Some Last-Minute Dungeon Crawling


This afternoon, I’ll be boarding a plane to California for a personal trip. What this means is that, for the past week or so, I’ve been tying up some loose ends beforehand, so I wouldn’t have to deal with them when I got back. The usual errands notwithstanding, this has meant returning to the final, postgame stratum of Etrian Odyssey.

One of the monsters I didn't fight.

I had originally begun tackling it last year, immediately after beating the main quest. Unfortunately, the most advantageous stat boosts required me to restart with new characters at Level 1, and thus, a lot of grinding was required. I took up the grind again earlier this month, and eventually maxed out the five stat-enhanced characters I had created way back when at Level 70. When my party was strong enough to venture into that last stratum again, around Level 60 or so, I began mapping it out thoroughly, finding it an even more devious bastard than the snippets I had seen last year. In the end, I never got through the whole thing due to some insanely tough bosses that I would’ve had to have defeated. Still, I’m glad that I got as far as I did, even though I had to spam the items and abilities that cut down on random encounters after maxing out my party and building up my cash hoard, as fighting monsters was a waste of time by that point.

In general, the plan was to be “done” with Etrian Odyssey so I wouldn’t have to take it along with me, but I also wanted something new to play on this trip, since Pokemon Platinum by itself would get a little boring after awhile. Thus, I ordered Might & Magic: Clash of Heroes, which I’ve had an eye on ever since its release. (It’s also, I believe, the first Ubisoft-published title I’ve bought since Grandia II for the Dreamcast, which says more about my tastes than the company’s games.) Yeah, another RPG, but with more of a strategy and puzzle bent from what I understand. I’m looking forward to playing it.

I also picked up the issue of Edge that’s currently on the US newsstands, because that’s what I do nowadays before a long trip. It’s the June issue with Little Big Planet 2 on the cover. I wouldn’t be surprised if I have every Edge cover appearance of LBP by this point, but I also wouldn’t be surprised if I’m missing one or two. Something interesting I’ve heard about LBP2 is that the gravity is adjustable, which might mitigate my one major turn off from the first game: the floaty animation. You can bet I got sick of seeing all those Edge covers (and stories) real fast after seeing the original LBP in motion for the first time…

Anyway, that’s all for now. See you again in a little over a week!


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!


The Latest Hybrid Model


There’s been a lot in gaming press, blogs, and messageboards lately about how Japanese RPGs are stagnating. With the arrival, en masse of high-quality Western RPGs on consoles, history is repeating itself. Remember what happened when console gamers discovered what good first-person shooters and built-in modding/customizing tools were like? Halo was not a big deal to those of us who had previously played everything from Wolfenstein 3D onward, and Little Big Planet looked nice, but was it really going to revolutionize things when powerful—but not overly intimidating—modding tools like UnrealEd were old news?

Anyway, like I said, there’s a lot of whining about how JRPGs have gone downhill, and some people think that the best way to fix them is to, generally, make them more Western. Such homogenization isn’t the best approach (and wouldn’t make the core JRPG consumer base happy), but what is? While some JRPG series (most notably Dragon Quest, Tales, and Pokemon) soldier on with high-quality, well-received main entries, other games have been seeking different approaches. There’ve been some novel experiments (Valkyria Chronicles, The World Ends With You), but more commonly, we’ve seen a lot of hybrids.

Hybrid RPGs are not easy to pigeonhole, and they’ve always kinda-sorta been around in one form or another, but the past few years have really seen them come into their own. For evidence of this, RPGamer’s Best of 2009 Awards is worth a look. While more traditional RPG fare took the top prizes, many genre blends popped up in other categories: SRPG/shmup Knights in the Nightmare, RPG/microgame mashup Half-Minute Hero, dungeon crawler/farming sim Rune Factory Frontier, and so on. The phenomenon isn’t limited to Japan, either, one of the more recent examples being the Western-developed puzzle RPG Might & Magic: Clash of Heroes, likewise mentioned in the Best of 2009. Clearly, RPGs mixing with other genres is a growing trend, and going by the quality of the hybrids I’ve played so far, it’s one that I personally would like to see continue.

Mario & Luigi: Bowser's Inside Story - Lending Bowser a hand, through minigames!One of the original hybrid RPG stars has been, not unexpectedly, Mario. First in Super Mario RPG, then in the Paper Mario and Mario & Luigi games, the portly Italian plumber’s RPG adventures intermingle with the precise jumping and timing that define his platforming exploits. The Mario & Luigi series in particular adds an extra layer of challenge by having you control both Mario Bros. on the field at the same time, and eventually, special moves become available that can only be pulled off when the two are together. The second game, Partners in Time quadruples the party when Baby Mario and Baby Luigi join their older selves on the quest. This was also the first game in the series to appear on the Nintendo DS (the original was on the Game Boy Advance), occasionally reserving the top screen as the babies’ domain, with special areas only they can explore, for when they aren’t riding piggyback on the adults.

The latest Mario & Luigi game (and the last Mario RPG ever made that I had left to play), the Fall 2009 release Bowser’s Inside Story, is likewise on the DS, but this time, the party is reduced to three: Mario, Luigi, and perennial bad guy Bowser. The basic plot is that the Mushroom Kingdom has been hit hard by a disease called the Blorbs, which causes the local Toads to swell up into obese giants. Meanwhile, Bowser is, yet again, planning to kidnap Princess Peach when, along the way, he eats a strange mushroom which causes him to swallow up the Princess, Mario, Luigi, and half the Kingdom. Mixed in with all this is the delightfully mad Fawful, Cackletta’s henchman from the first game who comes back as a full-fledged villain here. While Mario and Luigi explore Bowser’s body to try and find a way out, Bowser commences on his own journey. What comes out of their adventures is one of the strangest symbiotic relationships the Mario canon has seen yet.

The hallmarks of the series are all present—the platforming, the special moves, the hidden items, the funny script, and so on—but a third major element has been added to the mix of RPG and Platformer: Minigames.

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