• THE WORLD’S FINEST Assassin: Gets Reincarnated in Another World as an Aristocrat #2-3

    Decided to check out this series after the Anime adaptation turned out far better than I was expecting.

    The second book picks up immediately from where that ends and pivots into school life territory. Although the setting is more like college/university than high school it’s still not exactly a welcome change. Other issues would be how the romance elements come across as even more awkward than they do in the Anime and a bizarrely heavy focus on food/cooking.

    More serious though is just how different the dialog style is. I’m not sure if this is a problem with the source or with the translator/editor, but I’m strongly starting to suspect it’s the latter. With the notable exception of Kumodesuga all the translated Japanese LNs I’ve read have had the same sort of ‘voice’; the characters all use the same phrasings and talk in a slightly stilted syntax.

    Regardless, the novel was entertaining enough despite its flaws and so I grabbed the third as well. This one drops the school life focus to play up the series’ overpowered protagonist and harem aspects to not so impressive effect. There’s only so many ways the central three characters can praise each others’ abilities and they’re all used here frequently and repeatedly. It’s all very self-congratulatory and, frankly, exhausting. If the upcoming fourth book doesn’t do something different in the character interaction department I’m probably going to have to drop it.


  • FINAL FANTASY XIV – ENDWALKER

    Endwalker turned out to be a remarkably solid overall addition to the game. Right up there with Heavensward narratively and mechanically more or less equivalent to Shadowbringers.

    They have found new ways to waste your time though, mainly in the form of escort quests that prevent you from using mounts or teleporting while said quest is active. Fortunately you don’t have to ever worry about the NPC’s health in those quests. Experience-wise the main questline alone gives just enough to get a character from level 80 to level 90, though leveling others will take some time. While I’ve maxed out my crafting and gathering classes, only RDM and BLM are at 90 (with most of the others at 81) even after doing all the sidequests.

    As for the new classes:

    Reaper, though it ~vaguely~ resembles Dragoon with its focus on switching from side to back positionals interspersed with instant attacks, feels very much like it’s own new thing. It’s a very fluid combat experience and not overly complex.

    Sage meanwhile just comes across like Scholar 2.0. Instead of a fairy that indiscriminately heals, there’s a modal that heals your chosen target every time you deal damage. The rest is basically the same, though with a bit more focus on flat damage mitigation rather than shield strength.

    And then there’s Summoner, which got overhauled so heavily it’s basically a new class. You no longer have an autonomous pet which attacks on its own, but rather one that just sits there and does nothing but enable the use of a couple of your abilities. The class also no longer has access to any damage-over-time abilities. So what exactly does it do now? Well, first you cast a buff, then when that runs out you can use a summon as a one-off attack which then unlocks the use of additional summon-themed attacks. Ruby does the most damage but has a cast time, Topaz does normal damage with no cast time, and Emerald does the least damage with no cast time and half cooldown.

    It’s become a very simple, and admittedly somewhat boring class to play. But even if you don’t decide to play it yourself, you should absolutely use the /petsize “All” “Small” text command to avoid being blinded by summon effects.


  • FINAL FANTASY XIV – Eureka Update

    With the release of Endwalker imminent (~20 hours away for those with early access) I’ve been spending the last 3 weeks or so re-acquainting myself with the game.

    Originally this meant completing Eureka with my first character, which I had skipped, but that only ended up taking a week. Turns out you can level quite fast by just showing up at any monster spawn, not dissimilar to the Bozja experience. Wasn’t able to do any Arsenal runs though since that character happened to be located on the Crystal data center, whose BA instances are completely controlled by a Discord group. Everyone else refuses to enter the place.

    So I’ll have to wait for a server visitation option to get added to the game before I can clear that.

    The next week was spent loitering in Eureka to make a few million gil selling expensive (and very rare) monster drops and loot boxes. The Tracker site ended up a true godsend for that goal. Partway through though I started thinking about how Shadowbringers has a bit of quest development locked behind completing all 4 role questlines; none of my existing characters met the requirements to accomplish that since they all had their own job-exclusive themes.

    Basically there were two options: Either level some of the ignored jobs on one or more of the existing characters, or create a 4th character. I originally went with the latter both because I like the whole ‘progression’ experience and I wanted a character on a non-North American server (all three NA data centers had recently gone down twice). But on this last day I also decided to go with the first option as well.

    Which meant raising Gladiator and Archer on my Soul of Magic (who will also pick up the new Sage and Reaper classes). Why Reaper? Because the preliminary EW patch notes mention that it’ll have five sets of role-specific questlines. So I’ll need a melee physical DPS class to see its bonus story bits.

    Future plans then include raising Arcanist and Machinist on my Tank-specialist, and Gunbreaker, Red Mage, and Sage on my ranged DPS specialist. Finally, the most recently created character will raise Astrologian, Dark Knight, and Reaper (no ranged physical DPS though because none of them even remotely fit their theme).

    Doing all that should take a great deal of time. Theoretical far-future plans include ~maybe~ raising Fisher on the SoM to see all the crafting-related role quests and creating a 5th character on the upcoming Oceanic data center (if the connection strength ends up too weak I’ll go with the European Light data center instead).


  • WHEN SORROWS COME & That Time I Got Reincarnated as a SLIME #12

    Seanan McGuire‘s fifteenth October Daye novel is completely centered on the protagonist’s wedding. Despite not actually being short, it feels short both due to everything taking place in one location and because the story itself is episodic. If it weren’t for the fact that this event is pretty important to the overall plotline I would’ve said it was merely a transitional novel (similar to the Unkindest Tide).

    The twelfth TenSura novel meanwhile is basically a repeat of Book 6 without any of the action. Also with a 1-year timeskip and an abrupt ending. On the positive side of things they don’t dwell too much on the Labyrinth RPG aspects and it appears as though the next book will have quite a bit of movement with the whole start of the East vs. West war. Then again, there are apparently six more books already published in this series so I can’t rule out additional volumes of nothing but preparation (and if that’s the case for the next entry I’ll probably just drop the series).


  • The Faraway Paladin: The Boy in the City of the Dead & The Archer of Beast Woods

    The first Saihate no Paladin book plays out like a pretty standard overpowered reincarnation-themed isekai story. Its main defining features being that it doesn’t have any love interests and (as the title would suggest) has a rather large focus on religion.

    The follow-up, Archer of Beast Woods, takes several steps backward in the dialog department and comes across like a bait & switch. It feels very much like a combination of TenSura and Hachinantte (minus the female characters). How did it turn on a dime from adventuring Paladin to kingdom-building lord? What possessed the author to make such a shift?

    At this point I’m not sure I want to follow the series any further. The protagonist’s personality is oddly and inconsistently immature, his party members feel more like literary constructs than people, the constant references to praying and holy bread are annoying, and event developments don’t feel even slightly natural.


  • The Shining Court & Sea of Sorrows

    The third entry in Michelle Sagara‘s Sun Sword series introduces what readers of her Elantra series will be well familiar with: Abstract mysticism.

    To be honest, at this late date, I don’t remember much about it besides that it was okayish. The reason for this is the follow-up, Sea of Sorrows.

    I do not think it’s ever taken me so long to finish a book. A chapter here, a chapter there, over the course of… months? I don’t even know. The book isn’t bad per se, it’s just that the newfound mysticism element combined with the (possibly e-book specific) visual issue of perspective breaks no longer being double-spaced results in an experience lacking engagement. And the clinical sort of vibe around it that lasts up until the last few chapters certainly doesn’t help. Hopefully the remaining two books in the series pick up the pace.


  • Pathfinder: WRATH of the RIGHTEOUS – Conclusion

    The game‘s fifth chapter is essentially just an extension of the third (with roughly the same amount of content as the previous chapter), while the sixth consists solely of the final dungeon.

    Nothing much to say about that 5th chapter really besides that it’s notably easier than the 4th and doesn’t have the same lack of direction as the 3rd. Also, at this time, nearly all of the items that should be dropped by the various demon armies… aren’t dropping. The final dungeon meanwhile is significantly better than Kingmaker’s in the respect that it’s both short and straight-forward, but equivalent in that you’ll run into some incredibly annoying enemies.

    This first complete playthrough went Lich and aimed for (and got) the Ascension ending. The Lich’s final chapter events are weird and somewhat disconnected/unfinished, but the path’s ability progression and army management aspects are solid. The special ending by contrast wraps up quite a number of dangling plot threads, but could do with being a little less impossible to achieve naturally (simply having the Stargazer decree completion text actually mention the date range would probably be enough). Also not thrilled how there’s an automatic 5-minute timeskip between the normal final boss and the Ascension bosses with no opportunity given to prepare for the second fight.

    With that out of the way any future playthroughs will no longer have to worry about time constraints. I did however miss out on getting the ‘Sadistic Game Design‘ achievement due to an unfortunately necessary companion respec back in the 4th chapter. Meaning I’m not quite done with avoiding resting like the plague and clearing sidequest areas with an exhausted party.

    Next up are simultaneous Angel/Demon playthroughs to flesh out the exploration/area listing I’m writing up that will be similar to the one I did for Kingmaker. Then hopefully on to finishing the Aeon playthrough that’s been languishing at the start of Chapter 3 before tackling the remaining mythic paths (probably doubling up on Trickster for Swarm, Azata for Gold Dragon, Aeon for Devil, and either Angel or Lich for Legend).


  • Pathfinder: WRATH of the RIGHTEOUS – Chapter IV

    WotR‘s fourth chapter is the equivalent of Baldur’s Gate II‘s visit to the Underdark. You leave the kingdom management behind for a more standard RPG experience in a tiered cityscape.

    Size-wise it’s about the same as the Prologue combined with Chapter I, and stands out mostly for some prominent difficulty spikes. You’ll have streetside encounters with spell-happy or insanely overleveled demons and quest-related encounters with overbuffed enemy after overbuffed enemy. It’s pretty unpleasant all things considered.

    The other main feature of this chapter is the actual area itself. Instead of having a static map the buildings will change position based on which way your camera is rotated. Personally I thought this was pretty cool, but there are more than a few who seem to find it infuriating. More unambiguously annoying is that the game expects you at this point to have someone who can repeatedly cast Dimension Door to reach all the otherwise inaccessible rooftops. Usually you’ll find loot (often pretty damn good loot), though in one case there’s a battle with random enemies and in another there’s a superboss.

    Honestly I found the entire experience draining and can’t wait to get back the world map so I can start moving my armies around again.


  • Pathfinder: WRATH of the RIGHTEOUS – Chapter III

    The third chapter is where the second half of crusade management is introduced and about 70% or so of the world map opens up.

    Basically it’s a much simplified version of Kingmaker‘s kingdom management. You get advisory councils made up of various party members which let you make decisions to raise different sorts of stats and/or recruit different units. Aside from overall army morale, you don’t have to ever worry about a stat decreasing here or encountering a negative event that will destroy your city if ignored.

    As for buildings, they all pretty much now either boost your army or resource gathering potential. So (after a Teleporter) you’ll want to build anything that increases resources or reduces costs first, followed by anything that increases recruitment for your preferred troops, and lastly anything that boosts those troops’ effectiveness.

    Exploration-wise it’s pretty much identical though, meaning that visiting areas in the ‘wrong’ order is quite possible and can have you running into challenges you’re not yet prepared for. You’ll want to focus on your mythic quests first (which may or may not be immediately available depending on path), followed by the Greengates and Molten Scar-related questlines (along with any companion quests that trigger). After those you can take on the dragon, Wintersun, and the Ivory Sanctum. Blackwater should be saved for last because the enemies there are quite a bit more powerful than anything else in the chapter.

    If you want to visit every area efficiently (which is far from necessary since most sidequests only show up after a certain amount of time has passed), then this order will clear the map in 2-3 weeks depending on resting habits:

    Ruins of Ashbury Hamlet, Temple of the Good Hunt, Ashen Grotto
    Shrine of Sacrilege, Greengates, Molten Scar, Pitfall (Reagents)
    Scrubland by a Bend in the River, Broken Cart (Reagents), Grimwood
    Sacred Lands, Bloody Trail, Artisan’s Tower, Wintersun
    Ravaged Longhouse, Terendelev’s Lair, Heart of Mystery
    Burned-Down Shack (Reagents), Befouled Barrows (Storybook)
    Knapsack on a Tree (Reagents), Core of the Riddle
    Remains of a Disgusting Feast (Reagents), Crimson Dust, Ivory Sanctum
    Makeshift Lab (Reagents), Legacy of the Ancients
    Petrified Traveler (Reagents), Blackwater, Bones in a Pool of Mud (Reagents)


  • Pathfinder: WRATH of the RIGHTEOUS – Chapter II

    The game‘s second chapter introduces the first half of the crusade management system.

    Basically, you get to control additional party markers on the world map independently of your own, each representing an ‘army’. You use these armies to destroy demon units and forts via tactical combat pretty much identical to the King’s Bounty games’. Each army has its own independent movement range (which doesn’t cause time to pass), and it gets refreshed each new day.

    So you pretty much want to go exploring/killing demons with your armies first, then follow-up behind them with your main party visiting all the locations they uncovered. The main exception is Leper’s Smile, which is located across the river to the north and can only be uncovered when right on top of it. It’s a nasty area full of swarm enemies that cause the confusion effect which you have to visit in order to progress the storyline. Then after that nasty area the Lost Chapel will eventually pop-up as a second nasty plot-required area where you may not have access to your whole party. For that location you’ll want scrolls of Death Ward and probably Haste if you can’t cast it normally.

    After those two locations the actual assault on Drezen is comparatively simple. You’ll want more Death Ward scrolls here, along with some Communal Resist/Protection From Element scrolls (2-3 fire and at least 1 acid) and Bless scrolls (for the Vrock spores). Also be aware that you won’t get the opportunity to loot the outside areas after you defeat the boss in the Command Room, so make sure to bring everything you want to keep/sell into that area.

    Overall this chapter is much more freeform than the previous one and the army combat offers an amusing diversion from the hectic mass bloodshed of normal encounters.