• Ys: Oath in Felghana, VI, & Origin

    People like to claim the Ys series is skill intensive, and to a degree it is. To a much larger degree however it’s luck-based; whether you win or lose a boss battle (assuming you’re not overleveled from grinding) often depends upon which moves they decide to use… which is partly random.

    Oath in Felghana is a remake of Ys III which has no notable connection to the first two games. It doesn’t do anything unexpected and only really stands out for having extremely quick combat, an awful storyline, and an inability to use items in boss battles. I finished Normal difficulty at level 51 with level 3 equipment in ~7.5 hours (not having bothered to upgrade any of the earlier equipment) and the most difficult fights were the two Dularn encounters (random homing swords are tough to dodge) and the 2nd Chester one (very few openings).

    The sixth main game in the series, Ark of Napishtim, changes things up a bit. The boost and magic functions have been merged, healing items have been added (which can be used in boss battles), combat is a bit slower due to the lesser combo ability, bosses are far easier (even the hidden optional boss is only difficult due to its high stats), and it’s not quite as linear. I finished it in ~8.5 hours, skipping that one optional super-boss, at level 50 with the red sword at 11 and the other two at 10 with practically no grinding required. The storyline is a bit better, but this time around does make some pretty notable references to previous games: The first Ys and Ys V (which currently does not have an official English translation).

    Remember that terrible final dungeon in the first Ys? Well Origin certainly does and wants you to run through it again not once, but three times with three different characters. Joy. The environs in this iteration are more varied though, which is nice, and mechanically it’s identical to Oath in Felghana with boss difficulty that lands somewhere between that game and Ark of Napishtim: They have the attack variety of Felghana‘s with the predictability of Napishtim‘s.

    The first character is Yunica, an extremely talkative Adol clone with very similar magic ability. I finished her story at level 50 with maxed equipment after ~6.5 hours. The second available character (Hugo) plays much differently, being a ranged fighter his attacks evoke Gradius‘ gameplay (and so combat is insanely quick). Finished his story after ~6 hours at level 50 with only the final equipment upgraded (SP went into raising magic & boost recovery). Toal is kind of a combination between the two gameplay-wise (insanely quick but next-to-no range) and his version of the story was completed after ~5 hours also at level 50 with only the final armor upgraded (you should max out Boost recovery). The general plotline is pretty bad, each of the individual stories features something incredibly dumb, and if you were to only play through the game once I’d suggest going with Yunica (her version is almost entirely stand-alone while Hugo and Toal’s are linked, Toal’s being the True End which leads into Ys I & II).


  • Rolling in the Deep & Into the Drowning Deep

    Seanan McGuire‘s Rolling in the Deep is basically a found-footage horror B-movie in novella format. You already know the end result from the very start so what stands out is the lead-up; the anticipation of ‘how’. And, unfortunately, like quite a number of stories in this genre the ultimate reveal is the part that’s lacking. Other issues would be the token deaf guy, the sudden comic-relief-like shift to the aggressors’ perspective, and the way the mermaid performers die so nonsensically.

    The follow-up to the above is Into the Drowning Deep, a full-sized novel which does not require having read Rolling. This is much, much better in practically all respects with the only real issues being the strange behavior of the captive and the inclusion, once again, of what appears to be token deaf characters (though to be fair, their presence here at least has some plausibility to it). The ending is also pretty open.


  • Rise: A Newsflesh Collection

    This is a collection of short stories and novellas which take place in Seanan McGuire’s Newsflesh universe. Some deal with events that occurred before the main trilogy, some take place afterward, and a few of them I’ve written about before (though that post was lost in the first accidental site-wipe).

    The first three stories are ones I had read before and cover the events of the Rising. Countdown is structured a bit like World War Z, Everglades is both extremely short and extremely bleak, and San Diego 2014 tells the emotional tale of the doomed final ComicCon attendees.

    How Green This Land, How Blue This Sea is fairly lengthy, taking place after the trilogy and revealing some of what’s been going on in Australia. It’s a solid all-around continuation to the series that fits in pretty well with what came before despite the somewhat severe thematic shift and abrupt ending.

    The Day the Dead Came to Show and Tell is mostly set during the transitory period when the school system was still adapting to the new reality of zombie outbreaks; it’s heavily weighted toward the topic of security theater and can become a bit heavy-handed at times. Meanwhile, Please Do Not Taunt the Octopus is a much more lighthearted tale (which is not to say it isn’t dark, because it is) that once again shifts the timeframe to post-trilogy and provides some closure to the previous story. It’s kind of exposition-heavy in the beginning and doesn’t really add much though.

    All the Pretty Little Horses and Coming to You Live are the only non-reprints in this collection. The former is again pre-trilogy (shedding some light on how Shaun and George’s parents ended up so mercantile) while the latter is post-trilogy, taking place after the earlier ones and expanding on the brief concern regarding the unknowns surrounding cloning technology that was brought up in How Green This Land. Though the first does a good job of filling that particular timegap, albeit unnecessarily, the second is pretty much completely unnecessary in all respects… which is not to say that it’s entirely unwelcome.


  • FULLMETAL PANIC!: Invisible Victory

    After once again thwarting Amalgam’s schemes Sousuke and Chidori have returned to their everyday student life. This peace is short-lived, as Leonard Testarossa soon re-appears with a warning: Amalgam is through playing, and no longer has any restrictions on using direct and overwhelming force to achieve their goals.

    An action-drama with thriller elements which picks up shortly after the events of The Second Raid. It requires familiarity with the first series at the very least in order to comfortably follow the developments.

    More Information:
    aniDB
    Crunchyroll
    Wikipedia

    Continue reading  Post ID 5486


  • Kidou Senshi Gundam: THE ORIGIN

    The sudden death of Zeon Zum Deikun from a suspiciously-timed heart attack triggers violent riots throughout the space colonies, leading directly to the formation of a new power which stands opposed to the Earth-based Federation government. Deikun’s two surviving children find themselves targets and are forced into hiding, eventually taking drastically different paths through life to end up on opposing sides of the conflict between the Federation and newly minted Zeon forces.

    A character-focused war drama laced with action scenes and reaction-based comic relief. It’s a prequel to the first Gundam series and can be watched without having seen anything else in the franchise.

    More Information:
    aniDB
    Hulu
    Wikipedia


  • DARLING in the FRANXX

    On a devastated world where vicious beasts roam the wilds, children called ‘parasites’ are grouped into male-female pairs in order to pilot the giant robots which keep the remaining bastions of civilization safe. Having failed the piloting test Hiro believes his life is over, but as one of the beasts attack the parasites’ graduation ceremony he suddenly gets a second chance when the mysterious horned beauty Zero Two accepts him as her ‘darling’.

    A romantic action drama with a moderate amount of comic relief (often ecchi-centric) and large number of sexual double entendres.

    More Information:
    aniDB
    Crunchyroll
    Wikipedia


  • BLADE RUNNER: BLACK OUT 2022

    The creation of Tyrell Corporation’s Nexus-8 line of replicants, which lack the limited lifespan of the earlier series, causes a massive backlash among the populace. With numerous Humanity First movements springing up to hunt down and destroy replicants using the corporation’s public registration listing, some decide to fight back by forming a plan to wipe out all traces of the registration data with the help of a targeted nuclear strike.

    An action-focused mini-sequel to the movie Blade Runner which helps set the stage for the movie Bladerunner 2049.

    More Information:
    aniDB
    Crunchyroll
    Wikipedia

    Continue reading  Post ID 5486


  • Shadowrun: Hong Kong

    The third Shadowrun Returns game once again enhances the mechanical and storytelling elements of its predecessor.

    The enhancements this time around are a bit more pronounced (massively improved matrix segments, a cyberware affinity skill, overhauled inventory management, a few noteworthy results for following certain NPC stories to the end), but they come with a trade-off of increased instability. I’ve seen inventory GUI corruption, repeating/blank dialog options, installing the Pain Editor making it impossible to raise Intelligence, a perpetual NPC movement turn softlock (opening the console with ctrl+f1 and using the verbose->hardsave option, then loading the save, will let you get around that particular issue), and broken Int checks in the bonus campaign.

    Gameplay is basically the same with the notable exception of matrix excursions; with its new makeover they often play like stealth sequences. The bonus campaign is a bit different though in that pretty much all of its missions involve unavoidable large scale combat at some point. So if you plan to eventually run through that you may want to avoid making a ‘face’ character who’s only focused on passing dialog checks.

    Some minor notes:
    – If you want the best cyberware money will be very scarce until the bonus campaign.
    – Max Charisma check is 7, to avoid a fight in the second to last mission and bonus campaign.
    – This time around Gang and Academic are arguably the most useful etiquettes.
    — Shadowrunner is useful in the bonus campaign.
    – You’ll always have access to a decker.


  • Iron and Magic, The Ripper Affair, & The Chemist

    Iron and Magic is the first of a new trilogy set within Ilona Andrews’ Kate Daniels universe. It always seemed strange that Hugh disappeared from the series so indirectly so it makes a certain degree of sense that he’d be spun off into a sidestory (taking place between Magic Binds and Magic Triumphs), but while I like the expanded world-building I can’t say that his personality overhaul into a more relatable protagonist is sold well at all. The romance is also an issue (it feels very much like a re-hash of Curran/Kate) and the story probably would have been better without it.

    The conclusion to Lilith Saintcrow‘s Bannon and Clare series does the reader a bit of a favor by picking up after an indeterminable time skip; whether you read it immediately following the second or years after you’ll be just as lost getting a handle on the new situation. Overall it holds up well however and so long as you liked the earlier books in the series there’s no reason not to pick this up one up as well.

    Stephenie’s Meyer‘s The Chemist, sadly, does not hold up in any respect. It’s a major step backward from The Host, with some severe believably and structural issues which unfortunately remind me of The Drafter. On the plus side at least the epilogue is amusing and it’s nice that she didn’t go for the cheap love triangle angle.


  • Hand of Fate 2 & Shadowrun: Dragonfall

    The second Hand of Fate game is essentially a slightly refined/expanded version of its predecessor. If you’ve already played that then you’ll know whether or not you’ll like this, and if you haven’t then you may as well just start here.

    As for its recently released DLC… well, you might as well grab that too. While the new cards aren’t really anything to write home about, the new companion is remarkably useful.

    Similar to the above, Shadowrun: Dragonfall is mechanically just a refined Shadowrun Returns and you’re basically paying for the base campaign. Which, granted, certainly does feature more roleplaying opportunities and choices than the earlier game. What’s a bit odd though is how most of the various NPCs in your central hub have evolving storylines which don’t actually go anywhere; they’re pure flavor text.

    A few quick things about it:
    – Your PC has to be a Decker to access everything.
    – Decking and Charisma don’t need to be higher than 6 for dialog checks.
    – The Security and Corporate etiquettes are both useful for avoiding annoying fights.
    – Bonuses (such as those from cyberware) can’t raise your stats above 11.