• Tag Archives Fantasy
  • THE LEGEND OF HEROES: Trails of Cold Steel IV

    Picking up shortly after where the prequel left off, this conclusion to the Cold Steel series of games is structured similarly to ToCS II.

    Once again you have to wander the (mostly previously visited) countryside to gather up all your scattered allies with the specter of war hanging in the background. While the repetition is less than welcome, particularly when certain quests have you revisiting an area you just revisited, the game manages to avoid the more annoying (both plot-related and mechanical) pitfalls that so plagued that second game: Instead of having boss fights you ‘lose’ despite winning, it has boss fights where your goal is to reduce the enemies’ HP (which is thankfully not bloated here) by a certain amount.

    Marketing-wise it’s a bit misleading however, as you don’t actually get to play as the Trails in the Sky or Crossbell characters much (and the former in particular are pretty bare-bones on Crafts). For most of the game you ‘only’ have access to the Class VII characters, both old and new, alongside a couple semi-guest characters that won’t be available for the final dungeon… though that’s still quite a selection to choose from even if Millium is unavailable for obvious reasons.

    As far as storyline development goes, I’d guess this stands out more for wrapping up some long-running Trails in the Sky character arcs than concluding Rean’s storyline. If anything, Rean’s situation is kind of open-ended. A particularly weird thing considering how prominent the series’ relationship aspects are… although I suppose they didn’t really have a choice considering that there’s apparently at least one more Legend of Heroes story arc on the way and they couldn’t very well reference every possible romantic coupling in future games.

    To be honest I’m kind of burned out on the series at this point and will probably end up skipping the Reverie epilogue much like I had to end up skipping Trails in the Sky 3.


  • Grim Dawn: RoT Mod Revisited

    So despite my earlier comments I decided to take another character through the Reign of Terror Mod. An Assassin/Nightblade this time, as Assassin was one of my favorite D2 classes.

    My opinion regarding the lack of balance didn’t change in the early game; if anything it hardened due to how much more powerful Dragon Talon was compared to the other starting attack abilities. But then a funny thing happened after unlocking Claws of Thunder… all my memories of blazing through D2 insta-gibbing hoards of enemies with janky abilities came rushing back the moment it triggered.

    Like, the unbalanced builds and items are the entire point of the game. Strange how I forgot that.

    Just to properly compare, I also ran my Deceiver and Druid builds through Elite (after slightly revising them, different gun/boots for the former and components/devotions for the latter) to avoid looking at unmodded GD through nostalgia glasses. And ultimately I still like base GD a whole lot more: The enemy variety, class/build variety, (semi-) reactive quests, destructive environments, and the extreme amount of work that went into balancing all the various items and abilities against one another.

    Not sure now whether I want to drag my remaining six post-Normal builds through Elite, try out the RoT’s Barbarian class (one thing I loved about D2‘s Barbarian was that it could dual-wield 2H weapons), or try something ‘new’.

    Basically, I’ve reached the point where I can’t really theorycraft new builds without stepping on the toes of my existing ones. So I thought I might try out a sort of roguelike approach to the game. Essentially start a new Hardcore character, then pick the first class based on whatever abilities the first epic drop has and second class based on the abilities of the first legendary.

    Could be interesting… or could be aggravating. I think the most annoying part would be having to wait for level 50 (the point legendaries start dropping) to pick up the 2nd class, but then again it might give me a reason to use abilities and ability combos I normally wouldn’t. I guess we’ll see.


  • Grim Dawn: Reign of Terror Mod

    Some time back, either earlier this year or last year, I had the urge to replay Diablo II. So I did… only to find that compared to Grim Dawn there was just too much missing in the quality of life department. Flash-forward to this week where I discovered the Reign of Terror Mod, which aims to re-create the first two Diablo games.

    A goal it succeeds at remarkably well. Perhaps a bit too well.

    While there is indeed no need to deal with equipment repair, lack of consumable stacking, slow health/mana regen, nor lack of stash space or respec options while playing this Mod, some of D2‘s less pleasant aspects are still faithfully imported. Namely the issues of massively oversized maps full of trash mobs (particularly damning in Acts IV-VI) and Hero monsters being inexplicably surrounded by 6+ ‘Minions’ with 5-10 times the health of other enemies. There’s a damn good reason Maphack was a required utility when playing back in the day and it wouldn’t have hurt anything to scale down the map size by about a quarter.

    Annoyances aside I ended up hacking & slashing my way through Normal difficulty (unlike base Grim Dawn the Veteran option here is an actual hard mode option which should be avoided by new players) with a 50/50 Amazon-Arcanist combo. Ended up at level 55 with 33 Devotion points; Wraith, Candle, Quill, Chariot, Widow, and Vulture. Main skills being Lightning Strike, Elemental Exchange, Overload, Mental Alacrity, and Inner Focus, with Inner Sight and Valkyrie at half-max (including item bonuses). Elemental Balance, Sphere of Protection, Conversion, Arcane Will, Star Pact, Critical Strike, Retreat, Elemental Strike, and the Dodge line all at 1 point (pre-item bonuses).

    My biggest complaint, aside from the map size issue, ultimately ends up being a notable lack of balance. Once you get the Horadric Cube and can make your first level 20ish runeword weapon, basically every non-set drop becomes worthless; I used the Serenity Spear (a level 22 craftable item) straight through Baal, Diablo, and hoards of level 50+ monsters no problem. Attack/Defense ratings also seem to be out of wack. You basically need 1k in chapter II, 1500 in chapter IV and over 2k by the end of VI. Those are insane numbers for normal difficulty. Particularly considering you don’t have access to equipment augments here.

    To have any chance of hitting anything, you’ll have to rush your class’ base Attack-boosting or Defense-reducing skills (for me that was Overload and Inner Sight). That in turn puts a damper on your damage output and defense, making much of the early game a stop-go affair of blazing through most trash mobs only to suddenly get nearly 1HKO’d by a particular monster type or Hero pack (meanwhile main bosses are just massive damage sponges). Which brings me to a couple other legacy issues: Mana Burn and damage-immune enemies.

    Diablo II didn’t have an extensive resistance reduction system and featured enemies that were completely immune to particular types of damage. Grim Dawn in comparison does have a complex RR system which let’s you exclusively focus on one damage type above all others along with a ton of conversion abilities to support it. You could even say the entire game’s built around that concept. This Mod disregards that and includes the damage-immunes, which can result in even more momentum-killing tedium.

    And then there’s Mana Burn. Why would you faithfully re-create such a massively unbalanced aspect of the game? There’s no rhyme or reason behind which enemies have the ability, the player themselves can’t use it or defend against it, and quite a number of enemies inexplicably being immune to mana leech only compounds the issue. It’s thankfully not present in Act VI (the D1 re-creation), but that only makes the hassle of the previous chapters all the more galling.

    At this point I don’t think I’m going to replay it until the apparently intended (based on the ‘to-do’ list) item balance overhaul occurs. Possibly not even then since while it’s certainly better than the base Diablo II experience, it’s notably inferior to the base Grim Dawn experience. Honestly I’d probably like a Mod that balanced the D2 classes and items to match GD‘s content a whole lot more.


  • Children of Zodiarcs

    This game stands out from other tactical RPGs in two main respects.

    The first is that most of a character’s available actions are determined by a personal customizable card pool (Draw Cards and Guard are always available). Characters unlock new cards as they level and you can mix and match which cards you want to include. Which is good since, as with most card-based games, each deck should be kept as small as possible to increase the chances you’ll have the most useful abilities available at any given time.

    The second is that every action gets modified by a die roll. Every time you take an action you get to roll any bonus dice associated with the card along with any dice you have equipped; unlike other games, rather than getting money or weapons/armor as battle spoils you get new dice. Effects from this roll can range from increased effectiveness, to bonus effects, to free healing or card draw, to getting an additional action. So, unless you’ve been debuffed with bad dice, the die roll will never make an ability worse.

    This is a somewhat novel approach that, at least at first, feels fresh without being overly random. The issue is that after awhile (the start of Chapter 2 for me) battles end up feeling pretty same-y since you’re effectively always using the same abilities and hoping for the same bonus effects on die rolls. Compounding this issue is that the characters are pretty one-note so far and the storyline’s just a string of sequential ‘go steal item X’ directives. Maybe it gets more interesting in later chapters, but I’m uncertain at this point whether or not I want to keep playing to find out.


  • desktop dungeons & UnderRail

    Desktop Dungeons can loosely be considered a combination of Darkest Dungeon and RuneStone Keeper. Like the former you play as an administrator overseeing an upgradable village supported by an infinite number of generic adventurers, and like the latter the main gameplay consists of taking a single adventurer through randomly generated puzzle-like hack&slash-focused dungeons.

    The problem I ended up having with it is basically the same problem I had with RS Keeper; puzzle-like gameplay + randomization adds up to annoyance more often than not. Add on to that the point of hack&slash gameplay being to turn off your brain and you get a game that’s somewhat self-contradictory to play.

    In comparison, Underrail is a conventional turn-based RPG in the vein of Fallout that’s quite thematically consistent in its goal of being an old-school resource-management hassle. To be honest I didn’t get very far into it at all, quickly dropping it when I realized enemies respawned but health had to be restored in town. The thought of going back and forth to kill the same group of molerats while fiddling with inventory/ammo management simply didn’t appeal to me at all.


  • The Broken Crown & The Uncrowned King

    Prologue aside, The Broken Crown takes place ~16 years after the author‘s third House War book. As it was written over a decade earlier, jumping from that novel to this one results in a few continuity-related oddities where Jewel’s past is concerned.

    Which ends up not much of an issue at all since very little of the story is told from her point of view. Instead it’s set in the southern lands, focusing on a rotating cast of characters each with different goals. Aside from that lack of protagonist what makes this book stand out is a persistent aura of dread; both the first and last third are thick with the suspicion that everything is about to go wrong for the characters who have managed to find some semblance of happiness. And it does, yet when the implied events finally occur they somehow end up feeling… mundane?

    The Uncrowned King on the other hand is set in the Empire and has Jewel as one of the main point of view characters. It’s much closer in structure and mood to those early House War entries than Broken Crown, which makes the backstory differences a bit more jarring (it also makes it easier to read for extended periods). The only real complaint I have is how it ends up treating Kiriel. Her heritage, power, and struggle against that heritage are everything that makes her interesting, everything that sets her apart from the other characters. Why would you go and throw all that away to deus ex machina her into a (mostly) powerless human?


  • House War #1-3

    Michelle Sagara‘s House War series starts off both reminiscent of and extremely different than her Elantra series.

    The first book (The Hidden City), though it certainly doesn’t shy away from dark/explicit topics or events, in general tells the uplifting story of someone building something for themselves after having lost almost everything. You can see hints of Elantra‘s Kaylin and Severn in the two protagonists and a bit of similarity in the layout of the cities, but for the most part the world and characters created here stand on their own. What really sets it apart from that series though is that it never gets bogged down in metaphysics or abstracts.

    City of Night follows it in much the same way The Empire Strikes Back followed its prequel… which is to say that it tears down much of what Hidden City built up. This is a very dark book centered on both despair and necessary sacrifice. While it ends on what could be considered an optimistic note, the actual path traveled to get there is littered with loss.

    The third then decides to strike a mood balanced between the two previous entries. Again we have a tale focused on building a new life from the ashes of an old one, but one interspersed with quite a bit of frustration and some trauma (although it’s mostly side characters facing the trauma here rather than the central group). Ultimately I think it wraps things up too well. Too conveniently. While I’m glad to not have a repeat of Elantra‘s re-occurring etiquette and social class subplots, having everyone fit in so well strains credibility.

    It will be interesting to see both how this will get to where it needs to get to match its prophesized events and how well it ends up integrating with the author’s earlier Sun Sword series.


  • Solasta: Crown of the Magister

    Much like Icewind Dale, Solasta is a low-level D&D campaign focused primarily on combat.

    While the implementation of the 5e ruleset is remarkably good, particularly in regards to movement and reaction abilities, the game suffers from a lack of party diversity; you can only have 4 party members, there’s no multiclassing, and the Barbarian, Bard, Druid, Monk, and Warlock classes aren’t available.

    There’s also something of a lack of equipment variety, party due to this being a low-level campaign (meaning relatively little money with +1 enchantments being the norm) and partly because a lot of stuff is locked behind Faction relationship levels. So you kind of need to use crafting to get the most out of whatever party composition you go for.

    I ended up playing through with a party consisting of sword/shield Paladin (never do this), a 2H-Spellblade (decent-ish), a Marksman (okay), and a Shock Arcanist (pretty good).

    As it turns out, having a Paladin use a shield is a terrible idea for the simple reason that nearly all of their spells need a free hand to cast (2H weapons are fine since you can temporarily hold them with one hand). The Spellblade meanwhile suffers from a severe lack of defensive and melee-touch spells, but ends up remarkably mobile for a Fighter. Ranger is useful mainly for the Goodberry and Hunter’s Mark spells (the Marksman specialization didn’t add much)… although running a Greenmage might be a better idea in the end… and I have no complaints regarding Wizard’s Shock Arcanist variation.

    Putting aside mechanics we now come to the game’s primary flaw: Its storyline. The plot is… generic at best, while the character interactions and dialog in general are atrocious. Fortunately, unlike in Iron Danger, you don’t actually have to pay attention to any of that and can easily skip through it all.

    So is the game worth picking up? If you like turn-based D&D combat and are willing to sort through a bunch of Mods to enhance variety, then by all means. If you want roleplaying choices and engaging developments however it would be best to avoid it.


  • Over the Woodward Wall & CAST IN CONFLICT

    I’m unsure why Over the Woodward Wall, written under the alias A. Deborah Baker, is not a part of Seanan McGuire‘s Wayward Children series. In all ways that matter it’s pretty much identical to those books… so why did she invent a new alias just for this? To trick people who hated that series into thinking it would be more like Middlegame instead?

    Whatever the reason, I’d suggest avoiding it unless you love Wayward Children and/or enjoy paying $12 for less than 200 pages of story.

    Michelle Sagara‘s 16th Elantra novel goes in an unexpected direction from where Cast in Wisdom left off. I had thought it would focus on the protagonist learning to read her marks, but it instead centers on semi-completing Bellusdeo’s character arc and reducing the number of directionless Cohort members laying about. Though to be fair it also introduces a new character who looks like they’ll help quite a bit in the ‘deciphering marks’ department.

    So it’s… more of the same I suppose? Which, at least as far as I’m concerned, is a good thing.


  • Blood Heir & So I’m a Spider, So What? #12

    I actually read Ilona AndrewsBlood Heir way back at the end of May and just never found a good time to bring it up (since I like to have at least two books to talk about before making a post).

    It’s… okay I guess? It picks up from where the Kate Daniels series left off following a pretty large timeskip with Julie as the new protagonist. Events are what you’d come to expect from the franchise, walking back some of the more ludicrous developments of Magic Triumphs, but the romantic developments can’t help feeling like yet another replay of the Curran/Kate relationship.

    The 12th Kumodesuga novel meanwhile answers the question brought to mind by the 11th. Why did that novel focus almost entirely on Julius? Because this one covers the events surrounding his death in greater detail… not that greater detail was needed. Nor was it necessary to devote 2 chapters or so to the two least interesting people in his party.

    Meaning that overall this 12th entry is highly disappointing. Not quite so much as the 11th, but it’s definitely the second worst book in the series I’ve read so far and probably best off skipped entirely (along with its predecessor) on any re-reads.