Showing posts with label 3DS. Show all posts
Showing posts with label 3DS. Show all posts
Friday, 23 August 2013
Impressions of Shin Megami Tensei IV
Atlus has some pretty big shoes to fill these days. Over the past decade or so, public opinion of the Final Fantasy franchise (and Square Enix as a whole) as steadily declined. In a time where the JRPG titan can't seem to do anything right, a lot of people are turning to Atlus' Shin Megami Tensei series as the new Messiah. This, combined with a special offer from Nintendo meant Shin Megami Tensei 4 was always going to sell pretty well. However the question is, was Atlus able to perform with all eyes on them? With everyone expecting another legendary masterpiece like Persona 4 (or at least a game to fill the void of good Final Fantasy games) could SMT IV really hit it out of the park? Well, I've played the game for about 25 hours so far, and with that experience I am going to try and answer said question.
Now before I get into my actual analysis of the game, I want to talk a little bit about my experience with the franchise so far. I've played a few hours of Persona 3, but never really sat down and played it consistently. I've also played through Devil survivor, parts of which I really liked, other parts of which I really didn't. The reason I mention these things is because when I first played Devil Survivor, I thought things like the demon fusion, the game's difficulty, earning extra turns etc. were interesting or unique, when in reality they are staples of the entire Shin Megami Tensei franchise. Well, these things are all present in Shin Megami Tensei IV as well, and my opinion on them has not really changed much. Demon fusion is a pretty awesome mechanic, extra turns are really neat (when you get them), and the difficulty is a giant thorn in my side.
So let me talk on the combat/difficulty first, then. SMT games are pretty well known for being hard, and while I don't have a lot of games to compare, SMT IV seems to be no different. Now, I'm all for challenging RPGs, games that require strategy and planning, but there is a very fine line between challenging and frustrating. I would personally say that SMT IV has at least one foot over that line. I think it all comes down to the bonus turn mechanic. Basically, if you hit an enemy's elemental weakness, get a critical hit, etc. you earn a bonus turn, and same goes for the enemies. If you miss, hit an enemy's resistance etc, you lose 2 turns. On one hand, it's super satisfying to assemble a team of ice damage dealers to take out that boss that's weak to ice. You will probably decimate him. On the other hand, if you don't have that team of ice damage dealers, you will probably fail miserably. Heck, if you get unlucky and miss once or twice, you will fail miserably.
I personally feel that one of the big differences that makes this mechanic interesting in Devil Survivor but terrible in SMT IV is simply the information given to the player. In Devil Survor, you know before you even engage an enemy what their teams strengths and weaknesses are. In SMT IV this is definitely not the case. The first time you encounter an enemy you can only guess what their elemental properties are, and if you guess wrong the entire flow of battle turns against you. If it's a normal enemy then you can probably manage, though there's a good chance you will suffer enough damage to necessitate heading back to base to heal up. But a single wrong move against a boss will likely spell your doom. The only reliable way to beat bosses is to fight them once, use as many elements against them as you can to determine their weaknesses, then immediately reset and go put together a team to counter said boss. That isn't particularly strategic gameplay to me. There are just so many ways for your group to die that are outside of your control, and they are not limited to boss fights. It almost never feels like a death is because you messed up so much as you got unlucky or the enemy was cheap.
Beyond issues with the battle system, the game has plenty of other weaknesses as well. In short: The story moves slower than any other game I can think of. It took ~10 hours for anything of note to happen, many full games aren't even that long. Money is pretty hard to get your hands on, and yet doesn't seem to offer a whole lot besides convenience. I'd rather spend money to summon a demon that I could catch for free than buy a new sword that makes no perceivable difference in battle. You can only have one active quest at a time? Really? Navigating the "world map" is very awkward and usually involves visiting every location to find the one you are actually looking for. Once you leave the starting area, the game barely even tries to direct you any more. Leveling up feels kind of useless, as stat increases don't really make a noticeable difference in battle. The characters are pretty uninteresting and you'r "party members" seem completely superfluous. And that's all that I can honestly think about at the moment.
The game is definitely not all bad though. There are a lot of neat little things about it that kept me playing as long as I have. The demon fusion system is as interesting as ever, and I find it pretty enjoyable planning out the ultimate demon team (including reserves to swap in if one dies, or to heal outside of battle). SMT IV also has a system where demons can teach your avatar abilities, but if the avatar already knows the ability in question, it just gets stronger. I find it really satisfying to plan out demon fusions in order to get the most powerful demons, but also give the avatar +8 in the abilities I want. The app system is interesting, allowing the player to choose which bonuses they value most (extra skill slots, more demon reserves, regen mp while walking, convince demons to give you money, etc). Limiting the number of each type of consumable item the player can hold is a great idea in a dungeon crawler game. Any time you die you can return exactly to where you were (although, resetting the game seems to be faster). Furthermore, another interesting part of dieing is that you can pay to be revived with money, or you can use the 3DS' play coins, making SMT IV the first game I have personally seen to actually use play coins (though again, resetting is free). And finally, what little plot I have seen is fairly interesting.
All in all Shin Megami Tensei IV is a game that I want desperately to love, but so far haven't really managed to. There are periods where I have really enjoyed the game, but far more times where I was frustrated or lost or bored. At this point I have essentially stopped playing because I find I'm not particularly interested in wandering about trying to find where I'm supposed to go, dieing horribly, and then spending the next 3 hours grinding. Chances are I would find the game a lot more enjoyable if I were to drop the difficulty down, but the fact remains that "normal" mode doesn't on the whole feel like a particularly enjoyable game to me. I don't want to drop the difficulty because I find it too hard, I want to drop the difficulty because it feels abusive and punishing and unbalanced. But this is assuming I ever go back to it. On that matter, only time will tell.
Tuesday, 7 May 2013
Fire Emblem Awakening Review
Fire Emblem is a series that I have been a fan of for about a decade now, about as long as it has existed in North America. So you can imagine that I was pretty excited at the prospect of a new title on the 3DS, especially considering Radiant Dawn came out way back in 2007. Fire Emblem is just one of those series that speaks to me, it has interesting characters, tactical combat, immersive worlds, and yet remains a pretty simple product on the surface. Unfortunately I had to wait a couple months after it's North American release to pick up my copy of Awakening, but all is well. I have my copy now, and I'm just about done with it, so I thought I would share my thoughts on the latest installment in the Fire Emblem series.
The first thing that makes this title stand out from the rest of the series is simply the degree of freedom and customization one has over their characters. It's actually somewhat reminiscent of Sacred Stones in this, and also in that you can spend time fighting non-integral battles for experience. Awakening has three main systems for customization. Firstly, every character has a pool of classes that they can change to, and subsequently learn skills from. Each person typically has about 3-5 classes they can access, and it's interesting choosing which classes to spend time in, which skills to pick up. Each character also has 5 total skill slots, giving a pretty high degree of customization per character. Even beyond this though, is the ability to marry characters together. Doing so eventually gives you access to a new character in the form of their child, who inherits potential classes, base stats, stat growths and even a couple skills from their parents. It all combines for a pretty complex system that allows for a lot of long term planning.
While I'm a huge fan of the customization Awakening allows, the unfortunate fact of the matter is that the positives to this game more or less end there. That's not to say everything else about it is terrible, just not quite up to par with the rest of the series, in my opinion. Ironically, the very things that make the game so fun (to me anyways) also have a lot of not so great repercussions. It all comes down to pacing, really. Fire Emblem games typically ferry you immediately from one battle to the next with some storyline in between. In Awakening you can spend hours messing about, grinding baddies, playing DLC, fighting spot pass teams etc. While having all of this extra stuff to do can add a lot of meat to the game, it also completely removes all efforts at pacing. What's more, how you choose to build your army matters a lot less when you have as long as you need to make up for your mistakes and grind your weak characters. If you are like me, you end up so absurdly powerful that the story missions are a joke. Even the story suffers. Goofing off for hours between chapters removes all intensity from the plot. I really cared about what happened to the worlds of Elibe and Tellius, but the story behind Awakening feels really weak, I don't feel engaged in it.
Beyond the actual storyline behind whatever world Awakening takes place in, I feel like the characters themselves suffer a lot from this games open-endedness as well. For one thing, each character being able to re-class into so many different classes really hurts their individuality. In previous titles, a character's class defined who they were. When you can so easily switch a character's class, who they are starts mattering a whole lot less. They stop being a person and start being "Mercenary #3". It doesn't help that graphically, each character is only distinguishable by their head. In their base class they have a unique body, but as soon as they promote that goes away. Every Sage for example, friend or foe, has the same body, which just gets weird. It's especially odd when that body has physical characteristics that the character in question really shouldn't have, or varies drastically from that of their previous class. I personally consider this a much graver sin than any palette swap ever was..
Sadly, the character issues don't end with individuality, either. One other way that Awakening bucks the series' norms is in how it handles support conversations. Often times in the past, each character would only be able to support a handful of other characters. What's more, each character could often only get a limited number of supports. Neither is really the case in Awakening. Characters can support just about anyone else (from their own generation, anyways), and there is no limit to how many supports a character can have. This also ties into the marriage system, in that marriage occurs when two characters reach an S level support. At first this seems like an overwhelmingly good thing. It means support options aren't so restrictive, and each character has an incredible amount of dialogue with which to build their personality and relationships. What's more, Awakening doesn't resort to having pre-canned generic conversations like Radiant Dawn did. However the sad truth is that in the end of the day, the result isn't significantly better.
The problem lies in the fact that each character has precisely one defining characteristic, and the pure volume of writing that has to be done for each possible combination. Seeing how each character would interact with another is occasionally interesting, but after seeing several supports it invariably begins to tread old ground rather quickly. I get it, the mage is studious. The thief likes candy. The archer is a flirt. It would be nice if support conversations dug a little deeper like that, as has been the case in previous games. When it comes to romantic relationships things aren't any better, either. Because there are so many marriage options, the pairings are often quite unconvincing. I didn't see a single proposal that wasn't painfully contrived. Yet, each support feels like it's leading towards marriage. Even if a character is already wed, anyone else who gets an A support with that character will seem to be blatantly flirting. It's like characters in this universe don't know how to have a friendly relationship with the opposite sex without throwing a ring at them.
In the end of the day, Fire Emblem Awakening is a very odd game to assess. The level of planning and strategy it affords is significantly higher than previous installments. Yet, every other aspect of the game feels significantly more shallow. If there was ever a question that Fire Emblem should stay a linear game, I think Awakening proves the point. Being able to go off the beaten track totally ruins the game's pacing, both in terms of challenge as well as in removing intensity from the plot. Having characters that are so flexible and support conversations that are painfully generic lead to uninteresting characters that lack individuality. What's more, being able to level up at will removes any danger that your characters will ever die. Combined, I found I just didn't really feel like I cared all that much about my characters, or the world for that matter. Even the battles themselves feel less strategic and more like going through the paces.
Fire Emblem Awakening isn't a bad game, it just isn't good in the same ways that previous titles were. It's not a game about strategic battles, interesting characters and a tense war for power. Those things are there, they just take a back seat. Awakening is all about planning out your characters, watching them become beastly, and then spending $3 on DLC maps that take 20 mins to beat. A part of me wants to see what the game is like on the more absurd difficulty levels; maybe more challenge would solve a lot of the game's problems. A larger part of me feels like I've had my fill of this particular title. It's a quality title, I'm certainly not disappointed to have played it. It just didn't scratch the itches I expected from a Fire Emblem title.
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