• Tag Archives Tactical RPG
  • 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.


  • 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.


  • Legends of Eisenwald

    The turn-based tactical RPG Legends of Eisenwald is a lot like the King’s Bounty games, if they had more of a focus on questing than fighting (though there’s still a lot of fighting).

    The main campaign is pretty lengthy and spans multiple chapters, with early choices occasionally having a significant effect on later events and a possibility of 3 notably different endings. You can expect to get the protagonist to level 9 by the end of it, and also expect to have your army/inventory reset multiple times. Only your protagonist’s equipment and a few specific items (Black Necklace, Feline Mirror, Cursed Idol; if you’ve found them) are guaranteed to stick around, with you getting to keep your gold from the Windfeld map onward.

    If you have trouble solving some quests, thankfully there’s a complete guide available which covers everything that needs covering (albeit in broken English). As far as battle tactics go, a particularly useful one against Spear/Sword users is to combine a healer’s Gift of Medbh spell with the Witch’s Adhesion spell. In addition to the main campaign, there’s a few additional single-map scenarios:

    The Masquerade is pretty interesting, with a surprising number of choices and things to discover in it despite being on such a relatively small map (you can expect to reach level 5). Cursed Castle meanwhile is pure combat/conquest, just don’t count on holding anything other than castles for long since a seemingly endless stream of undead and bandits will be wandering around re-capturing everything else (expect to reach level 4 without grinding; 5 with). Each of these scenarios will take ~3-4 hours to complete.

    Finally we come to the Road to Iron Forest scenario, which has to be purchased separately. Length-wise it’s the same as the previous scenarios (expect level 5 again), but as far as content it’s something of a middle-ground between them. While there aren’t any choices, it has a strong narrative focus, there are a couple sidequests, and strategy plays a large role since you have to rebuild your army in hostile lands (be on the lookout for a Guard you can hire in one of the Inns).

    All in all the game is a lot of fun (if occasionally backtrack-heavy), nicely sidestepping King’s Bounty’s late game ‘stacks of doom’ issue, and I’ll probably either replay it (as a different class; Baroness is really good at 1-shotting archers/spiritualists but Mystic seems far more versatile) or try out Blood of November and possibly Bastard.


  • Shadowrun: Hong Kong

    The third Shadowrun Returns game once again enhances the mechanical and storytelling elements of its predecessor.

    The enhancements this time around are a bit more pronounced (massively improved matrix segments, a cyberware affinity skill, overhauled inventory management, a few noteworthy results for following certain NPC stories to the end), but they come with a trade-off of increased instability. I’ve seen inventory GUI corruption, repeating/blank dialog options, installing the Pain Editor making it impossible to raise Intelligence, a perpetual NPC movement turn softlock (opening the console with ctrl+f1 and using the verbose->hardsave option, then loading the save, will let you get around that particular issue), and broken Int checks in the bonus campaign.

    Gameplay is basically the same with the notable exception of matrix excursions; with its new makeover they often play like stealth sequences. The bonus campaign is a bit different though in that pretty much all of its missions involve unavoidable large scale combat at some point. So if you plan to eventually run through that you may want to avoid making a ‘face’ character who’s only focused on passing dialog checks.

    Some minor notes:
    – If you want the best cyberware money will be very scarce until the bonus campaign.
    – Max Charisma check is 7, to avoid a fight in the second to last mission and bonus campaign.
    – This time around Gang and Academic are arguably the most useful etiquettes.
    — Shadowrunner is useful in the bonus campaign.
    – You’ll always have access to a decker.


  • Hand of Fate 2 & Shadowrun: Dragonfall

    The second Hand of Fate game is essentially a slightly refined/expanded version of its predecessor. If you’ve already played that then you’ll know whether or not you’ll like this, and if you haven’t then you may as well just start here.

    As for its recently released DLC… well, you might as well grab that too. While the new cards aren’t really anything to write home about, the new companion is remarkably useful.

    Similar to the above, Shadowrun: Dragonfall is mechanically just a refined Shadowrun Returns and you’re basically paying for the base campaign. Which, granted, certainly does feature more roleplaying opportunities and choices than the earlier game. What’s a bit odd though is how most of the various NPCs in your central hub have evolving storylines which don’t actually go anywhere; they’re pure flavor text.

    A few quick things about it:
    – Your PC has to be a Decker to access everything.
    – Decking and Charisma don’t need to be higher than 6 for dialog checks.
    – The Security and Corporate etiquettes are both useful for avoiding annoying fights.
    – Bonuses (such as those from cyberware) can’t raise your stats above 11.


  • ASH OF GODS: redemption – 2nd Playthrough

    Ended up doing a second playthrough despite my previous feelings and even wrote a partial walkthrough along the way.

    While I was apparently wrong about camp conversations being important, your choices during the game do in fact have a rather large impact on the journey. Not so much the ending though, which only has a few variations. It mainly seems to be how many party members you have access to and whether or not you get a perspective choice in the last chapter.

    That’s still more variation than most RPGs can offer though and it’s definitely interesting to run through once or twice. I think I may have to give the Banner Saga a second chance.


  • ASH OF GODS: redemption

    When I first played the Banner Saga long ago I didn’t get very far; the combat’s armor system simply didn’t agree with me. This game, which in most ways mimics that one, initially caused a similar reaction due to the round-robin nature of the combat system (the armor system here is fine).

    Fortunately, said system turned out to be easily abused. The trick is simply to use less characters. Preferably just 1-2 (though I ended up using 4 for most of Thorn’s section due to lack of foreknowledge), so that you get far more turns than the enemy and can pick them off essentially at will if the individual character is strong enough. Choosing characters with ranged attacks or buffing abilities to fill those slots (namely Warlock, Monk, Archer, or Assassin) makes it even easier. Taking advantage of the fact that ‘until end of turn’ effects actually last until the next time you use that character in order to kill entire squads with an Armor-buffed Retaliation combo is also an effective strategy.

    With combat no longer an issue I was free to focus on the RPG/choice part of the game, which is incredibly massive. There are tons of choices to make (effectively irreversible choices thanks to the auto-save system, unless you want to completely re-do a Chapter) and these choices have actual consequences, ranging from losing access to various party members or characters to determining which of the apparently 7 endings you’ll get. It took me ~20 hours to finish this first playthrough and that was without ever using the world map’s Camp function, which I only realized far too late takes you to a special screen where you can talk with your party members rather than the normal party management screen. I suspect there would have been fewer storyline deaths had I talked to everyone at every stop (though I got an arguably good ending with the evil sealed, practically all the main supporting characters were dead).

    I’m not sure I’ll ever play it again though because I really hate not knowing which choices will do what in order to plan out a route in advance and considering the scale it seems unlikely anyone will do an in-depth guide mapping out the various consequences.


  • Blackguards: Special Edition

    Two of the main comments I’ve seen regarding this game are that it’s hard, and that it’s full of bugs. Well, perhaps the earlier versions were, but the only bugs I’ve come across in the Special Edition (with DLC installed) are occasional random freezes… which completely disappeared after adding -force-gfx-direct to the shortcut’s target line. I’m only a little over halfway through the third chapter though, so maybe that will change later.

    As for difficulty, yes there are some sidequests that are notably hard (the Dwarf Games and Heart of the Forest quests come to mind). The majority of the main quests up to this point however aren’t particularly difficult so long as you pay attention to the battlefield (always look for interactive objects), don’t neglect buff/debuff spells, and don’t screw up your character(s) builds. That said, it is very easy to screw up a character’s build.

    See, the thing about this game is that its statistic system’s a bit overly complicated. There are 8 Attributes and every action except attacking/defending rolls against 3 of them. If any of those rolls fails then the action as a whole fails, and spells in particular rely on all sorts of different attribute combinations. This means that an effective character will tend to only focus on at most 4 attributes and then 3-4 abilities related to those attributes; trying to be a jack of all trades just flat-out does not work here. ‘Dual classing’ (there are no actual classes) is certainly possible though and in fact happens to be a pretty good idea since you don’t get any permanent party members explicitly built for handling archery/traps.

    You get two pure mages (the latter of which can be turned into an archer relatively easily) and two pure fighters (the latter of which, again, can be turned into an archer fairly easily). The archer you get toward the end of the first chapter only sticks around until near the end of the second. Why even bother with archery? Because the Triple Shot ability is insanely powerful. Of course, you won’t want more than two archery characters (one for bows and the other for crossbows) as otherwise you risk running out of ammo; merchants have limited inventories and don’t restock. Something else to keep in mind during character creation is that the flashback sequences no longer force you to wield an axe, so the rampant advice to always put some points into axes/maces is no longer valid.

    But what about the game itself? Is it fun/interesting? It’s okay. The dialog and quests have been pretty simple so far, but there are hints that the plot might take an interesting turn, many sidequests give you multiple ways to resolve them, and quite a few of the battles have impressively elaborate constructions (the optional and not-so-optional arena battles in particular stand out). While I certainly wouldn’t pay $40 for it, it’s well worth the current $4.49 sale price.


  • Gaming Update

    I posted these elsewhere, starting way back on July 23, but may as well cross-post here for consolidation purposes and ease-of-access:

     


     

    Just started playing Ys Chronicles in preparation for watching Minna Atsumare! Falcom Gakuen. It was cheap on GOG a while back so I thought “Why not?”.

    Looks very good. Very modern, quite Anime. We’ll see how the gameplay is.

     


     

    Ys Chronicles‘ gameplay is a little tricky. Having to run into the enemy at just the right angle is kind of a pain. Normal map monsters seem to be weak enough that this isn’t really much of an issue, but boss fights (based on the one boss I’ve encountered so far) appear to be bullshit.

    The boss itself wasn’t very strong, but the area you have to fight him in is full of flaming death that’s pretty much impossible to avoid if you want to hit him. So the fight basically boiled down to hoping my attacks would kill him before the flames killed me (since healing is limited while in battle).

    Hopefully most boss fights aren’t like that, as Touhou-like frame-based sprite-dodging is not my forté. The second boss was a lot easier at least; no environmental hazards to worry about.

     


     

    Remaining Ys I Bosses: The vampire is incredibly annoying, the mantis is a pushover, the molten rock thing is a pain, the twin heads start out hard but quickly become simple, and the final boss is bullet hell incarnate. 30 or so minutes of thumb-bruising flailing about to get just the right sequence of hits in.

    That 25-floor tower is also just plain tedious, what with the backtracking and the fact that you’ve almost certainly hit max level before even entering it. At least the floors are small.

    Such relief now that that’s over. On to Ys II.

     


     

    Ys II is far better balanced than the prequel.

    – Normal map enemies are more deadly and stay that way significantly longer, meaning that even with 6 levels on them they can kill you if you’re especially careless.
    – Bosses aren’t particularly annoying and can be beat without having to have excessive twitch-gamer skills.
    – The level cap is much higher and won’t be reached until nearly the very end of the game, and only then with time spent grinding. So killing things never feels useless.
    – The ending credits scroll faster and there’s stuff going on in the background so that watching them no longer seems like a punishment for winning.

    With that duology now out of the way, I think I’m going to move on to Suikoden IV next. Already completed III and V some time ago, but had skipped IV due to some of the criticisms leveled against it (mainly reduced party size & grindy travel). Time to see how accurate those complaints are.

    Update: Protagonist is ugly and the ship controls are awful. Annoying.

     


     

    Finished Suikoden IV. It was… not so great really. Okayish I guess, but rather small/short, annoying with all the random encounters, and the ending is kind of spontaneous.

    Going to try Suikoden Tactics now (which appears to effectively be a storyline sequel to Suikoden IV) before maybe moving on to Phantom Brave.

     


     

    So I’m reading this FAQ covering Suikoden Tactics, and in the introduction it goes on about how this is one of the easier sRPGs to get into. Said it’s easier than Final Fantasy Tactics and less complex than Disgaea.

    Less complex than Disgaea I will give it, but it does not seem to be easier than FFT. There’s tons of enemies on the maps, magic points can’t be recovered in battle and there don’t seem to be any infinite-use active abilities, the equivalent of FFT‘s Job Propositions require certain (hidden) character attribute scores in order to succeed, neither character class nor weapon type can be changed, there’s the constant threat of environmental terrain hazards, and you don’t get immediate access to any re-visitable training maps.

    It gives me a sort of Tactics Ogre vibe really. A less complex Tactics Ogre. And that relative lack of complexity is what actually makes it harder… since you have less methods available to you to accomplish your goals.

     


     

    Suikoden Tactics now finished, it gets quite a bit easier once you get access to the repeatable ‘Hunt Monsters’ maps. You can pretty quickly outlevel the storyline enemies by just doing a couple of those and the “Gather # Items” quests. At that point the lack of variety in the combat abilities really starts to bite, as the vast majority of the characters are interchangeable. The plot developments aren’t anything all that exciting either… though the ending does contain a nice reveal.

    Suikoden Tierkreis is up next, which will complete the franchise (the newer Gensou ones for the PSP have not been translated, and so I’m not counting them).

     


     

    Finished Tierkreis a bit earlier today. It’s surprisingly robust for being on a handheld, and fits in with the other Suikoden games well (bad voice acting and all). The difficulty level is pretty low overall, though things got a bit dicey with the final boss when it decided to use its ultimate attack 3 times in a row.

    Not sure what’s going to be next. Possibly Titan Quest, but I just grabbed Heroes of Might and Magic IIIV plus Chronicles from the GOG Ubisoft sale a little while ago and so may go with them instead. Of those four I’ve only played V before, long ago when it first came out, but abandoned it on the final level (which was unnecessarily complex).

     


     

    Decided to go with neither and play through the Quest for Glory series (which was picked up at the GOG summer sale) instead. Had only played/completed the 5th installment before.

     


     

    QfG 1-3 complete, but ended up stalled starting 4. Why? Because of the Might and Magic Humble Bundle, which included a starter set for Duel of Champions (which is sort of like a more restrictive Magic: the Gathering Online). Played it quite a bit back in the day and had around 3000 cards before losing interest. Now there are 4 completely new sets and tons of new achievements to unlock (achievements grant free in-game money, cards, and packs) so I’m getting back into it.

    Referral link for that is: JKAYGA.