• Tag Archives Fantasy
  • Dungeon ni Deai o Motomeru no wa Machigatteiru Darou ka III: FAMILIA MYTH & MWZ: MAGATSU WAHRHEIT ZUERST

    After the massive disappointment of the previous DanMachi season, my expectations going into this third season were rock-bottom. So the fact that it actually manages to advance the shadowy background Guild plotline and recapture some of its earlier momentum came as quite a surprise. Unfortunately… that plotline turned out to be incredibly dumb, executed in the most hamfisted manner possible, and arguably wasn’t even properly resolved.

    So I would say the end result is watchable, but only just.

    Magatsu Wahrheit Zuerst on the other hand has a well thought-out story with remarkably nuanced characters. Attributes which are particularly impressive considering it’s based on a smartphone game. The problem here, aside from a slow start (a notable contrast to DanMachi III‘s rushed start), is that the end is really the beginning of a story that will almost certainly never be told.

    So whether or not its worth watching will depend upon how much you’re willing to weigh the journey over the destination.


  • OATHBRINGER & RHYTHM of WAR

    The third of Brandon Sanderson’s Stormlight Archive novels benefits greatly from having read both Edgedancer and Warbreaker (which I thought I talked about before but apparently haven’t) beforehand.

    Sadly I’m not sure it’s really worth the investment; a good 90% of the book is essentially treading water with events and characterizations repeatedly progressing one step forward and then one step back (Shallan’s sections in particular become painful to read). Only the very last section is truly engaging… but it’s engaging in a manner that echoes a cliffhanger, coming across as deliberately manipulative (which of course it is) rather than feeling natural.

    The follow-up picks up after a 1-year time skip and starts off much better. Unfortunately it seems Sanderson can’t help himself here and once again reverts to character (Kaladin this time, though Shallan hasn’t improved) and event regression to pad out the novel’s length. Its finale isn’t anywhere near as satisfying as the prequel’s either, partly because yet another artificial extension has been introduced (related to Odium this time).

    All that combined with Rhythm‘s foreword stating that the series is intended to be ten books long has me thinking I should just cut my losses now rather than continue to plod through thousands of pages of circular developments for just a couple hundred filled with excitement.


  • Dungeon Siege II & IRON DANGER: Shard of time

    In a fit of nostalgia I decided to revisit Dungeon Siege II… only to discover I’d never played it before. What I thought were memories of II were in fact of the first game in the franchise.

    While notably better than that first game in the gameplay department, it suffers rather badly from some of the worst character interactions ever conceived. And though better than DS I the gameplay is still not particularly engaging. Rather than Diablo, it instead brings to mind a proto Titan Quest. There’s just a certain emptiness/soullessness about the enemies and loot situation which, when combined with the limited ability system, makes progressing past a certain point far more trouble than its worth.

    Sharing the malus of atrocious writing, Iron Danger takes a notably different path where gameplay is concerned. It’s a ‘real time with mandatory pause’ tactical RPG featuring a time manipulation mechanic you’d expect to see in a puzzle game. Rather than simply take turns acting, characters move about in segmented (paused) real time which you can advance or rewind at will even if your characters die. So every combat encounter essentially becomes an equation to solve by finding the right actions to take during the right segments to most efficiently eliminate the opposition. It’s pretty cool.

    The problem is of course the aforementioned writing; it’s infuriatingly bad. If this were an action RPG where the storyline didn’t matter it would be an acceptable price to pay for the innovative combat system… but that’s not the case. The game’s very clearly story/character driven, and that story and those characters are insufferable.


  • Fae Tactics -THE GIRL WHO DESTROYED THE WORLD-

    A mobile iteration of Final Fantasy Tactics‘ gameplay with a bright, cheery visual theme (as well as protagonist) along with some fairly dark storytelling, Fae Tactics ends up a pretty decent tactical RPG.

    The gimmick here is that you only have 3-4 actions available at any given time; attack, assist, or wait with the possibility of casting one spell per round (depending on cooldowns). Some things can modify those base actions (Ultra attacks/assists unlock at level 10, which will replace the default action with a more powerful version), but essentially what you have at level 1 is what you’ll have at level 20. Character customization comes in the form of summon, accessory, and weapon choices (leveling simply lets you choose one of three stat groups to increase). While there are a wide range of accessories and summons acquired through combat drops, each main character only has a maximum of three weapons (unlocked through quests) and accessories usually just amount to a specific stat increase.

    So the game pretty much comes down to summons… which is a bit of an issue since you can only summon 1-2 decently powerful units per battle.

    The limited summons combined with only being able to field 3 party members at once means you’ll often be heavily outnumbered. With the universal action system on top of that battles end up fairly challenging and almost puzzle like; you have to figure out the best ratio of allied-to-enemy element types in order to maximize outgoing damage and minimize incoming damage (elemental affinity has a sort of rock-paper-scissors dynamic).

    Currently I’m conflicted: I don’t like the visuals/protagonist or overwhelming simplicity, but the storytelling is pretty good (albeit heavy on loading screens). I like the non-linearity of the quest selection, but find the implementation overly haphazard/disjointed. I want to keep playing to see where the storyline goes, but I also don’t want to have to re-arrange my party every single battle to take advantage of element synergy.

    I guess the safest thing to say is that it’s an acquired taste.


  • Mordheim: City of the Damned

    Whereas Warhammer proper has you building armies to face off against one another, Mordheim narrows the focus down to skirmishes between two groups of 10 individuals or less.

    Visually, it’s pretty dire. Mechanically… it’s not much better.

    The concept of building/managing a warband is solid and the roguelike elements (Veteran achievements give bonuses across all warbands) are decent enough. The integration between the combat and exploration aspects however is sorely lacking; you basically have to focus on killing the enemy (since numerical superiority is essential) which means you won’t have time to loot anything notable from the battlefield. It’s almost like you’re being punished for success. The winning warband getting to loot everything in their direct line of sight or receiving an extra turn or two after a win to loot would’ve worked far better.

    The other, more significant, issue is that the combat isn’t any fun. Since all offensive actions draw from the same resource pool most of the time you end up standing in place trading basic attacks until someone misses once too often (which is often just once due to the similarity between enemy and ally health/damage totals). It’s incredibly dull and the spellcasting system being actively antagonistic certainly doesn’t help.

    In a sense the game is reminiscent of Darkest Dungeon in that you probably have to be a masochist to get any significant amount of enjoyment out of it.


  • Quanzhi Gaoshou 2: the King*s avatar & Maou Gakuin no Futekigousha ~Shijou Saikyou no Maou no Shiso, Tensei Shite Shison-tachi no Gakkou e Kayou~

    The follow-up to Tebie Pian, though it’s been longer than expected in arriving, fully delivers on its promises. The same effortless destruction of pro-player scheming you’ve come to expect from the series with better animation (than the first season). Not much else to say really; either you like the franchise or you don’t.

    Completely unrelated to the above beyond sharing the ‘overpowered protagonist’ trait, Maou Gakuin no Futekigousha doesn’t take itself very seriously for the most part. Choosing instead to play up the genre’s various tropes in a manner similar to a homage. And, surprisingly enough, it manages to do so fairly competently (even touching on some pretty dark themes)… at least until the lackluster confrontation-heavy conclusion anyway.

    Continue reading  Post ID 8882


  • Kingdoms of Amalur – Endgame

    Yeah, the game really falls off a cliff once you break the siege.

    I avoided the maxed level problem this time around by ignoring the two (formerly) DLC areas and not using Reckoning Mode at all, but that doesn’t solve the issues plaguing the second continent. Chiefly among them being the abundance of enemies that appear out of thin air and absolutely garbage sidequests. If you do decide to keep playing post-Siege, I’d strongly suggest sticking to the main questline while ignoring all distractions. Then just go and clear the Pirate area afterward (maybe the Teeth of Naros as well, though I’ve never bothered with it)… or just do the first continent and bonus areas while skipping the second entirely.

    It was kind of nice being effectively invincible thanks to the semi-overpowered armor crafting system while having the ability to kill 3-6 enemies at a time with a single Mark of Flame. But then again there was no reason for all those enemies to keep appearing out of thin air to begin with; throwing hoards of trash mobs at the PC is a hallmark of bad design.

    So is the end result worth paying full price for? Hell no. Not when it was first released in 2012 and certainly not now. If you want to play it, best to wait until it’s $20 or less.

    Some tips for if/when you do:

    • Weapon abilities max out at 3, while all other abilities max out 2 over their stated limit.
      • Meaning, combined with the rewards for completing the 3 main Faction questlines, you only need one piece of +Skill equipment.
    • Once prismere equipment starts to drop it’s time to switch from selling excess equipment to salvaging any green/blue pieces you find.
    • Nearly every location on the map has a quest tied to it. So, pre-Siege, avoid exploring areas before you find the relevant questgiver to reduce backtracking.
      • Post-Siege, the questgiver is often located inside the location.

  • Book of DEMONS – Archer & Mage

    Once you reach 5th level with the starting class you can play as the other two classes (note that nothing carries over between classes), both of which seem notably better.

    The archer has the distinction of being able to attack off-screen, greatly reducing the annoyance caused by ranged attackers and letting you mow down the hoards before they’re even aware of your presence. Equip a Quiver and Splitting Arrows and she just rains down utter devastation with little effort. The lower starting HP is an issue though and she can’t use arrows if enemies get too close.

    The mage doesn’t seem to have any distinguishing features at all beyond an abysmal starting HP pool. I guess you could say he excels at crowd control thanks to his lightning/ice spell options… but a split-arrow archer can accomplish something similar while attacking at far greater range. So I’m rather underwhelmed at his pre-Cook performance. Maybe later spells are more devastating?

    At this point I doubt I’ll ever touch the starting class again, but the archer is enjoyable in small bursts (due to sidestepping a lot of annoying enemy abilities) and I’ll probably keep playing on-and-off between doing other things for a while yet.


  • Kingdoms of Amalur: RE-RECKONING

    I remember playing Kingdoms of Amalur years ago and enjoying myself quite a bit, only burning out after reaching max level somewhere in a badlands/desert area after having completed the Pirate-themed DLC and building a Keep… or something like that. The memories are vague and looking through Wayback Machine snapshots for what I posted about it at the time (pre-server merge mishap) hasn’t turned up anything.

    This remaster, as far as I can tell from those fuzzy memories, is effectively identical.

    I’ve seen people complain about technical issues regarding slowdown, but since I generally don’t play with extraneous bells and whistles like AA/AS I haven’t noticed anything beyond occasionally long loading times when moving from an interior area to the main map and some choppiness when running through multiple groups of enemies who end up attacking each other (forming a 10+ mob). I suspect that if you disable the advanced graphic options in-game and enable them directly through your graphics card instead it might sidestep some of the more severe cases that people have reported.

    Regardless, I’m having fun so far and will hopefully actually complete the game this time around.


  • Book of DEMONS & Some Other Games

    Book of Demons is a hack & slash game with some minor roguelike elements modeled on the first Diablo. One greatly simplified into a mobile game format where you walk along rails while clicking on anything in your ‘light radius’ to interact with it, while equipment/skills are represented by upgradable cards that you can assign to unlockable action bar slots.

    Despite its simplicity and lack of depth (leveling up gives a choice between +1 Health or +1 Mana), it ends up a pretty fun diversion in the vein of Candy Crush for when you have a few minutes to kill. Not sure what sort of longevity it’ll have though since the levels are so far are all pretty similar (up to the Cook quest boss) with the abilities of various enemies occasionally crossing over into ‘bullshit’ territory.

    As for the titular “other games”:

    • Sword Legacy: omen – I installed this ages ago, played the first battle or two, and then put it aside out of general disinterest. I can safely say now that I have no intention of ever touching it again.
    • MONSTER HUNTER: WORLD – Got through the opening, messed around in the training area for a while… and then promptly uninstalled when I discovered all the hunts have time limits.
    • The: QUEST – A game styled after classic first-person RPGs (think Might & Magic X: Legacy), it felt to me both empty and overpopulated. Leave town and there’s a whole bunch of nothing in every direction, yet there’s also an inexplicably large number of scantily-clad archers waiting to kill you. There’s just a pervading sense of unease about the whole affair.
    • DEEP SKY DERELICTS – After spending a minute or two wandering around the first ship finding a whole lot of nothing, I ran into a battle. There I discovered that every action you take in combat reduces your Energy level (run out of Energy and you die; moving also costs energy). I have no interest whatsoever in dealing with such severe resource management bullshit.
    • Celestian Tales: OLD NORTH – The characterizations are all pretty painful and the visuals are notably lackluster.