• Tag Archives Fantasy
  • Wildermyth

    Picked this game up around the same time as Gordian Quest.

    It’s more of a conventional tactical RPG with multiple storyline campaigns (featuring branching options) along with a randomized campaign function. That said, it also has a roguelike feature in the ‘legacy’ system. Basically, every time you clear a campaign the heroes used get saved and you can upgrade their ranks. Then you can re-use those heroes in legacy campaigns (storyline campaigns apparently require making new characters).

    The storytelling and questing aspects are extremely well done (if a bit odd in their comic panel presentation) while the combat is perhaps unfortunately a little simplistic with only three classes to choose from. I do like how the mystics can interact with the terrain though. That was an inventive touch.

    Basically what it comes down to is if you’re in it for the roleplaying then this game has quite a bit to offer you. If you’re looking for tactical complexity however you’d be better off looking someplace else. It may also be wise for those with a strong aversion to time limits to avoid, as time plays a fairly large role here… though I personally didn’t fine it onerous.


  • Gordian Quest

    Picked up this game on sale sometime last month, and it turned out to be a pretty good deckbuilding tactical RPG reminiscent of Slay the Spire.

    While that game’s a pure randomized roguelike, this has an actual story mode to it that plays out like a conventional tactical rpg. It’s also got tons of characters (each with three different decks to mix and match skills from), a wide variety of equipment (both randomized and static), and a ‘relic’ feature which lets you unlock permanent buffs to use across playthroughs.

    Finished the main campaign with a team of Jendaya, Alphonse, and Bertram. Artificer Jenda basically just set things on fire while the golem punched them and wasn’t particularly impressive aside from the Seismic Wave card. Headhunter Alphonse on the other hand is a beast if you go with his Assassin deck; Swift Kill and Assassinate with card draw and a 10-12 card deck results in a non-stop wave of death. I had Bertram go with Artillery, and that seems to have been a mistake. By the time the turrets got a turn Alphonse and the Golem had basically already killed everything.

    Some things to keep a look-out for are low level attribute, power, and resistance runes. Once you get to Act III they can be upgraded with Magic Dust (keep an eye out for this as well). Don’t forget about using your various maps to trigger exploration minigames either (visit Kyreal), as that’s basically the only place to find wandering vendors with otherwise rare/inaccessible upgrade items like Soul Sparks and Chromatic Shards. And don’t forget about Camping, since you can get 2 ‘free’ card upgrades per instance.

    Only other thing of note is that the last boss is pretty damn nasty. You’ll want to have as many buffs as possible along with high Chaos resistance and/or a bunch of health potions to deal with her waves of damage that trigger every 10 cards you play.

    So all-in-all it was an enjoyable experience, even if I did start to get a little burned out at the start of Act II.


  • Wasteland 3 & Triangle Strategy

    I picked up Wasteland 3 quite some time back on a whim, despite not being particularly fond of its prequel. Played up through clearing the Bizarre location, then put it down to potentially continue later… which occurred around the time I was playing Cyberpunk. So at this point I can safely say I’m not going back to it.

    It’s okay I guess? There’s just this weird balancing issue where you kind of have to max out a couple unique skills on each character as quickly as possible to progress smoothly, while your attribute progression will basically be identical across all characters. I’m not really a fan of the midwestern flavor either.

    Another game I was playing at that time was Triangle Strategy, which I ~think~ I heard about on some forum or other. And as with Wasteland my interest just kind of drained away one day for a similar reason: While the game boasts non-linearity in its storyline decisions it has extremely rigid character upgrade options. You can’t change a character’s equipment and their ability upgrade trees are ~75% generic attribute increases, which gets boring real fast.

    It’s damn near criminal that Final Fantasy Tactics continues to remain one of best examples of a complex, large-scale tactical RPG.


  • The City of Brass & THE WORLD’S FINEST Assassin #5

    S. A. Chakraborty‘s first Daevabad novel, The City of Brass, is rather strange. Pretty much all of the factions involved are terrible in some manner, while the faction the book seems to want to get you to sympathize with by the end (the Daeva) is arguably worst of them all. Character-wise it isn’t much better: The protagonist flip-flops between being highly intelligent/cunning and self-destructively moronic seemingly at random, while the primary love interest is an emotionally erratic, violent bigot.

    If it were a little more consistent in its characterizations or a little less uniformly terrible with its faction behavior I’d say it’d be worth checking out for paranormal romance fans. As it is though it’s just too uneven to recommended continuing the series.

    Something else that can’t be recommended is the 5th Ansatsu Kizoku light novel. I thought the third was bad (it is) but this one blows it out of the water. Just horrific event progression all-around to the point I’ll be dropping this series as well.


  • ARIFURETA #12 & So I’m a Spider, So What? #14

    The 12th Arifureta novel is unexpectedly not the last in the series (if the afterword is to believed, the 13th will be)… that said, it does wrap several things up and expand upon a few things mentioned in passing earlier with all that’s left being the Hajime/Ehit confrontation. While better than the previous novel it ultimately feels like a stalling action however, and I would suggest holding off on reading it until the conclusion is available.

    Kumodesuga‘s 14th entry is also a bit unexpected in that it spends something like half its page count on detailing the world’s pre-system history and Ariel’s past in particular rather than advancing the timeline much. It does advance a bit though, enough to provide a conclusion to the Potimas conflict at least. The actual conclusion of the series will apparently be spread out over two more novels which were originally released within a month of one another. So here’s hoping that stays true for the translations as well (although ideally I’d prefer they be released as a single novel).


  • House War #4-8

    The fourth House War book picks up right from the point Jewel left the narrative of the Sun Sword series. And if you haven’t read that series you will definitely end up lost here.

    It and the fifth book are pretty similar in style to the better of those novels so there’s not really much to complain about with either aside from the ever-stronger parallels to the author‘s Elantra franchise. I’ve never really understood why authors will write multiple ongoing stories concurrently since they will almost inevitably bleed into one another.

    Oracle being a good example. This is where things start to seriously diverge from the Sun Sword narrative and become ever more Elantran, with a heavy metaphysical focus. The other key difference with this book is that Jewel gets shunted into a tertiary role while Jester and Finch take center stage.

    Once again, if the foreword is to be believed, the series finale was split into two books. The first, Firstborn, is a bait & switch. The cover and synopsis give the impression the focus will be on Carver/Ellerson, but it’s not. They have about as much page time as Jewel did in the previous entry. Instead it primarily concerns itself with Jewel’s mostly pointless metaphysical travels. Frankly, both Carver’s situation and this book in general both come across as filler. There’s not much to justify either’s existence.

    With that out of the way the action finally reaches its climax in War. I can see what they were going for here, but there are so many points of view to jump between that instead of building tension it just builds exasperation. If this were to be made into a live action series you would have to do a 5-way split screen to properly ramp things up, and that’s just not possible to do (at the length this requires) in text format. That said, the end result certainly isn’t as disappointing as Sun Sword‘s; aside from the catalyst for Jewel’s decision events conclude fairly well.


  • The Riven Shield & The Sun Sword

    The fifth book in Michelle Sagara/West‘s Sun Sword series was allegedly supposed to be the last, if the foreword can be believed. Curiously though it does not come across as the first half of a whole or as something unnaturally extended. It’s remarkably self-contained in its momentum and makes the long, long lead-up worth the time spent.

    The follow-up, however, isn’t anywhere near as good. It barely even feels related. There’s a disjointedness about it along with a lack of decisiveness… rather than being concluded, events merely feel delayed. It’s very anti-climatic in practically all ways.

    Well, here’s hoping the rest of the House War series makes something of it.


  • That Time I Got Reincarnated as a SLIME #13 & In the Land of Leadale #4-5

    By the end of the 12th TenSura novel I was feeling somewhat disenchanted by the series. A mood that its follow-up did not immediately lift. It starts out rather slow unfortunately with far too much time spent detailing the technical aspects of the Empire’s tanks/airships. Once the limiter gets removed though it picks up quite a bit, ending up one of the more entertaining displays of utter domination. The Dwarf interlude and epilogue stand out in particular.

    The English versions of the Leandale no Daichi nite novels sadly do not quite match the quality of the Anime adaptation. Partly (mostly?) because the publisher seems to have used their editing B-team. Not only is there a bad case of ‘same voice’ but there are quite a number of typos/mistakes as well. Even worse, the end of the 4th book and beginning of the 5th blatantly contradict.

    How do you get “To my fiancée” from “Name her” (the latter being the correct phrase)? Was there no proofreading at all?

    Content-wise however I’d say they’re pretty comparable, with the only notable exception being the abnormally large food focus. Because of course there’s a food focus. Only other thing to note is that the transition from the end of the Anime to the start of book 4 is not a smooth one since the former only adapts half of book 3. This is not an issue for that 4th book (since it includes a recap) but appears to be one for the 5th, which prominently features re-occurring characters who did not appear in the Anime.


  • FINAL FANTASY XIV – 5th Character & Patch 6.1

    Originally, the plan had been to create the 5th (and final) character on the new Oceania data center. The lackluster connection quality unfortunately made that option unviable though, leaving the remaining choices of creating one on the European Light data center or waiting for the upcoming data center expansion. A choice I put on hold.

    Then along came Patch 6.1.

    In addition to making some rather significant changes it just so happened to mark the Light DC’s Lich server as ‘preferred’ (meaning new characters get double XP for an extended period). Making it the perfect opportunity to round out my character selection. This dovetailed nicely with the revisions made to various early-game dungeons, giving me the opportunity to play through them naturally.

      Said changes range from minor to pretty major:
      Copperbell Mines seems shorter than it was and now the bosses are pretty straight-forward. They got rid of the annoying loitering bits, but the end result feels unfinished.
      The Thousand Maws of Toto-Rak was also shortened (by quite a bit), but the bosses remain basically unchanged. This results in being painfully aware of how half-assed the first two are.
      Haukke Manor only had its final boss altered (aside from the welcome addition of a new teleporter) and the change merely makes it slightly easier. Presumably because NPC party members wouldn’t be able to turn off the lanterns.
      Brayflox’s Longstop also had a final boss change for the easier; no more poison pools that let it regen health. Again presumably because the NPC tank wouldn’t be able to pull it out of them. It also has less roaming enemies in the swamp section.
      – A trait it now shares with the Stone Vigil dungeon, which in addition got a mid-boss overhaul. This change I have to say is unequivocally for the better, since the old fight was weird in that the tornado attack could make it impossible to interact with the cannons.
      – The formerly repeatable Cape Westwind trial meanwhile has been transformed into a one-off single-player duty. What was once the fastest trial is now a 3-phase slog. At least it makes all those comments about him being one of their best warriors have a bit more weight.
      Castrum Meridianum meanwhile has been massively shortened; in literal size, quantity of players, and number of unskippable cutscenes. Frankly, I think it’s been cut far too much. Only having one shield generator to destroy just makes it feel incomplete.
      – Finally we come to the Praetorum. What was once a nearly hour-long stop & go affair has been chopped up into 3 pieces. The first ends with the Gaius fight and for the most part feel decent enough. The only real problem being that the armor-riding sequence feels much too abrupt/unfinished. The second consists of the 2-phase Ultima Weapon fight which isn’t much different from the previous version. The last piece is the Lahabrea fight, which has been spun-off into a single-player duty with a really dumb ‘death’ scene thrown in for no apparent reason.

    All-in-all I can’t really say the changes were mostly for the better. Though I do suspect a few were necessary to get the new NPC party option to work efficiently.

    The other noteworthy addition in this patch (besides the new alliance raid, which is notable for not having any trash-mob pulls) is the PvP overhaul. Every class now has a completely rebalanced (and reduced) assortment of abilities while crowd control resistance has been removed.

    What this means for Frontlines is that battles are even more random then they used to be, with it now being possible to wipe out an entire team with a couple limit breaks. Not sure how Rival Wings is affected since I’ve never played it and never plan to. As for the Feast, it’s been completely replaced by new Crystalline Conflict matches.

    I’ve played quite a few of these by now (2 characters at gold rank, 3 at silver, 4 have the archfiend armor) and it seem like they generally go one of two ways: Either you utterly crush the enemy in the first minute or so, or your team can’t damage a fly and you lose horribly. Teamwork is important, but not exactly crucial like it was for the Feast. So long as you know basic things like ‘focus on the white mage’ and ‘retreat when heavily outnumbered’ you can generally do well.

    A pretty eventful patch all things considered.


  • Elden Ring – Mountaintop of the Giants & Sidequest Areas

    Noskella ended up pretty much the same as Nokron, just with a much easier boss fight. Deeproot Depths, similarly, doesn’t have much of note danger-wise (although the boss fight is tougher since you don’t have access to your horse).

    After those two areas it seemed I’d been worrying for nothing… but then I arrived at the Lake of Rot. This location is extremely unpleasant. Both because of the unavoidable scarlet rot soup you have to wade through (which will trigger rot in ~10 seconds even if you’re in full mushroom gear with double Immunity talismans) and because the enemies hit quite hard. The area’s pretty small though and the Dragonkin boss can at least be drawn over to the cliffside where you can safety pelt it with ranged attacks from above (good luck fighting the Tree Spirit though; I ended up skipping it).

    The last sidequest location at this point happened to be that formerly unreachable plateau in southwest Liurnia. Not much up there really besides a pretty nasty evergaol fight. That one took awhile, though not as long as the Crucible Knight one since at least this enemy could be easily staggered.

    Once all that was done I was level 121 (Vig 40, End 25, Str 12, Dex 50, Fai 23, Arc 30) with Reduvia +9, Great Knife +20, Eleonora’s Poleblade +8, Nightrider Flail +20, Serpent Bow +8, Dragon Communion Seal +7, Mimic Ashes +10, Fanged Imp/Greatshield Ashes +9, and Ancestral Follower/Jellyfish Ashes +8.

    Now it was time to tackle the Mountaintop of the Giants, which I’d heard was where the game took a nosedive. Personally I don’t see it. The area’s pretty unique and apart from the oddity of seeing a bunch of enemies from Caelid here nothing felt particularly phoned in. In terms of danger the only location that stands out is Castle Sol, which features spectral versions of those windy knights found in Stormveil. The boss fight features them as well and stalled my progress for some time (Greatshield summon reliably distracts the shield knight and boss, but the twin-greatsword knight kept murdering me).

    Once the Fire Giant fell (don’t see why anyone would have trouble with him, he’s just a 2-legged dragon) I was level 131 (End 30, Arc 35) and now using Rivers of Blood +9, Wakizashi +23, Dragon Communion Seal +9, Mimic Ashes +10, and Fanged Imp/Greatshield/Ancestral Follower Ashes +9.

    After a quick trip to kill Rykard (who is in fact quite hard for a melee character if you don’t use the special spear it wants you to use) and before moving on to the the penultimate area, there was one more sidequest location to visit: The Consecrated Snowfield, which in turn allows access to Mohgwyn Palace and the Haligtree.

    The snowfield comes across very much like a DLC area with all the endgame materials strewn about alongside the bizarre palette-swapped bosses. It’s pretty bad and half-assed really. Surprisingly not all that dangerous though so long as you don’t try to fight everything you come across head-on (or at all in some cases). Mohgwyn Palace meanwhile is extremely dangerous since its basic enemies hit quite hard and the giant crows in particular will chase you forever. Fantastic place to grind for Runes though, if that’s your thing.

    With those cleared it was finally time to visit the Haligtree. Heard lots of horror stories about this location… and it absolutely lives up to them. This is just a real dangerous location all-around, whose only saving grace is that most of the trash mobs are easy to kill. The boss in particular is nastier than most in that she can both heal-on-hit and has a brutal 3-second, staggered, multi-hit combo that will basically kill you if any part of it connects. Allegedly there’s a fancy way to dodge this with 100% reliability… but you’d need bullet-hell reflexes to pull it off in the given timeframe. Better to have her use it on your spirit summon, or hit her with a Freezing Pot when she starts floating, instead.

    Then the second phase starts.

    She gets her health back and starts off with a meteor strike that, incongruously, you have to run toward to avoid. After that it pretty much plays out the same as before, except she might do one of several instant-kill moves after floating upward. It’s real unpleasant overall. Took about 10 or so tries to beat her at level 156 (Vig 60, Arc 40) with Mimic Ashes +10, Rivers of Blood +10, Wakizashi (Arcane) +25, Dragon Communion Seal +10, Swarm of Flies, and Freezing Pot & Raw Meat Dumpling on my item wheel. Also had Nightrider Flail +25, Serpent Bow +10, and Fanged Imp/Ancestral Follower Ashes +10 by that point.

    All that’s left now is Farum Azula and the final boss rush.