• Tag Archives Fantasy
  • 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.


  • That Time I Got Reincarnated as a SLIME #6-11

    Despite there being an Anime adaptation of this franchise currently airing, it seemed like a good idea to check out the light novel version while waiting for that to finish. Both because I was impatient and because the Anime is based on the manga version (the web novel, light novel, and manga versions each have their own quirks).

    Transferring over from the end of the Anime‘s 36th episode into the 6th and 7th novels, event-wise at least, is a fairly smooth experience. The main things of note are a difference in translation sensibilities (‘magic-born’ instead of ‘majin’ for instance), a much greater focus on RPG-like elements, and some minor character differences (e.g. Raphael being male, Rimuru’s personality trending more toward smarmy than carefree).

    The 8th & 9th books on the other hand stand out both for being a heavily food-centric two-parter and for introducing the series’ worst concept so far: Tempest’s Labyrinth. Just unimaginably stupid; this isn’t Danmachi. And, worst of all, Book 10 devotes its first hundred pages or so to more completely extraneous Labyrinth bullshit. I sincerely hope that the Anime completely cuts out everything related (if it ever gets that far).

    As for the 11th novel, there’s thankfully not really much to complain about here aside from the stage having being set for potential harem shenanigans later.

    Ultimately when all is said and done, while the LN version isn’t objectively bad, it’s notably worse than the Anime version to the point that I would strongly suggest sticking to that unless you really like the franchise or don’t mind reading something that ends up intermittently annoying.


  • ARIFURETA: FROM COMMONPLACE TO WORLD’S STRONGEST #5-11

    Although this franchise is getting a second Anime adaptation relatively soon, I decided to switch over to the novels since the (lack of) quality on display in the earlier adaptation makes it doubtful any continuation will end up any good.

    Happily, it seems the author is not one to pointlessly drag out their stories or cut corners. Less happily, it turns out that the content of the source material is pretty much the same as the content of the Anime. Meaning it’s a fairly stereotypical, if slightly more explicit, action-focused harem series with its one saving grace being not having an oblivious/indecisive protagonist. The Anime did leave out a number of things though, so I’m morbidly curious what the second season is going to do about Lily’s existence and the beastman city.

    Comparisons aside the story advances at a pretty brisk clip until you reach the end, where there’s a pair of two-parters. The 9th and 10th books cover the clearing of the last labyrinth while doubling as something of a character study, while the 11th and (eventual) 12th are the main plotline’s action-heavy climax.

    To be frank, I do not like the 11th book at all. Though the series as a whole has never given a shit about keeping consistent power levels, the constant stream of insanity present here goes well above and beyond what could be considered acceptable. It has no believability whatsoever, which robs what should be dramatic scenes of all tension. What the 6th novel pulled off this one unequivocally fails at.

    Which means I have little hope the 12th (and presumably final) book will end the series well.


  • So I’m a Spider, So What? #6-11

    Despite heavy misgivings, as I have a mixed history regarding young adult novels (and LNs are simply the Japanese equivalent of such), I decided to pick this series up at the point the related Anime ended.

    To my great surprise the transition from episode 24 over there to book 6 over here ended up nearly seamless. The only notable inconsistency is that the protagonist has more parallel minds, a minor issue which ends up resolved anyway by the time the 7th book starts. That 7th book however is a problem. While on paper it sort of works, if it were to be animated it would provoke reactions similar to ones War of the Underworld‘s ending got.

    For the most part this isn’t an issue because nothing important to the main plotline occurs for like 90% of the novel… but that last 10% covers the protagonist getting her human body. An event that can’t really happen without all the otherwise unrelated lead-up. So a hypothetical Anime continuation would have to shoot itself in the foot animating it faithfully, or come up with an Anime-original method for her evolution. It’s a no-win situation.

    The next three books return to the style of the 6th and are solidly entertaining. The 11th however….

    This book is another problem child, but notably more-so than the 7th: 95% of its content is focused on Julius. You remember Julius right? Shun’s idolized older brother who died. That’s right, nearly an entire book given to a character that lost all relevance something like six books back. What was the purpose of this? The only thing that comes to mind is that it’s meant to foreshadow some sort of development with the Hero’s Sword… but that was just one scene. You didn’t need to devote the whole damn thing to a dead character.

    The remaining content is some brief Sophia interludes in which she sounds exactly like the protagonist (who sounds exactly like the author). Being generous this curious personality shift could be attributed to the Envy skill… but considering the book is focused on Julius of all people I suspect the actual reason is that the author simply got lazy/lost sight of her character.

    Regardless, while there were some hiccups, overall I’d have to call this experiment a success. I’m definitely looking forward to the 12th book (the translated version of which will be released later this month) and in the meantime may check out some other Anime-related series that are unlikely to get an animated continuation any time soon.


  • FINAL FANTASY XIV – 3rd Char Conclusion

    Just maxed the last class on my 3rd character, meaning that combined with the previous two I’ve now maxed out all classes in the game.

    Dragoon is an annoying class because you have to constantly switch between two attack lines (if you want to keep your damage buff up) while simultaneously keeping track of your positioning. And it certainly doesn’t help that its questgiver is located out in the middle of nowhere. It has quite a few instant attacks however and ends up fairly decent at evasion once you get the hang of them. The party buffing abilities are a nice bonus.

    Samurai gives you a bit more leeway with your buffs (they last longer), but forces you to keep track of an expendable resource in addition to adding a 3rd (shorter) attack sequence. That combined with the focus on high skill speed results in a class that’s extremely busy and a real pain to play optimally. The main saving grace here is that there’s no need to worry about positioning. One other thing to note is that, unlike all other classes, its level 60 quest requires an ilevel of 200+ to beat.

    Paladin turned out to be a hybrid Tank/Healer; in addition to the standard suite of tanking abilities it also gets a strong single-target heal and some attack magic. The shield starts showing its worth once you get Sheltron at 35 and yeah this is definitely the class with the most survivability. It’s just generally good all around.

    Warrior is sort of odd. It swaps out some of Paladin’s defense for more offense, but that offense is quite limited and not really worth the trade unless you’re doing solo duties/quests. Personally I only ended up using it for PvP.

    Dark Knight has been my go-to tanking class and is quite a bit of fun. It’s magic themed, meaning it has some defensive abilities that only work against magic attacks (which I often forget to use) and uses MP to provide both more offense and more defense. The MP shield, Blackest Night, is fantastic and can even be used to defend the main tank if you happen to be off-tanking. Probably the busiest of the tanking classes though with all the instants and resources you have to keep track off.

    Finally we come to Gunbreaker, which is a hybrid Tank/DPS with a bit of Healer thrown in for some reason. The healing abilities aren’t anything to write home about (beyond that they’re instant), but its DPS-like attack combo makes it one of the more aggressive tanking options available thanks to having a relatively short cooldown time.

    Ultimately, tanking is quite a bit of fun and vastly preferable to playing melee DPS or (gods forbid) Healer. All you really have to worry about is keeping the boss faced away from the party (Hansel/Gretel fight excepted) and using defensive abilities if/when the boss uses a tankbuster attack. Most mechanics don’t even target you, and those that do will often barely hurt even if you mess them up. It’s great.

    One thing I have noticed however is that tanks on the Aether data center in general seem to absolutely hate having their tank stance on (presumably because it used to lower stats?). Meaning if you aren’t tanking there be prepared to get swarmed by adds during raids and have your healers blitzed if/when the MT dies.


  • FINAL FANTASY XIV – Tanking: First Impressions

    After more or less hitting the endgame wall with my first two characters I went and created the third and presumably final one a couple days ago (please excuse the lack of proper glamour; my funds are currently being funneled into leveling Armorer and I have none to spare on dye).

    This one is meant to cover the various tanking classes along with Dragoon & Samurai, and my first impressions regarding the tank role are quite favorable.

    I’m not sure why it’s not a more popular role considering it can both deal damage and survive situations that would shred your average DPS. Sure you rely upon the Healer in order to survive most Boss fights or larger pulls… but so does DPS (post-60 Red Mage being the occasional exception).

    Though I will grant that my initial experience with Gladiator has been underwhelming. The damage is pretty anemic compared to Marauder (let alone DPS) and the shield doesn’t seem to make much of a difference survivability-wise. I’ve been equally unimpressed with Lancer so far, seeing that as of level 30 it completely lacks any AOE attack and has the same attack range as other melee classes. What’s the deal with that? Enemy lancers have an early line-attack called Heartstopper… why don’t players?

    So Marauder has been my go-to class so far, featuring as it does both high defense and high damage.

    Going back to my second character for a bit, in the end I think I like it more than my
    ‘main’. While it lacks the self-sufficiently of RDM, Dancer is extremely mobile and easy to play. I’ve even come around a bit on Monk. Sure it can only hit things at point-blank range, but it hits things quite hard.

    I think my least favorite class at this point may be Machinist. It just… doesn’t really work. Something feels missing or out of place or something. It’s just uncomfortable to play.

    We’ll have to see how Paladin/Warrior/Dragoon, Samurai, Dark Knight, and Gunbreaker stack up down the road.

    Oh yeah, and now having experienced all 3 starting scenarios I can confidently say that Ul’Dah‘s is by far the most well integrated with the overall plotline (while Limsa‘s is the most disconnected). So start a new character in that city if at all possible.


  • FINAL FANTASY XIV: ONLINE – Second Character

    So I’ve been working on a secondary character for a while now to try out the Ninja, Monk, three ranged physical DPS classes, and Culinarian/Fisher classes.

    Ninja is an interesting class that boasts both melee and ranged options for attacks and does similarly well against both single targets and groups. The rub is that using all of these attacks requires quite a bit of clicking and memorization. You can’t macro the Ninjitsu attacks (or base combo) and if you try to perform them too quickly they can causing clipping and fail. So it’s moderately skill intensive.

    Monk is… kind of plain really. It just punches/kicks things at close range; no ranged attacks. That its damage over time attack is sort of hidden is also a mark against it. On the plus side you can easily macro the combos and it doesn’t require much manual dexterity to play. It does require a bit of memorization though, since some attacks are only effective from the sides, while others are only effective from the back.

    Bard is a mix of pure offensive and offense-focused support abilities. It can do solid single target and AOE damage while concurrently buffing your party members. It also has two damage over time abilities and a couple no cooldown attacks that can be semi-spammed (making it highly mobile). There’s really nothing at all to complain about here. Meanwhile, Machinist is a little strange. It’s actually better against groups most of the time since its single-target damage primarily relies upon using a (non-macroable) 3-part combo. Sure it has a bunch of instants, but (apart from Drill) they don’t really do much damage and in effect have longer cooldowns than the Bard’s. So it’s odd. Not bad… just… sort of weird to play.

    Dancer on the other hand is a ton of fun and vaguely like Red Mage in its mix of offensive and support abilities. It’s equally good against groups or single targets and has some pretty impressive high-damage attacks. I was worried that the ‘dancing’ mechanic was going to be like a QTE, but turns out its pretty laid back and simple to activate.

    Getting to the non-combat classes now, apart from some notable restrictions Culinarian is mechanically identical to the other crafting classes. Those restrictions being that it can’t repair anything, can’t craft Glamour Prisms, and can’t desynth its own creations (only raw fish). So it’s essentially flat-out worse. Speaking of raw fish, that’s what the Fisher class gathers.

    Fisher turned out to be quite a bit different from the Miner/Botanist classes. Mostly in detrimental ways. See, with fishing you can’t see what fish are in a gathering location until after you’ve caught them somewhere (and can never see your chances of catching them). Fishing also requires buying bait and/or lures, which take up inventory space. They take up a lot of inventory space. And even worse, Fishers can’t directly gather crystals (Culinarians can desynth fish into water crystals). So what are the benefits? Um… they have their own special ‘Ocean Fishing‘ leveling duty. That’s all I got.

    In other news I’ve also been playing daily Frontline matches. This PvP mode is pretty fun, seeing as how it’s both chaotic enough that tight teamwork isn’t necessary and matches tend to play out quite differently from one day to the next. I’ve avoided The Feast (too competitive/teamwork heavy) and Rival Wings (reeks of DotA) so far though, and will probably continue to do so.

    The experience this time around overall has been much smoother since I’ve been skipping any sidequests that don’t give equipment rewards or unlock something. Sure the tons of exclamation points on the map are annoying… but actually completing the quests would be more so.