• Tag Archives Fantasy
  • Avernum: ESCAPE FROM THE PIT – Finale

    Just cleared all three main quests, and all in all I’d say that was an enjoyable experience. Hopefully the two follow-ups will be comparable.

    There were a number of oddities/annoyances though. For instance:
    – Graphically it’s weird Icy Rain looks like fire.
    – Attacks that miss will often still apply their secondary effects (like knockback).
    – It’s often difficult to target a particular square with an AoE spell.
    – Clicking to attack something you can’t directly reach will often send the character running away along some sidepath to get there.
    – Movement in general is finicky.
    – There are far, far too many worthless items.
    – Gold caps out at 30k.

    Cave Lore ended up indeed pretty worthless; technically it pays for itself, but only if you uncover all hidden caches (I found 25 of 40) and/or grind herb patches. The 3rd level of Dispel Barrier is also pretty worthless as only the one in Gremlin’s Gold protects anything useful (a +1 Luck bonus). Most abilities/spells end up superfluous as well. You basically just need to buy Icy Rain/Call Storm, Fireblast/Divine Fire, Arcane Blow/Divine Retribution, and Cloak of the Arcane/Ward of Elements. Maxed out Haste and Protection are nice though and Divine Restoration is a solid ‘panic button’.

    Skill-wise First Aid actually ended up being quite useful for those ending quest enemy gauntlets, and it’s not like there’s much else of use for a spellcaster to buy once they max out Spellcraft. Riposte was indeed utterly useless (it’s weaker than Spine Shield), though ranged attacks often ended up a fine alternative to wasting spells on weak enemies.

    At the end of the day… the game’s a somewhat bizarre combination of modern ease of use (e.g. unlimited carry weight) and classic fuckovers (unworkable character builds). Worth playing, but not worth playing without any foreknowledge of what to expect.


  • Avernum: ESCAPE FROM THE PIT – Midgame

    Now having just reached Kyass at level 19 with ~50% or so of the map cleared, it seems like a good a place as any to mark as a midpoint for an open-world game.

    That second boss fight turned out to not be indicative of later ones, except in that ‘enemy summons help behind you’ is a re-occurring theme. Money also turned out to be not as much of an issue as I thought it would, as you can get by just fine spamming maxed out Icy Rains and have little need to buy any other early spells besides healing-related ones. Of course, I’ve specifically avoided buying weapons training from the early trainers since later ones are cheaper. If you just buy stuff from whomever I could definitely see it running out fast.

    There were conflicting reports regarding the usefulness of Cave Lore, and as of now I’m firmly in the “It’s not worth bothering with.” camp. Starting out with a Tool Use of 8 and getting it up to 11 by 10th level turned out to be a solid plan, as did having 12 Arcane Lore by the same point (Sage Lore and Arcane Lore 1 on each spellcaster). Relatively little backtracking so far has been required and progress has been smooth.

    I did end up having to revise my leveling plan though:

    Fighter
    Attributes: Str; End at level 4/7/10/13/16/19/22/25/28
    Skills: Melee+Blademaster/Hardiness/Parry x9; Priest+Tools; Blademaster+Hardiness/Parry x5; Spellcraft+Resistance; Hardiness/Parry/Luck/Whatever
    Traits: Improved Str, Mighty Blows, Ambidex, Negotiator, Health, Improved Str x4, Parry x2, Dual Blade, Mighty Blows x2, Health

    Priest
    Attributes: Int; End at level 5/9/13/17/21/25/29
    Skills: Priest+Spellcraft/Resistance x3, Priest+Tools x2; Priest+Spellcraft/Resistance x6; Priest+Melee; Priest+Spellcraft/Resistance x2; Spellcraft/Resistance x4; Luck/Whatever
    Traits: Health, Elemental Focus/Improved Int x2, Negotiator, Elemental Focus, Sage Lore, Elemental Focus x3, Improved Int x4, Health x2

    Mage x2
    Attributes: Int; Dex at level 5/9/13/17/21/25/29
    Skills: Mage+Spellcraft/Resistance x9; Mage+Tools; Mage+Weapon x4; Mage+Spellcraft/Resistance x2; Priest+Spellcraft/Resistance/Luck x8; Whatever
    Traits: Elemental Focus/Improved Int x3, Negotiator, Health, Sage Lore, Elemental Focus x3, Improved Int x4, Health x2


  • Avernum: ESCAPE FROM THE PIT – First Impressions

    The screenshots don’t really do this game, which is a remake of a remake, any justice. The gameplay graphics are much more detailed than they appear to be… though the scale needs a bit of work and the lighting doesn’t even remotely match the flavor text: Can you tell you’re underground? I certainly can’t.

    Mechanically the game is quite smooth, though unforgiving in that ‘classic’ sort of way. Your skill points are very limited, and some skills are definitely worth more than others. Money is also apparently pretty limited despite the massive amount of items scattered on the ground (most of which is literally worthless), items that are remarkably hard to differentiate from static background art (meaning you’ll be pressing the ‘g’ key pretty much constantly). Some items you can sell but actually need for sidequests. Enemy encounters can be also quite unfair: The second boss you can stumble upon gets two actions per turn, is able to summon help, and a veritable army of trash mobs appear out of thin air (to attack you from behind) when he gets low on health.

    So a guide of some sort is absolutely necessary. Perhaps several. Pouring over the various information available I decided to go with the suggested Fighter/Priest/Wizardx2 setup with the following leveling plan (subject to change):

    Fighter
    Attributes: Str, Str, End
    Skills: Melee+Blademaster/Parry; Priest/Tool Use; Blademaster+Parry/Hardiness; Hardiness+Resistance/Luck
    Traits: Improved Str, Mighty Blows, Ambidextrous, Negotiator, Good Health, Improved Strength x4, Parry Master x2, Mighty Blows x2, Good Health x2

    Priest
    Attributes: Int, Int, Int, End
    Skills: Priest+Spellcraft/Resistance x3, Melee/Tool Use; Priest+Spellcraft/Resistance x4; Melee/Tool Use; Priest+Spellcraft/Resistance x8; Resistance/Luck/Hardiness
    Traits: Good Health, Elemental Focus/Improved Int x2, Negotiator, Elemental Focus/Improved Int, Sage Lore, Elemental Focus/Improved Int x7, Good Health x2

    Mage x2
    Attributes: Int, Int, Int, Dex
    Skills: Mage+Spellcraft/Resistance x3; Weapon skill; Mage+Spellcraft/Resistance x4; Weapon skill; Mage+Spellcraft/Resistance x4; Spellcraft+Tool Use; Mage+Spellcraft/Resistance x4; Priest x4; Resistance/Luck
    Traits: Elemental Focus/Improved Int x3, Negotiator, Good Health, Sage Lore, Elemental Focus/Improved Int x2, Elemental Focus/Improved Int x5, Good Health x2

    So far at Level 3 with the introductory area and Silvar cleared things are looking good. We’ll see how things progress.


  • Fell Seal: Arbiter’s Mark

    That Fell Seal was ‘inspired by’ Final Fantasy Tactics is blindingly obvious, but I’ll go farther and say it’s closer to a simplified remake of it. I’d say ‘consolized’, but the original was a console game so….

    Classes have less skills to learn, magic is cast instantly, item variety has been massively reduced (and universalized so that every unit can use them, albeit a limited number of times per battle), cover no longer exists, there’s only one type of water tile and you can attack while submerged, there aren’t any ground/weather effects, height-based damage requires a specific skill, evasion is now a universal stat that works against both magical and physical attacks, AP points are awarded after battle in a lump sum based on enemy level, battle maps are static and can’t be rotated/tilted, and the world map is smaller with less locations to visit.

    Expect to reach the low 50’s if you skip the few sidequests and low 60’s otherwise (you can grind to level 99 either way if you really wanted to though). If you plan to master all the classes the playtime can run into the 80+ hour range, while just sticking to the main story quests will probably end up about half that. The main thing to be aware of here is that, though things are much simpler and there aren’t any unfair main quest battles like FFT‘s Wiegraf fight, every single battle features enemy healers.

    Anyone who’s played FFT will recall that some of the most annoying fights are against units with instant healing abilities (e.g. Yellow Chocobos, Chemists) and in this game every character is a Chemist and every battle features one or more healer classes. So unless you’re playing with lowered difficulty settings or cheesing things with double-casting Quickened Sorcerers even the most simple battle will take several minutes to finish.

    Still… the core FFT experience and storyline beats are there, and when you get right down to it the only other way to play FFT on a PC is with an emulator. So if you like that kind of game this one will definitely be worth picking up.


  • LORDS of the FALLEN

    This game is something of a merger between Dark Souls (which I stopped playing at the first mini-boss) and Darksiders (which I stopped playing after the first boss); the weight system and enemy nastiness of Dark Souls with the visuals of Darksiders.

    On the negative side of things: Most of the the areas are cramped, the camera is locked far too close to the PC, and there are some stability issues (over the course of the first playthrough I’ve crashed 3 times on start-up, twice during gameplay, and there’s a nasty freeze when picking up the Gauntlet). Positives would be…. Hmm.

    Basically, if you felt Darksiders was too hack & slashy and/or Souls was too unforgiving with its checkpoints, then this game might just hit the sweet spot between them. And as for the Labyrinth DLC, which comes packaged with the GotY edition… it’s in no way worth buying if you already have an earlier version of the game.

    Some tips:
    – Don’t put any points into Luck on the 1st playthrough.
    – Don’t use any Attribute/Spell Shards on the 1st playthrough.
    – Open all chests on the 1st playthrough.
    – Use all your Shards and respec 25 points into Luck on the 2nd playthrough.
    — Don’t open any chests in NG+ until you have the 25 Luck.

    Doing the above will result in any chests formerly holding specific pieces of equipment to instead contain a bunch of Shards (almost always including an Attribute Shard).


  • Fate hunters & KingdomCome: Deliverance

    Fate Hunters is a game very, very similar to Slay the Spire. A bit easier though, so long as the ‘Reinforcement’ option is turned off (which it probably should be on your first few attempts), thanks to the introduction of disposable ‘one use’ cards you can pick up without fear of ending up with an oversized late game deck.

    The Inquisitor focuses on healing & self-damage with a subfocus on discard. The deck I eventually beat the final boss with was a treasure-heavy Pot of Greed/Empress deck that focused on the combo of Seal of Repentance -> Holy Fire -> Nemesis. The Arcanist specializes in multiple-choice effects, random damage, and duplication, with a subfocus on weaponry. I ended up beating the tower with a Fireball-heavy Wheel of Fortune build with Magic Rune and Fire Rain.

    Unlike those first two characters, the Raider is somewhat more limited in build choices and you’re pretty much forced to focus on a Soul Stone-centric build… though that’s far from a bad thing since Soulstones are quite versatile. The winning deck here ended up being centered around Dark Flame, Famine, Souls Bust, and Soulstorm. The fourth and final unique character is the Berserker, which specializes in Wound creation (far trickier to handle than Soul Stones) & criticals with a subfocus in discard. This time I ended up clearing the tower with a weaponry-centric Hermit build; Feel No Pain and Deadly Swing have no downsides when only a single Wound can be in your deck at a time.

    The final character, the Spy, is a medley of the others. You can build a deck mimicking one of the above builds, or mix and match from multiple builds. The later is quite risky though and can easily result in a deck that does nothing particularly well. The winning combination I ended with was a Curse-heavy self-damaging Possession build (Cursed Sword, Philosopher’s Stone, Eviscerate, Unbreakable, Nemesis) which transformed into a Hermit deck on the last floor.

    So yeah, the game’s fun. I don’t think it’ll have as much repay value as the aforementioned StS though due to the reduced complexity. Of course, that’s to be expected since the entire installation is <300MB. Pick it up on sale sometime for ~$10 if you enjoy StS.

    Switching gears now we come to Kingdom Come: Deliverance, which at first glance appears to be an open-world RPG. While that should be right up my ally, in reality the game bears an unfortunately strong resemblance to a medieval life simulator. A hunger system, an energy/tiredness system, a cleanliness system, a food decay system, an equipment deterioration system, an overly complex real-time locational-targeting-centered melee combat system, and a highly limited ability to save your progress.

    I got to the second area and just kind of lost all will to proceed, since I most certainly don’t play games to be forced into doing things I already have to do in real life. The visual quality is quite impressive though. If you want to give it a shot, make sure to grab the KCDTweak utility to reduce/eliminate some of the inherent annoyance.


  • BATTLETECH & The Banner Saga

    Sometimes when people make a really big deal out of a particular part of a game being bad, the majority of the game actually turns out to be decent to good. Unfortunately, in Battletech‘s case all the complaints turned out to be 100% accurate.

    The bones of an entertaining tactical RPG are there and combat on the face of things is engaging. The problem lies in the number of enemies arrayed against you, the number of sudden/random reinforcements they get, the limits on how many mechs you can field, and the X-Com-like resource management elements. You’re always going to be taking damage while heavily outnumbered, and trying to avoid battle (by, say, traveling a side path instead of approaching an enemy directly) only leads to being even more heavily outnumbered when crossing an invisible threshold suddenly triggers the appearance of more units. It’s simply not fun.

    The Banner Saga, which I finally got around to giving a second chance, suffers from a similar problem. While you don’t have to worry about resources as much (running out of supplies and having everyone starve to death apparently doesn’t actually affect much of anything beyond Morale level) the issue of facing nothing but battle after lopsided battle while traveling along a straight line is a real one. Ash of Gods gives you actual choices that felt like they had meaning/impact on the progress of the story; the few choices provided here are laughable in comparison.


  • The Legend of Heroes -Trails of Cold Steel II-

    With the way the prequel ended I had feared this would turn into some kind of Gundam ripoff. If only. Instead what it delivers is purestrain cringe worse than DQ11.

    It’s especially fond of forcing you to lose or ‘lose’ battles: In addition to a couple battles that literally cannot be won it features battles you win but the story acts like you lost, and battles you win but some random event occurs immediately afterward that requires a 3rd party to magically appear and rescue you. It’s a real bad look. Speaking of battles, the combat remains mostly unchanged (physical attacks miss more often, magical attacks are slightly faster, a new limit-breakish feature has been added) and just as tiresome as ever. Bosses are still massive damage sponges and this time around most of them have access to some kind of healing ability as well, making abuse of the Delay system pretty much mandatory.

    Structurally there’s been a huge change however as the Tokyo Xanadu elements have been mostly removed to be replaced with some Suikoden elements instead; namely the whole wandering the countryside to pick up people to populate your base with bit. This results in most of the game being somewhat non-linear and far more engaging than the prequel from an exploration perspective (though do be aware that the second epilogue returns to that previous ‘explore school’ -> ‘explore old schoolhouse’ format).

    That’s right: Second epilogue. The first has you controlling characters from the Crossbell games and feels incredibly disconnected from everything else. So yeah, content-wise this game may actually surpass the prequel… making the painful plot developments and monotonous combat a real shame.

    Is it worth playing? If you’ve already completed the first then you may as well resolve that cliffhanger. If you haven’t played it though then you’re likely best off avoiding both of them (avoid the DLC regardless, as II‘s is even more worthless than the first’s). If you do decide to play (the GOG version of) it though, take note that the older 1.4 version has to be installed in order for achievements to unlock.


  • The Legend of Heroes -TRAILS OF COLD STEEL-

    A follow-up to the third Trails in the Sky game, this one takes place in a different location and features a mostly new cast. So you don’t need any familiarity with the earlier games to understand what’s going on (though knowing who Oliver is and what Bracers are will help).

    It took me this long to play it due getting burned out on the constant combat (not this series’ strong suit) of the aforementioned 3rd Trails entry. Which ended up being a good thing since it meant I got to play Tokyo Xanadu first. As it turns out, ToCS is half Legend of Heroes (the combat and field trips) and half Xanadu (pretty much everything related to the school).

    The characters are stereotypical for the most part and thankfully display only a minor amount of cringe-inducing behavior while event developments are just what you’d expect from Trails game. The combat as mentioned is pretty much the same as previous franchise installments, as is the ease in which you can miss optional content. Using a guide is pretty much mandatory if you want to see/collect everything and even then you’ll need at least two playthroughs. Only want to get the max bonuses for an import into ToCS II? That’s also going to require two playthroughs (unless you do an insane amount of grinding).

    And while at first glance that can seem daunting with the massive amount of dialog the game has, if you make good use of Turbo Mode combined with holding down the ‘Cancel’ key to fast-forward cutscenes a second run through the game shouldn’t take nearly as long as the first. Incidentally, if you happen to have the Japanese audio enabled you may notice that the translation trends toward the liberal side of things. Not enough to character assassinate anyone mind you… but enough to be noticeable at times. Oh, and avoid the various DLC since they’re completely worthless (unless you really like the costumes I guess).

    Anyways, it’s a decent enough game with a lot of content (60+ hours if you talk to everyone), but if you’ve recently played those other games mentioned above I’d strongly suggest holding off on this since it’ll likely come across as a tiresome retread if you don’t have some distance between them.


  • DRAGON QUEST XI: Echoes of an Elusive Age

    I sincerely wish they would do something about this franchise‘s character/enemy design. The quality of the animation and visual effects is top notch yet consistently ruined by hideous and/or cartoonish faces, with the contrast being especially glaring in this most recent installment.

    Visuals aside the gameplay is standard JRPG turn-based battles combined with semi-linear area exploration. So nothing to complain about (or praise) there. Leveling is a mix of ‘classic’ automatically unlocked abilities and skill points that can be spent to unlock additional options or stat boosts in a manner similar to the systems found in FFX and FFXII (though greatly simplified). It’s an interesting choice and fortunately there’s a repec option available to promote experimentation. There’s also a crafting system… which is cute but sort of extraneous.

    As for the storyline and a good chunk of the character behavior, sadly they fall in line with the character design issue. Which is to say they’re godawful. Painfully so. As of the start of the second half of the game only one or ~maybe~ two plot developments didn’t involve hardcore railroading and/or illogical deus ex machina. It’s been a real struggle not to just look away and button-mash through any cutscene dialog. Oh, speaking of buttons, the PC port of the game is pretty decent as far as control schemes go (though I do wish you could bind both the movement and D-pad commands to the same keys) and doesn’t appear to have any glaring issues or system settings-related omissions.

    So can I recommend playing this game? No, not really. It doesn’t do anything new and some of the things it decided to revisit were better off buried.