scrolls game.  Just in Skyrim alone, there are 307 books that do nothing but talk about some piece of lore – not including letters, journals, or books that also increase your skill.  There are long, drawn-out conversations on /r/teslore that prove just how incredibly detailed the world-building of the Elder Scrolls is.  Beyond that, there are stories hidden throughout the Elder Scrolls games – like a burned-out shack with some journals about a young wizard experimenting with fire magic.  In Oblivion, there’s a wizard that falls out of the sky, seemingly at random.  But if you loot his body and read his journal, it tells a story of a failed magical flight experiment.  That same theme is continued in Skyrim.  It’s fantastic, and it is part of what makes faffing about so much fun.  Every book and location tells a story that adds to the lore, and I try to read and explore as many as possible – it’s a tradition I started after finding an appropriate mod.  There’s a story everywhere waiting to be discovered.

For book nerds (and if you are, ask me about The Night Circus sometime!) or anybody that enjoys immersing themselves in a fictional world, this is certainly part of the draw.  For everyone else, this is just another part of the game that can keep you coming back to wander about and have something to do when you are level 120 and have every title available in Skyrim except High King – and only because you assassinated the last one and people tend to frown on that.  Not that you couldn’t be the High King, though; everything is possible through mods.  Which brings me to the best and worst aspect of Skyrim: modding.

Mods

Mods are the best.  Through modding, you can customize literally every aspect of your Skyrim experience. That pillow breaking your immersion?  Replace it!  A weird bug causing framedrops?  Fix it!  Want to kill all the children?  Mod it!  You can even download full-blown DLC or decide that you didn’t actually want to play an Elder Scrolls game after all.  Modding games is PC gaming at its best, and in Skyrim this is on full display.  But not all of this is a good thing.

Mods are the worst.  I’m not complaining that I spent so much time modding – in fact, it’s fun.  Mod load order is taken care of as well – through LOOT – and you know a game is the modding king when there are well-designed GUIs for your mod load order tools.  What I am complaining about is Bethesda’s reliance on mods.  Skyrim is still quite buggy and didn’t look that good until the Special Edition came out…which made it look slightly less good than a simply-modded version and didn’t fix the bugs (though it did move Skyrim to a 64-bit architecture, allowing for NPC craziness).  This point has been belabored by many others, so I won’t say more on this topic.

But is it Fun?  Is it a Good Game?

I’ve complained a lot about Skyrim.  Most of my complaints are, I hope, reasonable.  They don’t make Skyrim a bad game – they just make a game that did not live up to its potential.  Still, the combat system is simplistic – especially in view of games like Dark Souls.  There are no real consequences for your actions, especially when games like Dragon Age exist.  There is no option to play the bad guy.  The people slated to fight you will always fight you, even after surrendering.  Maven Black-briar will never die, no matter how often you kill her.  The large-scale “battles” are laughably small due to an outdated engine.  Exploration is really Skyrim’s only redeeming mechanic, but even that is dampened by the lack of a truly unexplored world.

It’s certainly a fun game, due in no small part to the remarkable community of players willing to spend time modding things they find need improvement.  In fact, there are mods to counter many of the issues I just mentioned.  Which brings us to a problem.  By itself, Skyrim is a mechanically terrible game.  With mods, it is more fun and a better game.  Do I judge Skyrim based on what it is or what people have made it?  Should a game as open-ended as Skyrim be judged so harshly on its mechanics?

Conclusion

Open-world RPGs are just hard to make.  It’s a great deal harder than most people – game developers included – seem to think.  I’m fairly sure there has never been a “perfect” open-world game, though I haven’t played The Witcher 3 (and I have hopes for an upcoming one).  Skyrim far surpasses many when taken on the whole, but almost any good RPG has elements in which it far surpass Skyrim.  And that’s what I think makes Skyrim so hard to judge – it tries to be so many things, but doesn’t really do any of them perfectly.  There are few things in life that can do more than a couple things perfectly – that’s why the sentiment of “doing one thing well” is so successful and so many programs that try to do everything fail so spectacularly.  It’s why the “perfect” games I can think of are simple ones.

But in the end, Skyrim is fun.  You can get lost.  And sometimes, that’s enough.

Savant – Ascent (Completed)

DUB THE WUB. Don’t blink or your might miss it, it’s Savant – Ascent!

 

Savant – Ascent is a rockin’ game that comes out of the gate swinging. You play the role of a V for Vendetta cosplayer (the Savant?) who gets blown out of his wizard’s tower after some kind of magical sphere goes haywire. The Savant wastes no time bursting right back into his tower, fights his way up a crazy elevator ride and destroys the magical orb and the evil glitch Vario that is possessing it. That’s it–the game ends. No, I’m not kidding. Even as a beginner, it’ll take you about 30 minutes to play from start to finish. So you might be wondering, “Chezni, why on Earth did you put this in Tier 1?” Well, truly I have spent $2 and 30 minutes of my life doing much less valuable things and for those 30 minutes you feel like a badass. So just what do you get for those 30 minutes?


 

Combat in the game involves blasting incoming enemies in a radius around you, using the analog stick (or mouse). Special enemies drop pieces of a CD which grant momentary invulnerability when you pick them up. You can hop between one of two sections on each level to avoid attacks and death is met with the acquisition of new powerups and songs in the form of completed CDs that you’ve picked up and yes, the music is primarily dubstep. It’s not the most amazing dubstep that I’ve ever heard (I tend to listen to it more than a person of my age and standing probably should) but I must admit that it’s the first time I’ve played a game that used it as its primary soundtrack and it was pretty fun to rock out to it while blasting some drones away.

 

The drones themselves spill in perfectly–first you get the common quarter notes (ones that move every beat) but then you get the more durable half-notes. I was disappointed that this is where the music-synced baddies stopped since it really made the game feel cohesive to see them moving in beat, but there are only 4 enemy types in the game. Aside from the music though, the graphics are quick and crisp and fun to look at.

 

 

True, there’s an endless mode, a time attack mode a Vario mode–but really, there’s no need to play the game after you beat it. You’ve already seen everything by then and it’s just a rehash of what was already extremely light content. I think if I were to find an apt comparison, this game is like the chocolate mint on your pillow at a hotel. No, not wholesome, lasting or even that impressionable in any way but you’re still going to eat it. It’s a freaking chocolate mint, how can you resist it? Admittedly if you don’t like to dub the wub (or if you don’t like chocolate mints if you’re stuck in the metaphor) then you probably won’t like this game. Otherwise, I fully recommend just trying this out for a bit–it really won’t take you that long either way.

Steam Link

 

Chrono Trigger (Completed)

It’s Tier One.  I mean, it’s widely accepted that it’s the best RPG for the SNES and one of the best RPGs ever, so what did you expect?  This review is going to be on the short side (Edit: actually, having finished writing this, maybe it won’t), since almost anything I could say has probably been said before.

Chrono Trigger is a time-traveling adventure that seems to start as a cliched “save the princess”, but quickly becomes “save the world” with the help of that self-same princess.  I actually started this game twice.  The first time I got stuck on a fairly tough boss fight (The Golem Twins) and never finished.  About a year later I picked it up again, but had to start from the beginning because I’d forgotten almost everything.  (If you care, my party both times was Crono, Marle, and Ayla until I got to the Black Omen – where I replaced Ayla with another, spoilerific character)  Here are just a few of the many amazing things about Chrono Trigger:

  • The characters are lovable and distinct.  They start to feel like “your” party as you level them up, and they feel like good friends (for me, like the characters in Wheel of Time do).
  • The plot is interesting and sprawling (in a good way).
  • The world slowly opens up as you progress, giving you both a feeling of wonder and excitement and a sense of growth.
  • There are twelve different endings (depending on how you count).  This is the grandfather of what it meant to have a reactive world.  And it did it successfully – unlike many games today that have a “good” and “bad” (and if you’re lucky, a “neutral”) ending.
  • Meaningful choices are represented through action rather than description.  It’s one thing to be sentenced to death because the game asked you if you wanted to steal a guy’s lunch.  It’s quite another to steal that guy’s lunch because it’s an RPG and that’s just what you do – and then have a character in the game call you on it. (though during my second run I was found 100% Not Guilty)
  • The music is fantastic – this is the only game I have ever not gotten tired of the battle music.  I could listen to every track on this soundtrack for a very long time.  And I didn’t even know you could get the SNES to sound like an electric guitar.

In fact, I have only three real complaints – though two are significant.  From least to most bothersome: some of the quests are obtuse (which happens in practically every RPG).  As an example: there was a quest item I needed to place somewhere for 65 million years.  It get stolen, and you need to find it – but there’s no hint of where to look.  In Chrono Trigger’s favor, talking to NPCs in other circumstances is almost always helpful and the game does a great job of using your past knowledge to help you in future areas.

Inventory management is a real problem, though.  It is both difficult to figure out what something does and difficult to manage a quickly-growing list of items that spirals out of control by the end.  There are advantages to having the right equipment in the right places, but you quickly get tired of keeping such an extensive inventory.  Some screens show you item comparisons for each of your characters, but there is no way to equip an item in those screens or to see what special properties an item has.  It’s a small annoyance, but one that comes up frequently enough to merit mention.

The real problem is the combat.  For the first two-thirds of the game, fights are mostly well-balanced.  But as enemies get more and more special abilities, fights become increasingly based on luck rather than skill.  Late in the game, fights are either a chore that poses no real threat or a fight that may very well kill you multiple times with little warning.  The perfect example of this is the final boss, which incorporates all these problems with the combat.  The final boss has 12 stages.  The first nine are trivial and make you wonder why you had to fight them at all (partly due to stat re-use, rather than stat scaling).  The next two are fairly easy, but are a good challenge.  The final boss stage took me an incredibly long time to beat – through very little fault of my own.  On my first run, I spent half an hour doing absolutely no damage – without realizing it.  Worse, the last save point was before the previous two bosses.  Since I was low on items at that point, I needed to fight them again to even have a chance at beating the final boss stage.

I would trace these problems to two sources: first, percentage-based attacks.  There are several enemies (including the last boss stage) that have magical attacks that deal 50% of a characters current HP.  Some are even worse and deal damage equal to your current HP minus one.  Combine one of these enemies with another high damage one, and it’s entirely possible to get wiped out in a single turn before you have a chance to react.  These attacks make you wonder why the late-game bosses don’t just have a minion do that last HP of damage to kill your entire party.

The second source, related to the first, is gimmicky fights.  Some fights that require unusual tactics are fine – Chrono Trigger does a great job of drawing on past experiences to clue you in on how to fight a new enemy, and can give you a few turns to figure out how to fight it….mostly.  There are just a few too many fights where this breaks down – with the last boss stage, there is no indication that attacking two of the three onscreen enemies is entirely counterproductive most of the time.

By far the worst culprit of this is a side-quest boss called the Son of Sun, which will counter any direct hit with a powerful fire attack.  Instead, you are supposed to attack one of the five flames rotating around the boss, and all but the “right” one will cause a similar fire counterattack.  There is no indication or hint for this.  To top it off, you have about fifteen seconds before the boss shuffles the flames and you again have to guess which flame is the “right” one.  It’s entirely a matter of chance, and is incredibly frustrating to fight.  I willingly admit I only beat this boss through save-scumming.

All in all, though, Chrono Trigger is a fantastic game that I’ll likely come back to for New Game+ (and the other eleven endings).  It does many, many things right – things that even modern games have a hard time replicating.  This game is one of those rare confluences of talent, hard work, and a bit of luck that makes for a fantastically good time.

 

Steam link.  Oh how I wish.

You can get it on Android or iOS, or rip your cartridge to play in RetroArch on anything, including Android.

Paper Sorceror

Am I just a sucker for Indie games? Say “Hello” to Paper Sorcerer.

 

Paper Sorcerer is a rough-around-the edges indie-RPG adventure that bears heavy semblance to the Shin Megami Tensei series or the (more popularly known in America) Persona series. Don’t be fooled by the cutesy Templars above; you won’t even be playing as them. They’re the bad guys.

 

 

You play the role of powerful sorcerer who was sealed in a magical book by a party of heroes. The book is a magical artifact that the king uses to seal away unwanted entities that pose a threat to his kingdom. Aside from you, there are a multitude of other creatures locked away in this magical prison. By its design, the prison is supposed to hold those trapped inside in a cell that drains all energy, both physical and magic, until the prisoner loses all power and will to escape. Occasionally, the process fails and a prisoner escapes. In your case, you were released by the “Spirit of the Book,” a woman who originally took the form of a mouse to communicate with you. The Spirit of the Book wants you to go to each section of the book and destroy the bindings one by one until the book can no longer be held together. She promises that when this happens, you and her will escape but I have my doubts as to the integrity of her loyalty.

 

 

As stated before, the game shares many similarities to Shin Megami; especially Shin Megami Tensei: The Strange Journey. You play the role of yourself (a sorcerer in this case) and summon demons to fill in the other slots of your party. Unlike Shin Megami, you don’t convince the demons to join your side in combat, but instead summon a new one to add to your team when reaching new levels of the dungeon. Additionally, you don’t fuse the demons together to create new ones. Aside from that though, it’s pretty spot-on. Demons come with a unique set of abilities but you’ll need to use them intelligently to defeat stronger foes. The combat doesn’t exactly seem like a walk in the park either, adding challenge to the gameplay. Of particular interest to me is the way that the game handles “Energy” (MP) and Defense. Energy counts are very low (so far all party members have only had a max of 4) but it recharges by 1 after each combat round and some party members can use a skill to regenerate it. Defense on the other hand is a dynamic stat that can be broken down with multiple attacks. This means that combat has a time-limit of sorts and a stronger foe’s resistance to damage can be slowly whittled down.

 

 

I’m sure you’ve noticed by now, but the entire game is monochrome. (Well, not quite monochrome but close enough.) It lends to some pretty interesting visuals and sets a unique tone for the whole game. It’s very hard to forget that you really are trapped in the pages of a book–in fact, the game’s currency are actually gems that for a few seconds let you see the color and life of the outside world. To those trapped inside, this is more valuable than any commodity found within their papery cells. At times, the art is a bit questionable. This is most notable when looking at some of the character portraits. However, given that there are a decent number of portraits and quite a few animations in combat, it’s easy enough to forgive some of the wonkey faces you might come across.


 

This game is not amazing, or even fantastic. However, I remind you that the difference between Tier 1 and Tier 2 is not necessarily quality, but personal desire. There are many games of a higher quality than Paper Sorcerer that I’ve placed in Tier 2 but I did not feel a strong desire or need to see more of them. In contrast, when it comes to Paper Sorcerer I wish to see more of its design, how its combat develops and I’m curious of the fate of the world that the game created resulting in its award to Tier 1 .

Steam Link

 

 

Legend of Grimrock 2: Grimrockier (Completed)

I might be cheating a bit here.  I’ve played through and beaten Legend of Grimrock 2 long ago.  Well, at least a year and a half.  But writing about it now gives me an excuse to write my first actual review, gush a bit about one of my favorite games, and talk about what makes a good sequel.  And if I haven’t gotten you to listen to what I believe to be one of the best theme songs of all time, well…get to it.  And watch the prologue, while you’re at it.

As for the specifics on the game: It’s a puzzle/grid fighter/exploration game where you are shipwrecked on and must explore an island ruled over by the mysterious Island Master (definitely no D&D overtones there!).  There are 12 distinct ground-level areas, almost all of which have at least one or two floors of dungeon.  All told, there are 34 (well, 33 plus a secret) map sections you will encounter on your quest to solve the mystery of the island.  You travel the island in a party of four, selected from 8 classes and 5 races that allow for such combinations as rat farmer.  Being a rat farmer, by the way, would mean that you level up by eating – and if you eat cheese enough (because you are a rat), you gain stats.

Your only real objective is to solve the mystery of the island, which you think may have something to do with the glowing rocks (no, not those glowing rocks – the other ones) you’ve been picking up.  While finding all the glowing rocks might seem like just a giant fetch quest, the glowing rocks are more incidental to your exploration of the island, and you don’t actually need all of them to finish the game.  Communicating your goals is mostly done through gameplay and the expectation that you are here to play a game – plus a note or two from the mysterious Island Master.  And some talking heads.

Before I get into what I liked, I should probably start with the things I didn’t like – and there’s really only one complaint.  Some of the puzzles are just too difficult.  Thankfully, there’s a website that will prove quite helpful if you have this problem.  This doesn’t knock it from being a perfect game in my book for two reasons: insanely difficult puzzles are part of the charm of puzzle games evocative of the ’90s, and, when you do solve them on your own, you feel like a genius.

A Perfect Sequel

Legend of Grimrock 2 is both a perfect game and a perfect sequel.  Let’s start with what makes it a perfect sequel.  Legend of Grimrock (the first one) was a ten level dungeon crawl.  Grimrock 2 expands on this by making the game about three times as large and adding several new environments.  Between the fantastic art and level design, each area feels new and unique enough that you never get bored – and every inch is packed with secrets, monsters, and items.  It’s this consistently high content density that makes it a good sequel.  Going bigger can often lead to the game feeling emptier – if Portal 2 had any failings, it would be this – but Legend of Grimrock 2 avoids this entirely.

Another problem with sequels is making a second game that’s just more of the first.  Or possibly several games.  While that can be acceptable (or at least tolerated) in a multi-title story, a mechanics-driven game needs a compelling reason to be more than just DLC.  And Legend of Grimrock 2 delivers here as well.  Between vastly improved AI (the first Grimrock had an issue with sidestepping to avoid damage) and a remarkably improved engine that allowed for interconnected maps and external environments, Grimrock 2 took everything Grimrock 1 did, fixed the problems, and made everything else better.  This is especially impressive when you look at how well and tightly-crafted Grimrock 1 felt.

Finally, though a sequel needs to feel different than the first, it also needs to feel like it is part of the same story or world.  While Grimrock 1 was a claustrophobic and grim dungeon crawl, Grimrock 2 is a vast island of high mystery.  But even so, there are times when you are crawling around in catacombs or pyramids in Grimrock 2 that feel unmistakably like Grimrock (even though the actual Mount Grimrock is nowhere to be seen).  There’s a distinct tone shift from the first game, but it keeps enough of it around to still feel like the game I fell in love with – and somehow makes it even better.

A Perfect Game

There aren’t any tutorials in Grimrock 2.  From the first moment, you just do what makes sense realistically and within the confines of the game world rules as you learn them.  There are some signs that give you hints, a few scrolls that teach you how to cast magic spells, and recipes that teach you how to make potions – but all these are incidental.  The primary method of interacting with the game is just WASDQE and the left and right mouse buttons.  When something happens, it’s clear why it happened and what caused it.  Overburdened characters have a snail in their portraits and a darker outline.  Injured characters have a bright red glow and blood stain.  In both cases, you make a distinctly different walking noise to tell you something is wrong.  New mechanics are introduced slowly and deliberately, giving you time to adjust.  You never feel lost or helpless – at least as far as the mechanics go.  Each class is distinct and well-defined, and the skills all have helpful explanations that are there when you need them and ignorable when they aren’t.  All this goes back to giving the player more information and keeping that information helpful – and here at least, everything in Grimrock 2 wants you to succeed.

That isn’t to say the game is mechanically simple or easy.  Far from it – later in the game and on harder difficulties, managing health and attacks while moving can be difficult and fast-paced.  Having a wizard in your party is useful, but requires good management of resources.  The spellcasting system involves drawing patterns in nine runes.  The first spells you learn are simple, one-glyph standards like fireball – but later spells can use all nine (in fact, the one “unfair” enemy requires the use of a nine-rune spell to defeat).  Even better, the runes all have a meaning that can allow you to intuit new spells (and there’s nothing stopping you from trying the hardest spells as soon as you have the stats).  Having an alchemist lets you keep an almost endless supply of potions around as long as you have the know how, so you never truly have to worry about running low on health potions or resurrections.  The best part of all of this is that you don’t need to use a wizard or alchemist or fighter or rogue.  You could go through the game with a party of farmers, if you wanted.

That being said, a party of farmers might be a bad idea – though still doable.  There are no unfixable mistakes – even throwing yourself down a pit can lead to good fortune (and in the case of Chezni, he made a point of throwing himself down every pit he found).  The game rewards exploration in every form, and lets you make mistakes that inconvenience rather than kill you: few things are immediately fatal.

I love Legend of Grimrock 2.  It may be that my review is overly-biased because the combination of exploration, grid-based combat, and dungeon crawling reminds me a lot of D&D, and I love D&D.  But I think you should still give Grimrock and its sequel Grimrock 2 a shot, keeping in mind that it’s a game about mechanics, balance, and that je ne sais quoi that made that second edition of D&D great.

Steam link

Magicite

 

Magicite (Completed) Review

Sometimes it’s difficult to tell if a crafting game is good or not before you buy it. Ever since the exploding popularity of a certain java-based cube mining game, there has been a splurge of copycat titles desperately trying to ride its coattails of success–whether their game was good or not. Now don’t get me wrong, crafting in video games was a thing long before Minecraft came to the scene–but Minecraft’s viral acclaim created a heavy hand that guided how many of us viewed the nature of crafting in games. After many poor imitations, eventually Terraria would enter the scene, being a strong enough game to stand on its own alongside a world where Minecraft existed–and for several years following its release, the game-designing industry had yet another crafting title that they could mimic, much to the disappointment of many gamers who would go on to purchase these equally cheap knockoffs. Now, it’s not fair to say that Minecraft and Terraria have exclusive rights to 3-D and 2-D crafting games exclusively. After all, certain things about each game naturally lend themselves to logical conclusions that result from the design of a realistic way to obtain the most basic of crafting materials–wood and stone. To say that any other game that has you gathering both these resources is a knockoff of Minecraft or Terraria would be untrue. The problem lies in the simple question of game design: “Are you gathering wood and stones because that is the most logical and satisfying method that the designers structured their game around, or are you gathering wood and stones because that’s the way Minecraft and Terraria did it?” Thus the trial today, is finding a way to sort out the good from the bad–the wheat from the chaff–in a genre where so much refuse is readily available. Magicite, mercifully, genially, is actually good.

 

 

To say that this game is unlike Terraria, would be false. You have an axe. You cut down trees to make more axes. You craft a sword. You kill things and hit rocks with pickaxes to get better swords. This is where many of the similarities depart however, as Magicite is actually a scored roguelike, whereupon all your actions are graded and rewarded at the inevitable end of your life, accordingly. The game is incredibly easy to learn but rewards increased player skill. My first life lasted 17 seconds. I got trampled by a boar. Now I can make it about 10 minutes in, which doesn’t sound like a lot, but makes me feel like a damn hero. Even though the game is difficult, it’s the good kind of difficult. Each time you die you understand that it was a consequence of your own actions. It’s easy to understand why you died, and what you could have probably done to avoid it. With each death, you can dive right back in better prepared–not because your character is a higher level, but because you as a player are wiser to the world that you encounter.

 

 

In spite of being a roguelike, crafting is a staple of the gameplay–and much to my awe, Magicite handles crafting in a manner that is sweet and simple like Terraria while still remaining distinct. Simply by mushing two items together, you can check to see if they create a new item. It sounds too simple at first, but it works really well–it makes crafting quick (which you’ll want since every time you die you’ll need to re-craft all your items) but contains enough possibilities that the excitement of discovering a new recipe is always around the corner. I still have no idea what a “Tribal Drum” does, but my curiosity compels me even now to find out. I suppose I could just look up the recipes, but I haven’t felt a need to yet; I feel it would ruin my fun.

 

 

So far the mechanics have been as simple as just swinging a stick or a sword or if I’m lucky shooting a bow, but there’s enough customization to allow different approaches to your adventure. For starters, your core 4 stats are randomized and can be pushed into your favor if you’re willing to reroll them a few times. You also start off with the ability to choose 2 traits–they aren’t profound, but can give you an edge in one area or another. Later on as you level up, you can choose one of three skill paths to travel down–and if you are deemed to be worthy by the achievement gods, you might just get a piece of equipment, a race or companion after you die that you can take with you the next time you set out. All these simple customization options create enough of a choice that it’s fun to tailor your character to your wishes but they aren’t so complicated that they drag you down.

 

 

I look forward to getting deeper into the world of Magicite. So far, the farthest I’ve managed to get is a town with NPCs willing to trade with me. I should have taken a leaf out of Link’s book though and left the chickens alone. Killing a few of the town fowl summoned a Giant chicken that ended my day. Regrettably I wasn’t able to quite get a screenshot of that one. Oh well; your imagination may suit you better than a picture would. All in all, Magicite goes in Tier 1 resolutely; it’s a great pickup for those who love quick character creation, crafting, side-scrolling and roguelikes.

Steam Link

Breath of Death VII

 

Breath of Death VII (Completed) Review

Stuck are we, in a never-ending world in which we are attuned to needing, nay, desiring the next earth-shattering cataclysmic story that we can hop into the hot-seat for and become the heroic fulcrum of universal dependence. We long to be the badass hero, wildly large sword in hand clashing blade-to-blade with our equally met adversary–the cosmos spinning, fluctuating and exploding around us as the whole world watches and points at our every move. We want the innocent, well-endowed child-hood sweetheart to have nothing more than her hero’s arms wrapped tight around her after the colossal apocalypse of all existence is narrowly avoided. In the face of all this–in the face of one grasping gaming company after another, desperately trying to deliver this narrative bigger, better and badder over and over again–I have only one thing to say…

SCREW THAT.


Breath of Death VII is an amazing game, and it has nothing in common with what so many mainstream RPGs have become today.

BoDVII is a tongue-in-cheek parody of RPGs from the NES/SNES era. It features numerous throwbacks to old game concepts, references to many older RPGs and overall captures a whimsical parallel of what it was like to play console games back in the 90’s. Play just a little while and you’ll immediately start picking up the connections. The world was blown up in the year 20XX, a reference to Megaman. The first town in the game has the same layout as the first town in Dragon Warrior–right down to the locked doors requiring the special keys sold in Rimuldar. The game’s world is even divided into sections named after a combination of iconic RPGs’ American and Japanes names. Motherbound references Earthbound/Mother, Lufestopolis references Lufia/Estopolis and very close to the heart of your dear old author Chezni, Palad-Lennus is a reference to Paladin’s Quest/Lennus.

That being said though, let me be clear–this game is not simply a wank-fest that kids from the 90’s can brainlessly herald claiming things like, “This game hearkens back to a time when video games were good,” or “Get off my gaming lawn you casuals, back in my day our games meant something.” BoDVII is actually a lot of fun, even in the modern day era of gaming. It throws just enough of what 90’s RGPs were to put a good taste in your mouth, but knows when to cut back into the modern day of convenience before the taste grows dull or sour.

For instance–random battles are plentiful and filled with a variety of sprite-based enemies; this is a necessary feature of a game referencing 90’s RPGs. But lets be real here, eventually old RPGs at some point became an exercise of running around aimlessly, grinding through battle after battle against enemies that were far weaker than you, all the while you hoped to pick up on the next plot point so you could move on with the story. BoDVII avoids this with a simple mechanic. After a certain number of battles are won in each area, the game simply ceases random battles altogether, instead offering you the option to seek combat in the menu, should you wish to fill up your EXP further. Traditional to old tile-based RPGs, you move relatively slowly, one tile at a time. BoDVII mercifully gives you a run button that makes the party book it at quite a fast pace. Most of the time in NES/SNES RPGs, you didn’t have much control over the way a character leveled up–they just filled up their EXP meter and got a set type of stats for it. While this created simplicity and straight-forwardness, sometimes it left you wishing you could tailor your characters a bit more. BoDVII keeps things simple, yet customizable–after every level, you get a choice between two bonuses (two sets of stat boosts or two skills) that can greatly alter the way your characters fight over the course of the game as all the decisions add up. It’s not a complicated skill tree, so it doesn’t take more than 30 seconds to make the choice, but it gives enough customization that you feel like you own the characters.

These modern-day conveniences mixed with old-school style creates a really fun game–and I haven’t even touched on the story or characters yet. For the sake of limiting my rant-ability, let me just sum it up like this: characters can be awesome without super HD 40,000 polygonal models, angsty backstories and constant character-built-in drama. The main character of BoDVII is a skeleton. His name is DEM. He can’t talk, because he’s a skeleton. He’s funny, because we can hear his thoughts, but no one else can. He considers himself a hero. I like DEM. It’s that simple, and it doesn’t have to be more complicated than that. Your second party member is Sara. She’s an energetic mage who can read DEM’s thoughts. She often “translates” for DEM, completely changing what DEM is thinking in his head when she relays it to other people. She’s a ghost. That’s awesome. Lita is a freaking techno-vampire with a pension for sunglasses and shotguns. Do I even need to keep going?

Sometimes a thing can be great, simply because it’s great. It doesn’t need over-complicated drama. It doesn’t need earth-shattering consequences. It doesn’t need another two damn star-crossed lovers who are perfect in every way and fall in love with each other at the end. Sometimes, a thing can be great because it just is–whether it’s made of polygons or pixels. BoDVII is a reminder of this, in addition to being a great parody. I will definitely be finishing this one and as such it belongs in Tier 1.

Steam Link

 

 

StarCrawlers

If you took bits of the Shadowrun universe, combined it with the Privateer setting, then threw in Legend of Grimrock movement, you’d end up with something a lot like StarCrawlers.  Oooh….now I want to go play Legend of Grimrock II again.  My God, I could listen to that theme all day – it stacks up against the likes of Halo (I’m not linking that.  If you don’t know Halo, I can’t help you) and Trine in terms of soundtrack.

If you haven’t played Legend of Grimrock or its sequel, the astonishingly cleverly named Legend of Grimrock II, stop reading.  Go to Steam.  Play both.  Wonder why the sequel is named after Grimrock at all.  Revel in two of the best dungeon crawlers of the last decade and possibly of all time.  Wonder why these puzzles are so hard.  Come to the conclusion that Legend of Grimrock II is one of few “perfect” games anyway (along with FTL) – simple in concept, sublime in its execution, and utter ecstasy to play.  Return.

Oh!  Right.  StarCrawlers.  Yeah, it’s okay.  I mean, it didn’t do itself any favors by making me think of Legend of Grimrock: in a fairly bizarre design decision, you can freely look around a 3D environment, but only move in four directions.  It doesn’t work well, but you definitely need to keep in enabled to see things in corners.  Still, it has a certain charm, and I can appreciate the unique blend of space RPG and dungeon crawl.  You are given a series of missions by the local barkeep that require you to travel (well, be ferried by your partner) to wrecked starliners and retrieve information for megacorporations to earn money and level up.  At least in my playtime, each level had at least a couple unique-but-not-unsolvable puzzles to solve – like finding the name of a cat to use as a computer password or a suspicious arrangement of empty cans for a combination lock.  It’s still in Early Access, but I’m definitely interested in playing more once I have the time – and because of that, it goes to Tier One.

Steam link