Press "Enter" to skip to content

Tag: jrpg – traditional

Shiren’s Quest, Serge’s Floundering

Mystery Dungeon: Shiren the Wanderer was my first “real” roguelike, and it was fantastic, but also nerve-wracking. I almost didn’t want to beat the game. It wasn’t because I was enjoying it too much, though there was some of that, too. Rather, I was afraid of the consequences I would face should I fail. Already I had died numerous times, and after every instance, I was whisked back to the starting town of Canyon Hamlet with all experience and stat boosts vanished into the aether, and all of the items and money on my person gone as well. To have this happen to me once I passed the point of no return, and with some excellent customized equipment to boot, would’ve been devastating. Such are the risks in Shiren, but it made the joy and sense of accomplishment that much sweeter once I reached my final destination.

Shiren is a DS port of a 1995 Super Famicom game, and a spinoff of a Dragon Quest spinoff. This latter bit is important, since the music in a certain dungeon struck me as very Koichi Sugiyama, and lo and behold, it turned out that the DQ series composer was responsible for Shiren‘s excellent soundtrack. While I was playing, it was pointed out to me that the lack of absolute permanence in death separates it from the oldest adherents to the roguelike genre, including Rogue itself. In fact, not only is death impermanent though inconvenient (for the reasons I stated in the first paragraph), but starting over again and again is encouraged. There’s not much to the main story, but to take full advantage of the game’s features and build Shiren up into a warrior worthy of taking on Table Mountain’s heights means completing various sidequests, most all of which require several cycles of restarts from Canyon Hamlet for maximum effect. These sidequests typically involve helping other people in the area, and the results can be anything from a new party member to a free stat boost.

Mystery Dungeon: Shiren the WandererThis is a game that, much like life itself, rewards perseverance, patience, and effort. Though it’s not for everyone, for fans of tough-as-nails dungeon crawlers, I can’t recommend it enough. A Wii sequel, simply released in the US as Shiren the Wanderer and said to be more forgiving than the Shiren of old (a la Final Fantasy Fables: Chocobo’s Dungeon), came out earlier this week and has been getting good reviews so far. I definitely plan to pick it up sometime, but not right away, because, you know, RPG-heavy backlog and all.

Since wrapping up Shiren, I’ve moved on to another of my Must Plays for 2010, namely, Chrono Cross. Even before starting this game, my feelings on it were mixed. This was due to a blend of my strong affection toward its immediate predecessor, Chrono Trigger; the varied opinions on the game floating about on the internet; and the overexposure I had to Yasunori Mitsuda’s soundtrack, thanks to places like the now-defunct Gaming FM. Still, I wanted to keep an open mind, and went into the game knowing as little about it as possible.

I’m currently about twelve hours in, and am finding it to be… interesting. It has appropriated some of Chrono Trigger‘s better ideas, the most noticeable one being the lack of enemies on the overworld, and has thrown in a few cute tiny references to said previous game, from familiar lines and names to certain musical themes. There’s other throwbacks as well, but what’s most striking about Chrono Cross is what is different. Instead of time travel, the theme this time around is parallel dimensions and alternate histories, which is intriguing on its own, but I can’t help feeling that more could’ve been done with it. Maybe more will be, but something tells me that the Cross world won’t approach the depth and variety of Trigger‘s.

Another thing that’s substantially different is the battle system. A great amount of emphasis is placed on physical attacks, which are separated into three tiers, based on accuracy and power, and each one costing a certain number of turn points. The successful execution of these attacks tie into the use of Elements, which serve as both magic and healing items in this game. On top of that, Elements come in six colors, and their usage affects the overall field of battle, as well as the effectiveness of summoning, which I haven’t had a chance to mess around with yet. It’s a complex-looking system, but easy to grasp the basics of after a few hours. Unfortunately, it’s also rather dull, due largely to the physical attack emphasis I mentioned at the beginning. The generally low difficulty curve doesn’t help either.

The writing in Cross leaves much to be desired. Main character Serge is a silent hero, like Crono was before him, and I don’t have much of a problem with that. Other characters, however, are too vague about their motivations, fickle in their treatment of me, and/or generally don’t provide enough of a reason for me to care about the fate of this alternate world that I’ve found myself in. Kid in particular seems to have been designed as Cross‘ answer to Trigger‘s Marle, but she’s neither as interesting nor as fun as her predecessor. There’s also the matter of pacing, and when and how certain scenes are triggered. For example, I could explore an entire town and listen to various people discuss how to get into a certain place for no apparent reason, then go into an area I bypassed early on, only to have a cutscene happens where Kid goes, “Hey, let’s try to get into (certain place)!” Now you wouldn’t think this would be a problem, but going by the dialogue and the town’s layout, I got the impression that I was supposed to go to this specific area first, and then find out the details on how to get into the place that Kid mentioned by exploring the town.

Anyway, I’m sticking with Chrono Cross, just to see where it all winds up, and also to see if my experience will improve any.

Special Stage: First up, some sad news: P.S. Triple’s run on 1UP officially ended last week. No new strip, just a goodbye message, and a reminder that the iPhone apps are there if anybody wants ’em. I’ll miss the adventures of Triple and the others, especially X-Locks and most especially Saygah, who I’ve since made my avatar on CAG. I’ve also been working on a piece of Triple fanart, but it’s not done yet; knowing me, it might be awhile. Anyway, thanks for the fifty strips you did bring us, Micro Magazine and Mission One!

Gus Mastrapa’s piece “21st-Century Shooters Are No Country for Old Men” is a lamentation of being a thirtysomething FPS gamer in a landscape dominated by youngsters. I haven’t touched an online multiplayer FPS in at least five years, but I can totally see where Gus came from in his article. The most remarkable part of this piece was the comments section. On GameLife, whenever there’s this many comments on a piece, it usually means there’s a good old fashioned flamewar going on. However, the comments here are from other adult gamers, like Gus, who have encountered teenagers and college students on virtual battlefields, and all the frustrations that can ensue. They shared their own stories and gave tips for how to enjoy oneself as an older FPS player. Great stuff all around. If you don’t want to wade through it all, there’s a follow-up piece here, highlighting some of the best comments and emails Gus got.

Christmas, Chrono, and the Undying Backlog

I apologize for the lack of posts lately; it’s been a busy holiday season. Since I last wrote here, I’ve beaten Radiata Stories, read most of the holiday issue of Edge (purchased in large part because I wanted to see why they gave Bayonetta a 10[!!!]), did the Christmas thing (Ratchet & Clank was my sole game gift, but just everything else I got was great), played a lot of Planet Puzzle League, started playing the DS port of Chrono Trigger (which is excellent), played with pets, did the New Year’s thing, bought my first game of 2010 (Forza Motorsport 2, Platinum Hits version), came back home, ordered pizza, put stuff away, and now… here I am again. Oh, and I played the Torchlight demo this afternoon; good stuff, but I have a tendency to drop Diablo-style games after awhile, so I won’t be getting this one, at least not right now, even though Steam’s $5 sale price expires after today.

D:
D:

There’s a lot I want to write about, and plan on doing so throughout the month. For now, though, a backlog update. I usually do these things in the spring, but I figured that it would make more sense to move these posts to the beginning of the year, which is when I’m setting my gaming goals and starting the year’s Beaten Games Tab anyway. So, yes, I have a lot of games to play. Again. And I think Rogue Galaxy is now in its fourth or fifth year of having gone unplayed.

With that said, here’s my must-play games for 2010:
Rogue Galaxy – For obvious reasons.
Mario & Luigi: Bowser’s Inside Story – The other DS RPG I brought with me to play over Christmas/New Year’s. Sadly, I haven’t gotten around to starting it yet.
Chrono Cross – Sometime before March, or PAX East, at least.
SMT: Nocturne and SMT: Persona 3 FES
Tales of the Abyss
Mystery Dungeon: Shiren the Wanderer
Halo – I’ve had this in my PC stack of shame for years. Figure it’s about time I pop it in and see what all the fuss is about.

Out of my twelve 2009 must-plays, I managed to beat eight of them, gave up on one due to annoyance (Billy Hatcher), and never touched the final three (the non-Digital Devil Saga MegaTen games). Not too shabby, methinks. And while I’m at it, here are all of the games I beat in 2009. If all goes well, the 2010 Beaten Games Tab will be posted on my LJ account tomorrow.

More later, including my annual Roundup. Stay tuned…

The Digital Devil Saga Duology

Once upon a time, there was a dystopia called the Junkyard. The people of this land were divided into six factions, each one designated by a specific color, and their never-ending fight for the right to enter Nirvana was overseen by a seventh entity, the Karma Temple. One day, life in the Junkyard changes when a strange girl emerges from a cocoon, and all of the residents receive the powers of demons. The battle is ratcheted up a notch as the presence of these demons, or Atma, require the residents to start eating each other to remain sane.

Right from the outset, Shin Megami Tensei: Digital Devil Saga is not your typical JRPG, and the plot only gets more complicated from there. By the time the game ends, you are left with a cliffhanger and many unanswered questions, all of which are addressed (in a sometimes sloppy manner) in Digital Devil Saga 2. Throughout their journey, Serph and the other characters grow and change, find old emotions and uncover pasts and events which they had forgotten or never even known. They’re the types of characters one can get attached to, and even the most unlikable of all, the volatile Heat, ends up being more than he seems.

While the story may be a refreshing departure from the anime fantasies of most JRPGs, the battle and character growth systems are quite familiar. Here, the biggest outside influence on the Digital Devil Saga duology seems to be Final Fantasy X. Not only is one able to swap characters in and out during the midst of battle, but the ability systems in both games take forms that resemble the Sphere Grid. By spending in-game currency at save points, characters can unlock different ability sets, called Mantras, for their Atma to learn. In Digital Devil Saga, Mantras are arranged in a clear, mostly linear map, but in the sequel, this is replaced by a hexagonal grid that not only allows more freedom, but is also tougher to navigate. Once a Mantra has been paid for and set, Atma Points, which are used to master said abilities, can be earned by defeating and/or devouring enemies during battle. It’s a straightforward, elegant system that, while not being quite as complex as the Sphere Grid, does its inspiration proud.

Going back to battles: one of the game’s most distinctive features is the “Press Turn” system, which makes what would otherwise be a staid turn-based affair into something more dynamic. At the beginning of each round in battle, every character and enemy present receives a turn. These turns can be added to or subtracted from by pulling off certain moves. For instance, attacking a monster with a spell type it’s weak against, or with a critical hit, will add a turn to your party’s current round. However, if you miss in your attack, or cast a spell that an enemy can block or absorb, a turn or two can be lost. Skipping a character will cost half a turn, combo attacks cost two or three, and there are other, specific ways to manipulate the number of turns per round, especially in the second game. It’s the type of system that requires careful strategizing and can also get your party into trouble very quickly, especially in the later dungeons. There have been times when I enter a random battle and the enemy goes first—only to be completely wiped out by them without doing anything, because they attacked with spells my party were weak against, or happened to pull off a completely successful instant-death move on everyone. Fortunately, these occurrences were infrequent enough to be merely annoying rather than frustrating, but at the same time, they’re a notable flaw in this otherwise ingenious system.

The game’s general aesthetic is another notable feature. The character designs have a unique style to them, and the world eschews the Judeo-Christian and Buddhist themes of many other JRPGs for Hinduism—from the concept of Nirvana, to enemies visually based on the likes of Vishnu and Ganesha, to the simple mandala designs found throughout both games. Voice acting ranges from tolerable to excellent, leaning more towards the latter overall; unfortunately, the sound mix for the battles nearly drown out any present voice snippets entirely. The guitar-driven soundtracks are decent, and DDS2’s is especially good, with heavy electronica leanings and an engaging, beat-infused main battle theme that trumps the first game’s more sluggish one.

When I first began fleshing out my PS2 RPG collection, it took me quite awhile to find these two games at a decent price (I eventually snagged them off of eBay in a single lot for $100). Despite the occasional annoyances with instant-death battles and having to grind late in both games in order to take down some particularly tricky bosses, I greatly enjoyed them. They were each a good length—roughly 35-40 hours apiece—and although some bits of the story ended up being vague and nonsensical in DDS2, I liked the world and the characters. There’s more about the DDS duology to enjoy than I’ve discussed here, but in general, if you’d like to play a dark, mature RPG with large, complex dungeons and challenging battles, these two games are worth looking into.

Game Progress: In the Grip of Nostalgia

I haven’t been doing much gaming lately, as I’ve been feeling under the weather. Because of that, I’ve put off beating Digital Devil Saga 2 (though I started playing again this weekend and hope to wrap it all up shortly); I like being fully awake and non-headachey for RPGs, especially those I’ve never beaten before. I did start Klonoa 2: Dream Champ Tournament, but am currently stuck on a part that, again, I want to be in a clearheaded state to play, otherwise I just know that I’ll never get through it. Oh, and I gave up on Billy Hatcher and the Giant Egg, convinced that Sonic Team hates me.

Not wanting to put any more time into DDS2 yesterday, and not wanting to touch Klonoa, last night I dug out the GBA I bought awhile back and the cart of Wario Land: Super Mario Land 3 that had arrived not too long ago. Back in the day, when my sister and I were kids, the only way we could play many games was through our friends and cousins. However, my sister did get a Game Boy as a gift at some point, and her small library of games included Kirby’s Dream Land, The Lion King (which stank), and Wario Land. Kirby is good, but I’ve no desire to play it again, as the games which followed in the series give me my nostalgia fix well enough, even though I’ve no particular attachment to said games.

On the other hand, I have never derived such satisfaction from later Wario platformers, so instead of giving more of those a chance, I went right back to the source, which I hadn’t played in at least fourteen years. Playing through a handful of levels last night, what I was most amazed by was how much I’d remembered. This wasn’t a case where I could get through every single level easily, knowing where every single enemy and hazard was. Rather, familiarity was at work. It’s like going back to a place which hasn’t changed much over the years and being able to pick out even the most insignificant landmarks. Only thing is, here, the landmarks are things like Wario’s pith helmet, the Sugar Pirates, the item blocks with the eyes on them, the skull doors, the 10 coins, the bottles which give Wario special abilities, and the ways in which they and many other elements all come together.

So yeah, it’s a real nostalgia trip, unlike any other I’ve ever had, probably due to the length of time since I last beat it and now. The one thing that’s bugging me at the moment is a small crumb caught between the GBA’s screen and the glass layer on top of it, which I won’t be able to get rid of without a special type of screwdriver (I’m looking into borrowing one). Funny thing is, even though I can be picky about things like that, so far it hasn’t lessened my enjoyment of Wario Land.

Game Progress: Oh, Sonic Team

Last week was a quiet one, gaming-wise. I beat Digital Devil Saga, as I’d intended, and though the final boss was a bitch to beat, the ending has me very much looking forward to its sequel. I intend to start that sometime this week. The only other game I played to any extent was Billy Hatcher and the Giant Egg. It was the only non-RPG left in my console/handheld backlog and I needed to break things up a bit, so I popped it in the Wii yesterday.

Right now, there isn’t much to say except that it’s most certainly a Sonic Team game, and not in a good way. While the Sonic Team-developed 3D Sonic games since the Dreamcast era have been rightfully derided for their sometimes imprecise controls and cameras from hell, the non-Sonics that the team has made have generally ranged from pretty good to really good, and have included the likes of Chu Chu Rocket, Samba de Amigo, and Phantasy Star Online. Thus, I went in giving Giant Egg the benefit of the doubt. That, and the game has a kickass soundtrack, which I’d purchased and started listening to a long time ago after hearing some tracks on the now-defunct Gaming FM.

Giant Egg turns out to have many of the same problems that have plagued the Sonics, and some unique to the game. The camera can be player controlled, and is fine most of the time, but is frequently too close to the action during fights against larger enemies. The platforming is a little flaky when trying to be precise, and double jumping while holding eggs is especially annoying when the platform is a narrow one on top of a crate.

Speaking of the egg holding: the main mechanic of the game involves rolling, growing, and generally manipulating eggs. To start rolling an egg, one need only approach it. However, this simple approach backfires whenever Billy loses control of an egg by falling off a short ledge or doing a quick turn. There’s also been a few times when I bound up to a high place using a device that requires a held egg and said egg reaches the top safely without Billy, which means I have to run around to find another egg and try it again. This annoyance over the egg control isn’t restricted to wanting to roll, as not wanting to can be just frustrating. For instance, one level required me to stand on top of an egg by jumping on it, which ended up being harder than it sounds. The game also grades you, using the total time elapsed per level as one of the metrics. With the fidgety controls and sometimes hard-to-reach collectables, my average score so far has been a low one.

What’s most annoying is the part I’m stuck on now, in one of the mandatory levels. It’s a pirate-themed one, and my task here is to aim a cannon and shoot myself out of it to reach the next round of platforming. One of the locals even gives me a tip when I talk to them (which reminds me; it seems that Billy can’t talk to characters without letting go of the egg), telling me to aim just slightly above a certain flag. I try doing this many times, and always end up drowning in the water over and beyond my target. Talk about your cheap deaths. I eventually gave up for the evening and started plowing through one of the postgame challenges in Chocobo’s Dungeon instead.

So in general, it’s okay (and the soundtrack is still great), but I’m not too crazy about the aspects which have carried over from Sonic Team’s more annoying works. That’s pretty much all for now; this week, I’ll start Digital Devil Saga 2, and maybe Final Fantasy Crystal Chronicles with my husband. I’m also looking into getting more cheap non-RPGs for my console backlog; Klonoa: Dream Champ Tournament and the original Ratchet & Clank are two that I’m looking at. Anyone have other recommendations? WiiWare/Virtual Console recs are fair game as well, since I got a 2000 Nintendo Points card for my birthday and have 200 spare points sitting on the Wii itself. I’m setting aside most of the points for World of Goo, but have no idea what to do with the rest right now.

Chocobo Comparisons, Part One: Facing Worlds

First off, apologies for not posting in awhile. I had some computer problems to deal with, mixed in with some real-life stuff along the way. On top of that, I’ve also been enraptured by two excellent RPGs.

Serph, the hero of Digital Devil Saga
Serph, the hero of Digital Devil Saga

Right now, it seems like I’m nearing the end of Shin Megami Tensei: Digital Devil Saga, and I know that’s the case with Final Fantasy Fables: Chocobo’s Dungeon (aka Chocobo’s Mysterious Dungeon: The Labyrinth of Lost Time). I started the former first, taking an initial dip into the one franchise which occupies my backlog more than any other, then the second afterwards, wanting something more lighthearted in tone to balance against the darker game. However, although they are certainly very different games in atmosphere—not to mention style, as Digital Devil Saga is your standard turn-based affair and Chocobo’s Dungeon is a roguelike—I eventually noticed that these two have far more in common than meets the eye in terms of story.

Digital Devil Saga centers around Serph and the group of fighters he leads, the Embryon. They live in the desolate Junkyard where tribes fight one another for the right to go to Nirvana; all this is overseen by the Karma Temple, which is headquartered in a tall, towering structure at the center of the environs. Serph’s world begins to change when a mysterious girl with strange powers emerges from a cocoon-like thing in the middle of a battlefield. He and the rest of the Junkyard’s inhabitants gain the ability to transform into the beastlike Atma, and little by little they start to see their world in a different light.

Chocobo’s Dungeon centers around a chocobo named, er, Chocobo and the group of friends he makes. He finds himself in the idyllic town of Lostime where residents live happily without memories; all this is overlooked by the Bell of Oblivion, which resides in a tall tower in the center of town. Lostime begins to change when a mysterious boy with strange powers emerges from a speckled egg which comes out of the sky. Chocobo gains the ability to enter Mysterious Dungeons enabled by lost memories, and later, change into Job forms. Little by little, the townsfolk start to see their world in a different light.

Chocobo, the hero of Chocobo's Dungeon
Chocobo, the hero of Chocobo's Dungeon

It’s important to note here one very crucial distinction between Serph and Chocobo: while Serph begins the game as a part of the Embryon and the world at large, Chocobo is a complete outsider, having been magically whisked away to Lostime during a treasure hunt in a desert. There’s also the matter of complexity, as Digital Devil Saga’s story is a bit more sophisticated and unpredictable than that of Chocobo’s Dungeon. Indeed, the foreshadowing in Chocobo’s Dungeon is fairly easy to interpret for this JRPG vet; I suppose that its overall light RPG trappings have much to do with it, despite the hardcore nature of the gameplay (more on that in a later post). As for Digital Devil Saga, I haven’t been able to figure out what exactly is going on, and am as curious to know more as the characters themselves.

Still, I could’ve never anticipated that these two would be this similar as far as their basic plots go. Much has been said of JRPG plots and how cliched they can get after awhile, but there generally tends to be a significant amount of variation between them (for some reason, this seems to be most true of strategy RPGs, but I digress). In the case of Digital Devil Saga and Chocobo’s Dungeon, the similarities don’t bother me in the least, as the actual meat of the games are vastly different, and that’s what I play RPGs for in the first place. I hope to have Chocobo’s Dungeon beaten this weekend, but will probably continue to play the game afterwards, depending on whatever post-ending content there is. Likewise, I’m going to try to wrap up Digital Devil Saga sometime next week. Needless to say, it’ll be interesting to see if the plot similarities continue on through these games’ endings.

Chocobo source art from Neoseeker (neoseeker.com).