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Tag: jrpg – traditional

It’s All Steam’s Fault

Rather, it’s Steam’s fault as to why I haven’t been posting here lately. They had a sale on Tropico 3 that I couldn’t pass up, so I bit on that, and also finally picked up Plants vs. Zombies, and ended up being hooked on them both. Oh, and if those two weren’t enough, on the same day I bought them, Kirby Super Star came out on Virtual Console! It’s been a long time since I purchased three games in one day, and I think three downloadable titles all at once is a personal first.

You said it, Crazy Dave.
You said it, Crazy Dave.

Plants vs. Zombies was the first of the three I dove into, playing all the way through to the end of Adventure mode and then some, until all the minigames and other extra game modes were cleared. Tropico 3, being a management sim, was a much lengthier time-sink, moreso when taken into consideration the fact that a fair number of the campaign’s missions simply require you to stay in power for a set amount of time, rather than just amass a certain amount of resources or some such. Both games had their share of quirks and annoyances—the latter moreso than the former—but I’ll get into those later, really. I also have to beat Dragon Quest V, but one reason I’ve been putting that off, besides the PC game distractions, is that I don’t want it to end…

Have to play more of Kirby Super Star as well. Did clear the first two platforming games in this most unusual collection of little Kirbies—neither of which did much for me—awhile ago, but recently I went back to it and made some more progress in “The Great Cave Offensive”, a treasure-hunting platformer which is pretty decent. I’m still dreading additional attempts at the racing/eating game against King Dedede, which gets especially tricky on the third course (no pun intended); they’re the types of races where memorization will doubtless play a big role in beating the damned things.

Also, been going back to Pokemon Platinum every once in awhile. I’m currently somewhere in the third gym. Party-wise, Bronzor’s kicking ass and Combee is the cutest thing to happen since Piplup. One thing that’s annoying about only playing Pokemon occasionally is that all the berries that I had planted die out. Oh well. However, I’ll be going away on a trip at the end of the month, which will, hopefully, give me ample opportunity to rebuild my berry hoard.

Finally, I made an attempt at Cave Story‘s Sacred Grounds (aka “Hell”) a few weeks ago. This required playing through the entire game again in order to unlock the place, and although the WiiWare version’s “easy” mode made this a snap, I messed up one of the requirements more than halfway through and had to start all over again. The second time around, I got the secret, “hardcore” version of the Last Cave and, after the endgame, was able to descend into the even more intimidating Sacred Grounds itself. I managed to make it all the way to the first form of Hell’s final boss before dying, and this, remember, was on easy. There’s no way I would’ve made it that far in normal mode. Anyway, after giving up, I looked up a speed run on YouTube (spoilers, of course). Braggadocious, of course, but more importantly, insane.

Coming soon, some reviews! That is, if I’m not sucked into more PC games this week…

Just a Brief Gaming Update

I finally got around to beating Halo last night. Real-life things, plus the absorbing magic of Dragon Quest V, had kept me away from it for awhile. There were also the Windows issues: that I had to boot into Windows to play it (I’m a Boot Camper), and that my desk is near some very sunny real windows, which in the latter case meant that play sessions were largely restricted to evenings.

Anyway, I enjoyed it. Continuing to be led by sidekick/moral center Jiminy Cortana, I got through a tough spot I had been stuck on, the last of the overly samey bits, and even spotted a Marathon reference in a cutscene. It was all quite entertaining, and I’d like to play more in the series, but there’s the problem of most of it being console-exclusive with no mouse and keyboard support. What would be the point of me playing Halo 2 PC if I can’t play Halo 3 PC? Still pondering my options here. Part of me’s thinking that since I had no problems that one time I played GoldenEye 007 on the N64 back in the day, I should have no real issues using a controller. On the other hand, I really do prefer mouse and keyboard control for first-person games (Wii Remote and Nunchuck are good, too, but that won’t happen for Halo 3, and something tells me Natal wouldn’t be comparable). Anyway, I think I’ll be playing FPSes more often again in general. Metroid Prime Trilogy‘s already in my backlog, and there’s several PC ones that Cyrus and I’ve got sitting around as well.

Dragon Quest V: A young hero's journey begins.Now, on to Dragon Quest V: Hand of the Heavenly Bride. I can’t say enough good things about this game. It is the best Dragon Quest I’ve played thus far, and is one of the best RPGs I’ve ever played, period. The world, dungeons, fighting, music, and so on is all typical highly-polished DQ goodness, but the story is where DQV really shines. Without giving away too much, the tale is about how a boy becomes a man, and the hardships and joys that he faces along the way. The game’s centerpiece, as hinted at by the subtitle, is the hero’s wedding. The events leading up to it and the eventual choosing of the bride (probably the only part in the game where the player’s actions have any real impact on the plot—keep in mind this is a JRPG!) are a little predictable, but an absolute pleasure to take in. This is a real gem of a game, and as such, it’s a little disappointing that it’s a remake, and thus a reminder that they don’t quite make ’em like this anymore.

In the midst of all this, I got a beta code for StarCraft II! It came from Amazon, not long after word got out that some retailers would be including codes as preorder bonuses. My preorder for the Wings of Liberty Collector’s Edition was already in by that point, so I was good to go; the code was certainly a nice surprise to find in my inbox that morning.

I haven’t played all that much SCII Beta though. Well, I’ve played enough to check out some of the new units, especially the Protoss ones. However, I don’t like playing online much to begin with, so even just my feelings going in were mixed. Might mess around with it some more—but with a stronger focus on Terran and Zerg—before the beta ends, but it’s not a huge priority.

Finally, soundtracks! I’ve been on an OST buying spree, and with the number I’ve bought (and the amount I’ve spent), I think I’ll be set for awhile. Here’s what I’ve picked up:

  • Breath of Fire V: Dragon Quarter Original Soundtrack – This was pretty much what started this binge. The music was really good, and when I saw Hitoshi Sakimoto‘s name in the credits, well, then I knew why. I simply had to have this OST. Ordered from YesAsia, but they couldn’t get it, so I ended up buying it from Otaku.com instead.
  • Radiata Stories Original Soundtrack – Another so-so JRPG whose soundtrack I enjoyed semi-recently. Figured I might as well get this one, too, so I also ordered it from YesAsia. Had better luck, and currently it’s the only OST still en route.
  • Klonoa of the Wind 2 ~Something Forgotten Wished by the Wind~ Original Soundtrack – A long-time want. Ordered and arrived from Play-Asia.
  • Tales of Legendia Original Soundtrack – See note for Klonoa of the Wind 2, though the former was a higher priority.
  • Halo Original Soundtrack – I was familiar with some of the music already, but while playing the game, the whole OST impressed. Picked up at Amazon.com.
  • Devil May Cry 4 Original Soundtrack – Also bought via Amazon, but it’s not the Japanese release. Like the Halo OST, it’s published by Sumthing Else.
  • Chrono Cross Original Soundtrack – If you’ll remember, I recommended picking this up in lieu of the game itself. Listening to it right now; it’s damn good. Otaku.com only ships via EMS, which is expensive, so I tacked on a couple of other OSTs when I got the BoFV one from them. This was one of them.
  • Front Mission 5 ~Scars of the War~ Original Soundtrack – …and this is the other. Both are ones I had had my eye on anyway. This is also the only OST I’ve ordered that I haven’t heard anything from; however, I like the composer and love the series, so I don’t think I’ll be disappointed.

I also made a set of trades over at VGMdb recently: a couple of spare DDR demo disks for copies of the Grandia 2 bonus disk (which I already had a copy of, but one that was damaged to hell) and a DDR SuperNOVA/Ultramix demo disk (which is wholly new to my collection). It was my first trade conducted through the site and went swimmingly.

That’s all I’ve got for now. Don’t know what I’m going to do today, gaming-wise; I’m exhausted, so I’m kind of iffy about putting more time into Dragon Quest V. I (finally) checked out the Plants vs. Zombies demo last weekend and really enjoyed it, so maybe I’ll get that and do some lawn defense.

The Quarterly (Plus a Week and a Half) Progress Report

I’ve been playing a lot these past few weeks. First off, there was the WiiWare version of Cave Story, which I started the day it came out, and beat the week after PAX East. Save for the uneven “new” soundtrack and sound mix, it’s much the same as the freeware version, which is to say fantastic. I did a straight playthrough of the game, pretty much identical to my first one, save that this time I went after the Spur, a crazy awesome weapon. I want to replay it again sometime soon for certain secrets that I missed, mainly the ones that will unlock “Hell”.

Another game I’ve beaten recently, albeit one that I’ve been playing for much longer, was Rune Factory Frontier, the first and only non-handheld entry in the Rune Factory series, and also one devoid of any Harvest Moon branding, at least in its English-translated form (doubtless because the publisher on this one is Marvelous/XSEED instead of Natsume). Frontier is a direct continuation of the original Rune Factory, and is as deep, engrossing, and flawed as its DS predecessors.

Here's some of my Runey notes. Really.
Here's some of my Runey notes. Really.

The major flaws this time around come courtesy of the Runey system. Unlike previous games, where runes can be collected to replenish action points both on the farm and in dungeons, said runes are dungeon-only. On the main character’s homestead—and in the surrounding town—live Runeys, color-coded creatures whose presence determines how fast and well your crops grow. Redistributing Runeys from area to area for good results is a finicky bit of business. First off, although Runeys have a set food chain, and certain types like certain areas more than others, it’s difficult to figure out how it all works; from day to day, some Runeys will decline or die off for no apparent reason, while others multiply. Secondly, there are only two ways to check the Runey level for the entire town, one of which is by talking to a specific person, and the other is by looking at a certain device in a fixed location. It would’ve been much more convenient to have an item in order to look up Runey levels whenever I wanted to, but such is not the case. That being said, I wound up keeping a pen and paper close by whenever I checked on Runeys, which was roughly every few (in-game) days at times.

Runeys—and constant loading screens—notwithstanding, this is the best Rune Factory yet. It feels like it moves at a slightly slower pace even though the actual in-game clock is the same (where one minute is equal to one real-life second), probably because it can be tough to figure out how to trigger the next round of story events, but these sorts of games were never meant to be rushed through. The farming, dungeon crawling, crafting, cooking, and so on are extremely well balanced, and can be challenging without being frustrating. The localization gets the job done, though I could’ve sworn I saw a bit of kanji slip through at one point, and the voice acting is good. The graphics are some of the most lush that I’ve ever seen on the Wii. The simplicity and charm that defines the series is in ample supply. In short, if I had to recommend a Rune Factory to someone, it would be Frontier.

I’ve also been playing a little more Pokemon Platinum, which, if you recall, I started on the way to PAX East. There’s not much to say here other than it’s a Pokemon game, though I am very much enjoying the aesthetic upgrades from Ruby, which I played last year (and speaking of Ruby, I’m still debating whether or not to import my Pokemon from that game). It’s very samey, though, but I kind of expected that. The current plan is to mostly play the game whenever I need to kill time, such as while doing laundry. As such, I expect to wrap up with the main quest several months from now.

After beating Rune Factory Frontier, I took a break for a little while, then started Breath of Fire: Dragon Quarter. Rather, I tried to start it. The difficulty caught me off-guard, as well as the system where some of your experience and whatnot can be carried over to a new game, and after a couple of tries, I quit. This after an aborted attempt to start the game some months ago. Well, the good news is that the fourth time was the charm, and I am now over ten hours in. The battle system is different, but very awesome, with its SRPG-esque character movement tactics making for some really interesting fights. Dragon Quarter has other quirks, too, though they don’t fit so much in the “awesome” column as the “it is what it is” one—from the character design to the fact that the game ends when a certain slowly and constantly upticking meter gets to 100.00%. Very strange game, but I’m having fun.

Finally: the backlog update! Since my January 3rd post, I have beaten five of the pictured games, started (but have not yet finished) two of them, bought and beat two, borrowed one (which I’m still playing), added one to the backlog (Etrian Odyssey II: Heroes of Lagaard), and currently have one on preorder (StarCraft II: Wings of Liberty Collector’s Edition).

Counting Metroid Prime: Trilogy as “one”, January’s photo showed 22 games, and now, on the shelf above me, there are 16 of them (not counting the preorder). I’m making progress!

PAX East 2010, Part Three: The Final Countdown

And here’s the conclusion! This one was delayed since I was waiting for namatamiku to get his box of Cool Stuff. He should’ve received it by now, but I haven’t heard from him personally yet. Anyway, I have other posts I want to write and can’t wait any longer, so here’s Part Three in all its glory. Also, nama, if you haven’t done so already, open the box and check out the Cool Stuff before reading this post; not everything I sent you is mentioned here, but I would like to keep it all a surprise 😉

PAX East 2010, Part One: Of Panels and Pokewalkers

One quick note before I begin: I’m looking for PAX East cosplay pics on deviantART. If you see (or have added) any over there, please post a reply with a link or links; thanks.

Now, on with the post, which is rather long, even though it’s just the first part. Co-starring my partner in crime; some of you may know him by his old FFVII Citadel handle, Cyrus Dogstar.

Chrono Dross

For the past few years, I’ve been tying up some final loose ends in the old school JRPG space. I never set out to play everything—for instance, I’ve no plans on touching Xenogears, for an assortment of reasons—but there have been a handful of titles that I’ve slowly been getting around to. Last year’s non-port, non-remake relics were Earthbound and Secret of Mana; I didn’t like them, but couldn’t hate them, either. The former was archaic (even for the time) and sported certain horrible and frustrating bits of game design, but its charming atmosphere made it easy to see why it has garnered a fervent fanbase to this day. The latter has a clunky interface and AI, overenthusiastic animation, and a rushed translation, yet the rest holds up fairly well, and in general, the game wears its ambition proudly.

This year’s major relic is Chrono Cross, the PS1 sequel to a Super Nintendo game made by a once-in-a-lifetime “Dream Team”; a console RPG which has since become one of the most beloved of all time. With such a pedigree, Chrono Cross has a lot riding on it. On top of that, aside from executive producer Hironobu Sakaguchi and composer Yasunori Mitsuda, none of the most recognizable names from the aforementioned original game’s “Dream Team” show up here. This doesn’t bode well, but it’s unrealistic to believe that Chrono Cross would equal or even surpass its legendary predecessor, right? As long as it works, there shouldn’t be much to worry about, right?

Well, therein lies the rub. Chrono Cross doesn’t work, not as a whole. Rather, it should, it ought to, parts of it do sometimes, and it contains so many things that could make everything work, but they all fit together in the wrong way, or too much glue is used in one place, and not in another. The result is a goopy mess of wasted potential, a skunk works project that looks good on the surface, but creaks at the seams.

Some military academy sorceress battling sounds pretty good about now, eh?
Some military academy sorceress battling sounds pretty good about now, eh?

This is a JRPG where the protagonist adventures with only the barest of motivations even after a few hours in, and with little to no pressure from outside forces pushing him forward; sometimes, when said pressure does come to bear on him, events then progress in a such a way that make absolutely no sense in the context of what happened even just a scene or two before. This is a tale where, whenever the central plot rears its ugly head, it starts out presenting itself in a natural and fluid way, then bombards you, via whatever deux ex machina device happens to be available, with tons of information that confuses things once again before, during, and/or after a major boss fight. This is a plot in which, toward the end, when things do kind-of sort-of make sense now, the last little bits thrown at you are absolutely ludicrous and makes you wonder what kind of crack the writers were smoking.

This is a game that commits one of the gravest crimes of game design: instead of guiding the player whenever necessary, it makes assumptions of them. It assumes that the player will go in a certain direction once heading to a new town with an open main square that happens to have several branching paths, so that the entire place can be explored before triggering the very cutscene that hints as to you why the townsfolk were talking about the things they were. That’s not a problem, but what is is that it also assumes that the player will remember every single snippet of conversation, amongst many dozens of characters and across several locations, that takes place throughout the course of the game. As such, this is a game in which a strategy guide or online walkthrough won’t be wanted merely for the optional stuff (and there’s a ton), but just for figuring out how to progress through the damned story. I don’t know how much is the fault of the localization—the PlayStation era was hardly a golden age for English translations of Squaresoft games—or the writing itself, but either way, a game like this should not have a narrative structure this sloppy.

Then there’s the battle system, which confuses simplicity with elegance, and complexity with depth. This may sound strange considering the genre, but in the Chrono Cross system, there are just too many numbers. Don’t get me wrong; it’s not the numbers themselves, but the types of numbers. There are percentages and decimals all over your average battle screen, along with blinking graphs for your Elements (Chrono Cross‘ version of spells and healing items) and your usual HP indicators. It’s a system that closely integrates turns with three different grades of physical attack, the aforementioned Elements, field effects, and summons that are both rare and borderline useless. Leveling has been completely done away with, but party members can still earn stat upgrades at the end of each battle, which kind of makes one wonder what the point of having no levels is. It’s a highly unusual and experimental battle system—par for the course for a ’90s Square JRPG, when you think about it—but suffers from the same syndrome that Kingdom Hearts II did in that the regular enemies tend to be too easy, while certain boss fights ramp up the difficulty a noticeable amount. Even with the latter taken into account, it’s possible to run away from several boss battles, including the very last one, so perhaps I’m overstating the difficulty there.

Part of me now wants to see Rinoa kick Kid's arse so hard, she'd kiss the moon(s).
Part of me now wants to see Rinoa kick Kid's arse so hard, she'd kiss the moon(s).

And speaking of the final boss, there are two options to dealing with it, and one of them requires an item that is talked about many times, but can only be obtained by going someplace that isn’t labeled on the map and is referred to but once or twice (without any clear indicators that You Should Go There) during the regular course of the game. Using this item, well, that’s another matter entirely. Let me save you the trouble: unless you really, really like exploring, don’t bother searching for hints in the game—if you want the “good” ending, skim through an FAQ to get the details.

However, before you think that this review is all negative, rest assured that there were some things I liked about Chrono Cross. While I found main character Serge to be bland—even for a cipher—and heroine Kid a bit annoying, there were some cast members I genuinely liked, such as Norris. Certain references to the game’s predecessor that popped up early on were kind of cute. For the most part, and despite the ugliness of PlayStation graphics in general, the visual aesthetic was nice. One of the main subplots was largely enjoyable and quite touching, although a certain track associated with it wore out its welcome really fast. And speaking of music, Yasunori Mitsuda’s score was great; I went in thinking that I wouldn’t like it, as I’d been overexposed to a handful of pieces over the years, but the soundtrack as a whole grew on me.

So, in summation, don’t play Chrono Cross, especially if you’re, like me, someone who loved its predecessor to bits and would be put off by an inferior battle system and convoluted, inelegant lump of a story. Just go straight to your favorite Japanese import game music retailer and plunk down Â¥3,204 or thereabouts for the soundtrack instead. That way, you’ll get one of the very best parts of the game without actually having to play it!