• Tag Archives Tactical RPG
  • 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.


  • 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.