Showing posts with label JRPG. Show all posts
Showing posts with label JRPG. 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.
Monday, 22 July 2013
Radiant Historia Thoughts
It's no secret that the JRPG genre isn't exactly flourishing as it once did. Not outside of Japan anyways. Yet while the well dries up and the big franchises flounder, a little company called Atlus has our backs. It's thanks to them that we have games like the Shin Megami Tensei and Etrian Odyssey series. They were the ones who published the likes of Ogre Battle and Growlanser. The were even responsible for bringing Demon's Souls and Disgaea to the north, where they were wildly successful. In recent years Atlus has become the west's biggest and best source of the JRPGs that AAA studios won't make any more. So when I was told that they had made a superb Chrono Trigger inspired JRPG for the DS, I knew I had to play it. In fact, the game was so popular that Atlus had to do a second run of production because it was so in demand once people knew it existed. I've finally managed to find the time to devote to the game, and so I thought I would give my impressions, having beaten it in it's entirety.
Radiant Historia is a game about timelines, and as such evokes a lot of comparisons to Chrono Trigger. The basic idea is that the game is split into two timelines, and the player has the ability to jump to any key event experienced in either timeline. The idea is that if you play a single timeline, you end up running into roadblocks, and to progress you much either go back in time or spend some time in the other timeline in order to acquire a new ability or change a key event. The idea is that the world is quickly charging towards it's end, and before the game has even begun the world has been doomed several times. It up to the protagonist, Stocke, to manipulate events and lead the world down a different path. Interestingly enough, this leads to a lot of interesting situations where the decision that keeps the world alive isn't necessarily the decision that is best in a given situation. Many choices you can make will lead to a scenario where the world ends, resulting in a "game over" ending.
What's interesting about these endings is that none of them are all bad. They all give the impression that your decision had a positive impact, but in the end it did not divert the world's path to destruction. You won the battle, but the war was ultimately won. Then you simply go back in time and pick the other option, and unfortunately this is where the game's cracks begin to show. As intriguing as the time traveling system is, it's both incredibly repetitive and surprisingly linear. The game may seem wide open at first, but you quickly find that the way forward is always to play one path until you hit a dead end, then switch paths until you hit another one, and repeat. Similarly, because you spend so much time jumping between key events, you end up covering the same ground over and over again. There are many points where you cannot avoid the intermediary events between key points, and all the scene skipping in the world doesn't mean you won't be running through Lazvil Hills and the Gran Plains a dozen times over.
This goes doubly for the side quests, unfortunately. Side quests tend to be a lot more interesting, and a lot more fulfilling, but also a lot more frustrating. Many quests will require you to progress much further into the timeline before you can complete them, and some even require you to skip between timelines. When you stumble across an object and think "oh hey, that guy back in that place at that time needed this thing", it's very satisfying to make that connection. But for every time that happens, there's two where you completely forget who wanted the object, where they are located and what exact time window you need to be in to talk to them. What's more, after jumping back and forth in time so much it becomes very easy to forget what happened in what timeline, what you need to actually do to progress from event A to event B etc. Actually completing all of the sidequests without a walkthrough is an extremely monumental task, but it really didn't have to be if the game just had a proper quest log and a better indication of how to progress along a timeline you've long since forgotten about.
But enough about timelines and all that jazz. One of the most interesting parts of Radiant Historia is that it has one of the most interesting takes on turn based combat I have personally witnessed. It goes a bit like this: Your team of three faces off against opponents who are arranged on a 3x3 grid. Some enemies take up 2 or 4 or 6 or even all 9 enemies, but most only take a single spot. Among your arsenal of abilities are skills which can knock enemies about, allowing you to position them in opportune locations for killing expedience. Knock an enemy on top of another one, and subsequent attacks will hit both enemies. Further, you can also do things like knock them into the air, onto traps, out of buff tiles on the ground, etc. Adding to this is the fact that every party member has the ability to switch places in the turn order with any combatant. This can be used to switch the order your guys attack in, or you can swap with enemies in order to try and bunch all your allies' turns together for big combos. It's a novel system that in many cases feels as much like a puzzle as anything else. What's the best way to group up the most enemies as you can? Or is it faster to burn one down at a time? Which character has the best abilities for this situation? Will you need buffs more than movement abilities? etc.
However, as with the timeline mechanic, this battle system is definitely not all roses either. First and foremost is the fact that the game seems to have rather poor battle pacing. Each area contains a TON of enemies, and especially considering how much time you spend walking back and forth through the same old areas, the fights can get old fast. While you have the ability to avoid most enemies on the area map, towards the end of the game you start to need experience quite dearly. Couple that with quite low availability for some of the party members, and it becomes a question of, "grind now or grind later?". Now if you had told me this in the first 15 hours of the game, I wouldn't have minded. The battle system is pretty fun. But eventually around the half way mark through the game, battles just get very grueling. The average number of enemies you fight goes up to about 5, and weird things start happening with the turn order. All of a sudden it becomes apparent that how fast your characters are doesn't matter as much as how close their speed is to eachother (so they can build proper combos). When enemies ambush you, you start seeing battles where you can't even attack until you've hopefully survived all 5 enemies attacking 2-3 times. The result is battles just get less desirable, you want to avoid them more, but bosses actually start getting pretty hard. Thus the aforementioned grinding conundrum.
As far as the plot is concerned, the game presents a pretty compelling story. As I mentioned earlier, the idea is that you have to try and nudge the world's destiny on a path that doesn't lead to destruction. Unsurprisingly this involves all the tropes of an evil empire, beast tribes that hate humans, people misusing mana etc etc etc. Unfortunately there isn't a whole lot I can actually say without spoiling it. What I will say though is that as the game went on, I was very interested to see where each plot line would lead, and how they would inevitably join back up again. Around the 1/3 way mark things start to get really interesting and it really motivated me to push on through the lul that comes soon after. However the plot, too, is not without issue. Once again we come back to the repetition the time mechanic brings. Because you have two separate timelines that advance in parallel, things often seem like they are going at a snails pace. Until you near the end of the game, it's often really hard to see how things are relevant in the big picture, especially when you start mixing up the history of each line in your head. In the end of the day the payoff is pretty good though. I found the ending to be very touching, in a way that very few games ever are.
I guess ultimately what I'm trying to say here is that I'm very conflicted on my final opinion of Radiant Historia. It's chock full of really interesting ideas. At times those ideas are very well executed. At other times the game drags like nobody's business. There was a stretch of about 8 hours within the game where I went from loving it, to hating it to loving it again. In the end of the day I would probably conclude that Radiant Historia would be amazing if it was about 25-30 hours long rather than 40. I think the truth behind Radiant Historia though is that, judging by the lack of advertising and the limited initial run, Atlus probably just had some crazy ideas they wanted to play with. I doubt it was ever intended to be more than a fun little experiment, and I suppose in that regard it succeeded. Whatever the case may be, I would still recommend that any avid JRPG fan give it a go. If you are willing to overlook some of the issues I outlined above, then it could easily classify as one of the best JRPGs released in the last 5 years. Even if you can't see past the flaws, it's a one-of-a-kind experience. It truly has the makings of something great. Whether you think it achieved that or not may well vary from my own opinion.
Monday, 1 July 2013
Thoughts on Penny Arcade's on the Rainslick Precipice of Darkness 4
Over the past couple of years there have been few games that I've looked forward to more than those put out by Zeboyd Games, the 2 man crew responsible for Breath of Death VII, Cthulhu Saves the World, and now episodes 3 and 4 of Penny Arcade's series of games. Their work just contains a certain quality to them that few games do - a quality that says that the people making these games love JRPGs as much as I do. So having beat Rainslick 4, and knowing that Zeboyd is looking for feedback, I thought that I should compile my thoughts on their most recent game in one place.
Easily the biggest thing that I enjoyed about Rainslick 4 is all the different ways to approach a battle. As someone looking for that depth of gameplay, I really appreciated coming up to a battle, losing, adjusting my strategy and switching some equipment, and then winning. It's like a puzzle, but not the annoying kind, it's a puzzle that involves doing the things I actually enjoy. Solving the puzzle can be very satisfying, although I do wish it was a little easier to switch out accessories once you've seen what you are up against in a given battle.
However on this note I feel I should also mention that, by the end of the game there were actually too many different permutations of party members and equipment. With 20 or so party members, all with unique abilities, it get's really hard to keep track of who can do what, how you have their equipment set up etc. Not to mention that the game's UI really doesn't work when dealing with that many characters.
On a similar (though somewhat ironic) note, I was not a fan of the way the party was separated in 2 until the end. It really messes with the pacing when you jump back and forth between the two. It works well narratively to say "ok this group is stuck doing this for a bit, let's see what the other group is doing". It's frustrating in terms of gameplay though. Every time you switch you are going from a stronger group to a weaker one with a totally different set of abilities, plus it makes managing your equipment fairly awkward at times. However where the irony comes in is that, I actually felt like this part of the game before the two parties merge was the best. Reason being, the game felt a lot tighter and more coherent when dealing with groups of 6-8 monsters. There are lots of options without being overwhelming. When all is said and done, I ultimately prefer the Rainslick 3 model better over all. Having a larger degree of customization on a smaller number of characters get's rid of a lot of the issues facing the system. It's a lot easier to keep track of what each class / person has available to them, it's a lot easier to build UI for, and I think it just builds a better narrative.
Beyond all this, I also felt like the game's pacing in general was a bit off, and it could have done with being a few hours shorter. Zeboyd has always done a good job of keeping the pace up in their games, with snappy combat systems. In Rainslick 4 it just felt like the variety of gameplay was very thin, and in some places it really started to wear thin (most notably, the back to back battlefield and Q'atra dungeons). It just feels like 95% of the game is spent in combat or exposition, which is odd because objectively that's been the case in all Zeboyd games, but I never really felt it before. Not to mention that there is more exploration and secrets to find in Rainslick 4 than any of their other games. I think what it comes down to a few things. In previous titles you could spend more time examining objects and such which makes the environments more interesting and gives you something else to do (As much as I'm sure it was a giant pain writing and coding text for every gravestone). I also felt like the areas in Rainslick 4 were just less interesting in general. They looked and sounded amazing, but there just felt like a lot less variety and creativity. As a result it feels more like a really pretty funnel to the next point of interest.
Aside from that I only really have 3 other, smaller complaints. The first is that I felt like the rewards from optional end-game content were gravely insufficient. It was really rewarding to me personally to complete these challenges, but it seemed like each of these areas gave very little exp (understandable, given the game's balance philosophy). I never ended up using the ultimate shoe weapon, the "secret" monster or the "secret" monster trainer. The only reward that really felt substantial was the ability to face Fish Force again, and steal their mascot. This leads me to the second complaint. The game is way to focused on magic. Which is fine to a degree, magic has a tendency to be more interesting, and is somewhat balanced in that magic users tend to be more squishy. It just feels wrong that once the groups meet up, there doesn't seem to be much use to strength types. And the final complaint: the game's writing took an odd turn in this title, though being as that wasn't really Zeboyd's role in this game I won't expound on it.
Ultimately, Rainslick 4 just wasn't quite as awesome as I was ultimately hoping. It has amazing art, amazing music, a lot of really funny moments, tons of cool secrets and very good core gameplay. It's held back by a fair number of things here and there though. Many of them are small issues that are kind of niggling things that are hard to put your finger on. Many of them are quite possibly just personal preference. In the end of the day though, I would not hesitate to give Rainslick 4 a hardy recommendation to anyone who enjoys RPGs the way they were meant to be made.
Wednesday, 26 June 2013
Vandal Hearts: Flames of Judgement Thoughts
I am a big fan of Strategy RPGs, in fact my favorite game just so happens to be one. SRPGs just seem to have a way of offering me all the things that I want. I get a lot of joy out of creating a fighting force that is customized to my specifications. Creating a long term plan for what I want my team to look like and then gradually seeing that come to fruition is really fun to me. So when I heard about Vandal Hearts: Flames of Judgement, a game that was suggested to me because ever character's stats and proficiencies are directly tied to your actions, I was instantly interested. Of course it's a $15 game from 3 years ago, but I just recently got around to playing through it. Having beaten the game, I thought it was worth taking a look at what it did right and... everything else.
So what does it get right? The first thing that comes to mind is that the battles are all pretty varied. There are a fair number of them for such a cheap game, and very few of them feature the simplistic "kill all enemies / the boss" objective. Even the missions that do have you simply murdering all the baddies almost always have something else to spice things up, often some object on the map that can be interacted with. This can mean a boulder you have to push down a hill, or a flaming brazier you can shove over to block off a path, or a variety of other things. Between those, and all of the treasures scattered across each map, every battle stays pretty fresh. Beyond that, the only other positive thing I can really say about the game is that it's stat system really is quite extensive, offering a ton of potential customization to each character. However... it's not so simple as that.
The unfortunate fact of the matter is that Flames of Judgement is a game with a list of issues a mile long, a list that I couldn't possibly sum up in this post. But ultimately, most of the big issues end up relating back to the stat system in some way. Which is unfortunate, because I've always really liked the whole "your stats grow based on your actions" kind of systems. I think the issue Vandal Hearts: Flames of Judgement faces however is that it just went way overboard. At a guess, I would say that each of your 6 characters have something like 45-50 stats. These include your core stats, your combat stats, your weapon proficiencies and your magic proficiencies. Many of them make perfect sense and are no surprise. Sure, you get better at using swords the more you use them, and melee attacks while your at it. Sure, your MP and magic stats go up the more you cast spells. The combat stats are just silly though. Why do we need a stat the indicates how much damage you do when you move more than 3 squares before attacking? Or when attacking from a higher elevation? More to the point, why do we need to care about these stats increasing?
As I said, the overwhelming depth of this system ends up causing several issues. For me though, I think what really killed it for me was the fact that, each character has so many stats it's hard to get a good impression of how strong they currently are, and how they are progressing. There is no one screen you can look at and see "oh, he has 12 strength, that's pretty good". In fact, each character has a strength, mentality and agility stat, but as far as I can tell they don't actually do anything but indicate the suggested route the player should guide that character along. These stats never change, and within a couple hours of starting the game the character with the second lowest strength was my best physical attacker. Now this may seem like a small issue, but I believe that in a game such as Vandal Hearts, progression is everything. If you can't get a good idea where your characters stand, then your system has failed. These systems work when you have a good idea where you want your character to go, how to get there, and how far along that path you currently are. Vandal Hearts: Flames of Judgement fails to varying degrees in all three areas.
The other big issue to me was simply the game's usability and just the general feel of it. Just about every aspect of the game feels obtuse and lackluster in some way. Sure, I can understand if a $15 title uses still images for it's story scenes. But I don't understand why it takes as long to load some static images as other games take to load entire 3D cities. Why is it that the only time I can save is when in camp, but I have no ability to enter the camp menu myself? Do I really have to fight and win a battle just to save the game? Easily the worst offender in this regard is the game's inventory menu. It's understandable to some degree that it's hard to display so many stats, but it really wouldn't have been that hard to make a more usable menu system. To do just about anything requires you to scroll to a tab within a tab within a tab, then scroll all the way down a menu. Heck, I didn't even know how to equip items until 1/3 of the way into the game because the equipment screen requires you to scroll down to a second screen, but offers no indication that you can do so.
In the end of the day, Vandal Hearts: Flames of Judgement is a game that exudes mediocrity from every pore. I could spend all day typing and still not list every minor issue I take with the game. You'll notice I didn't even mention the game's plot or it's characters, but I've detailed the most offensive issues here. Ultimately it's a game that is at it's best mildly interesting, and at it's worst an obtuse sack of annoying. Much of that is forgivable in a $15 title, but the most grievous issues plaguing the game are as a result of bad decisions and bad design, not because of a lack of budget. I'm glad that I did play the game, however. It's games like Flames of Judgement that we learn the most from - games with a few interesting ideas followed by a massive list of things not to do. With that said though, I wouldn't recommend it if you are looking to y'know, have fun with your video game.
Thursday, 6 June 2013
Fire Emblem and Player Choice
So I've been on a bit of a Fire Emblem kick for a while now. A couple of months ago I finally played through Path of Radiance, and following that I made my way through Awakening. More recently, I'm in the middle of re-playing plain old Fire Emblem, the GBA game from 2003. I've found it kind of interesting to look at how the series has evolved over the past 10 years. Of course the series didn't ever leave Japan until 2003, but since then it has picked up significantly more widespread appeal. I can't help but feel like several of the changes made to the series since then were made in the interest of appealing to the new fans rather than the old. So with that said, today I wanted to talk a bit about choosing characters, and why it was better back in the day.
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.
Sunday, 21 April 2013
A More Complete Look at Devil Survivor
So a few months back I wrote a post comparing Devil Survivor to Ni No Kuni. In said post I essentially sung the praises of Devil Survivor (and denounced Ni No Kuni), but the thing is, at the time I had only played about 8 hours of the game. Since then I have played about 20 hours more of the game, and being just about done, I wanted to to give a more complete impressions on the game. Needless to say, that is where this post comes in. I feel I should note that my opinion of each game (and which is superior) has not changed at all, but there is certainly a lot more to say about Devil Survivor now.
So before I go on, let's recap what I said in the aforementioned post. The long and short of it is that Devil Survivor has very deep gameplay. It has several mechanics all designed around the concept of building a cohesive team of demons with a large degree of customization. Said mechanics are also introduced at a pretty snappy pace, you get just enough time to figure out each mechanic, and it doesn't take forever to introduce them all. That customization isn't that easy to achieve though, as it typically requires demon fusion, and thus a lot of thought has to go into how best to achieve the desired results. The result is some pretty cool SRPG combat. 20 extra hours of play hasn't changed my opinion of this aspect of the game one bit. If anything, it gets even deeper as you go. Even without adding more mechanics, just the number of demons and abilities you get access to continually adds to the depth of the demon customization.
Aside from the gameplay, one big thing that I wanted to point out about Devil Survivor is it's story. While it's presentation is very simplistic and it starts off just like any other JRPG, Devil Survivor actually has a surprisingly striking narrative. Three teenagers randomly get the power to fight demons and save the world, but they are also trapped in an area of Japan with no power and no cellphone service, with thousands of other people (most of whom cannot fight said demons). As the days go by the people trapped in the "Yamanote Circle" become more desperate and dejected, the demons get more aggressive, and unbeknownst to most, some unknown disaster is looming on all of them. What's so impressive about all this though is just the way each person react to it all. Their responses feels very realistic, and seeing the way each person handles the situation creates some pretty powerful moments. There is something very profound about the way that, in the middle of this battle against demons, mankind is still their own biggest adversary. Amidst all this, the decisions that the player can choose also really makes one think about the moral stance they want to take on things. It's all a very interesting situation, and I didn't expect it in a game with such a by the book opening.
Unfortunately, things are not all rosy in Devil Survivor town however. The game suffers a lot in the area of difficulty. Of course there isn't anything wrong with a hard game, but the way in which Devil Survivor gets it's difficulty is somewhat problematic. Personally I really enjoy the battle system, I spend time fighting battles just because they are fun, and as a result am almost always sitting at about as high a level as you can be at any one point in time. Given that, I found fights which are just your team versus a bunch of demons to be pretty simple across the board. Problems arise in two different situations however. Firstly, there are several fights in which you have to protect NPCs. Second, boss fights. Granted, there is a difficulty option, but you can only choose your difficulty at the beginning of the game. I'm not about to start a new game because I'm stuck on a hard fight 25 hours in. It also doesn't help that there is no way to skip dialogue, so every time you fail a mission you are forced to sit through several minutes of dialogue before trying again (often including dialogue options, too). But let's get to the two aforementioned issues.
Now when i say there are fights in which you have to protect NPCs, I'm sure every game out there knows instantly where I'm coming from. Everyone has played at least one game in which you have to protect some flimsy, incompetent NPC, or suffer a game over. Devil Survivor is little different. Killing the enemies is no problem, but making them not kill the NPC is a different story. What's worse is that said NPCs invariably start a long way from your party. This means that the challenge in this mission basically becomes nothing but "hope the NPCs don't die before you can get to them". This results in some pretty frustrating losses, because when you fail it feels like you got unlucky and/or there was nothing you could do better. It doesn't help that the NPCs rarely go where you would like, but this does make some sense in the narrative at least. Your party summons demons, it makes sense that civilians would be confused and perhaps scared of you. It's also kind of neat narrative-wise that you spend so much time trying to save other people, but none of this makes their incompetence any more tolerable. The final nail in this particular coffin is just the frequency with which you encounter this kind of mission. At a guess I would say that somewhere in the vicinity of 20-25% of missions involve someone from their own stupidity.
Which leaves boss fights. Luckily there aren't anywhere near as many of these. It sounds kind of weird to say that boss fights are too hard, seeing as of all the fights in a game bosses should be hard. Where Devil Survivor goes wrong is just the fact that the bosses are so much harder than everything else you fight. One would expect that if you are completely and utterly wiping the floor with every other enemy you encounter, you should at least stand some chance against a boss. You would be wrong though. There isn't a single boss that didn't give me huge amounts of trouble, despite being ridiculously over leveled. The problem here is that, if you aren't capable of at least putting up a good fight against a boss that you have to beat to advance the story, then the game shouldn't allow you to get to that point. The fights leading up to that boss should be challenging enough to prepare you for it. If you are struggling against the rabble, you know something is wrong. If you breeze through the rabble, then the boss becomes an impassable wall which you smack head first into. It's called a difficulty curve for a reason. It's supposed to be a curve. Devil Survivor's bosses provide some of the biggest difficulty spikes I have ever experienced. On a slight side note though, I did like how in the case of one of the harder bosses, the game really drives home the fact that they use fire long before you ever face them. It gives you a ton of time to think ahead and prepare your team accordingly. I still got slaughtered when I fought him though.
Ultimately, Devil Survivor is still a very fun game. It gives me all the things I want in a game, and I'm very glad to have played it. It has convinced me more than ever that I really need to just dive into the Shin Megami Tensei universe. It's definitely a game with some serious issues though. There aren't a lot of them, but I feel that crushing difficulty is definitely going to get in the way of a lot of peoples' enjoyment of this title in the long run. It's not a game that even pretends to be trying to appeal to anyone but the JRPG fanatics though. Some people are looking for that kind of difficulty. Honestly, I feel like this game is niche enough as it is, so maybe it's ok that it's so hard. It's not a game I ever see myself playing against though.
Saturday, 6 April 2013
Evoland Review
About a week ago, I heard about this game by the name of Evoland, a really interesting little game spawned from a LudumDare creation. As a game that is both inspired by and a tribute to the like of The Legend of Zelda and Final Fantasy, I was instantly intrigued. It struck me as a very whimsical game that would be just up my alley, and so I picked it up as soon as it came out. I've now played the game to completion, and normally I wouldn't bother making a post about such a small game, but it was interesting enough that I think it's worth talking about.
So I already mentioned that Evoland is a sort of tribute to oldschool games, but in truth that's not entirely accurate. While the game is chockfull of references and clearly takes a lot of inspiration from old RPGs, it's more of a tribute to the evolution of games than any particular title or genre. True to it's name, Evoland's biggest claim to fame is the fact that it literally evolves as you progress. Think Upgrade Complete or DLC Quest, but finding your upgrades rather than buying them. When the game starts you are a simple 8-bit character with a Gameboy style black and green color palette. You can't even move left, but as you explore you uncover better colors, sound effects, higher resolutions, menus, and even 3D. As far as the gameplay itself, it begins as a typical top-down adventure style game a la Zelda, but you soon unlock turn based battles as well. One of the things I was most skeptical about going into this game was the fact that it features both this Zelda style adventure mode and the Final Fantasy style Turn Based mode.
Now I'm going to be kind of blunt. Evoland isn't a particularly good game. Gameplay wise, it's pretty mediocre and unsurprisingly suffers a lot from a lack of focus. As nifty as all the references are, it suffers a lot from trying to do too many things, and subsequently having most of them end up disappointing. What's more, I found that there was a very palpable dissonance between the game modes. It felt very strange to get through an adventure mode dungeon with only half a heart remaining, only to have full health upon getting into a random battle on the world map. What's more, the tools you can use in adventure mode have no bearing on turn based combat. Similarly, all the equipment and experience you gather for the turn based combat does nothing for adventure mode. It's especially noticeable because because the game is a mere 3-4 hours short, and so you never experience either mode for more than a couple areas. Stuff like your experience level just doesn't end up mattering at all.
Evoland's turn based combat is ultimately pretty bad. While pretty much every enemy is amusing, the battles are just boring and very shallow. There isn't a battle you can't win by having one character attack every turn and the other heal. It's not even a targeted heal, it just heals both characters. However on the flip side of things, the Zelda mode is actually pretty good. While it's combat isn't that great either, it's got some surprisingly clever puzzles. For example, early on you encounter an impassable block called a "Dimensional Tile". Later on when you return to the area in 3D mode, you realize it was just slightly raised, and 3D you can step right over it. This kind of thing becomes especially important when later areas actually contain crystals you can strike which will switch between 3D and 2D mode. This is unquestionably when the game is at it's best. Being able to experience a couple of areas in both 3D and 2D is pretty cool, and using that as a game mechanic is genius. Mechanically it's not that different than something like the crystal switches you might see in the Zelda series, but aesthetically it has a totally different feel to it.
Unfortunately though, Evoland is a game with nothing to offer but novelty. It's charm and uniqueness is such that the first couple hours are pretty easy to get through without even noticing the gameplay flaws. After the first hour and a half or so though, new things stop showing up and the game goes down hill pretty rapidly. Playing the game for gameplay's sake just isn't entertaining. The game becomes a bit of a chore to get through, and I found myself caring a lot less about completeness. Granted, "completeness" doesn't really seem to be rewarded particularly well. In the early game chests were exciting, as they usually meant some new feature being unlocked. By the end chests are just annoying. You go out of your way to get them, and are literally rewarded with a gold star. What function do they fill? As far as I can tell they are nothing more than a collectible to get because why not. Some chests contain playing cares, which can be used to play Double Twin, a clone of Final Fantasy VIII's fantastic Triple Triad mini game. Even that manages to be a poor imitation of the source material, though.
Which is ultimately what Evoland comes down to. It's an extremely unique game, it's overflowing with charm and fun references to games I love. Despite these things, it's a game that still struggles to be competent in it's own right. It deserves a lot of praise for doing such interesting things, I can't even begin to fathom how they did this (in Flash, no less). The experience of actually playing the game is just quite lacking, even down to frame rate issues, glaring bugs and lack of native controller support. I greatly enjoyed the references, and I think with more time the game could have been great even despite the splitting it's focus. As it stands though, I tend to think 2 hours of novelty and 2 hours of mediocrity is perhaps not worth the $10 price stamp. I'm glad it exists though.
Thursday, 7 March 2013
Why Devil Survivor is Superior to Ni No Kuni
A little while ago I wrote an extensive post detailing all of the things that Ni No Kuni does wrong. The short version is that, it's a good game but is it has terrible compantion AI, terrible pacing, tries to do too many things with it's combat and is very repetitive. The reason I mention this is because of the other game I've been playing recently: Shin Megami Tensei: Devil Survivor Overlocked. While it's a much simpler game with no exploration, no puzzles, simple graphics, almost no animation, etc, I feel like it succeeds in all of the places that Ni No Kuni fails. So I thought I would take some time today to explain my thinking on the matter.
To begin with, let's look at how Devil Survivor works, and why it's similar to Ni No Kuni. Basically, Devil Survivor is what you would get if you mixed a monster collecting game like Pokemon, and a strategy RPG like Fire Emblem. In battle you have up to 4 characters, each of whom leads it's own unit consisting of themselves and two demon companions. The player moves around the grid-based map and engages opponents in battle. Upon entering said battle, the game transitions to a turn-based combat system wherein each member of the two engaging units can use one attack. Beyond this, there is an "extra turn" system, wherein each combatant can earn an extra turn (or cancel the opponent's extra turn) if in this combat phase they hit an opponent with an element they are weak to, score a critical hit, or are just really fast. The way that this is similar to Ni No Kuni is simply in the monster collection aspect of things. While you don't tame demon's, just about every opponent you face in battle can be obtained for your own use. Furthermore, there is a big focus on building a cohesive team by choosing the best demons to place on your team.
Before I get too deep into how the monster systems compare though, I want to talk a bit about the rate at which new mechanics are introduced. As I stated in the other article, Ni No Kuni goes at a slugs pace. Several hours pass between each new mechanic. More to the point though, it feels like the game goes out of it's way to show you why you need this ability before it finally bestows it upon you. The result is basically just frustration all around. Before you get whatever ability, you feel frustrated. It's obvious something is missing and you are being forced to do things the hard way. When you finally do get this new ability, it's a sigh of relief or a "Now why couldn't they have given me this 3 hours ago?". In Contrast, Devil Survivor has a much choppier approach to doling out the goods. Devil Survivor's new mechanics are also all based around the mechanic of improving your demon party through customization. Between the speed and the fact that each mechanic builds upon the last, acquiring some new ability feels way more fulfilling than in Ni No Kuni. The feeling is more along the lines of "Wait, I can do what now? Wow, that's cool, I can't wait to give it a whirl!".
Now then, on to the matter at hand. When it comes to the whole matter of building a team of monsters, there is one main thing that I look for. I want to be able to look at the available allies, easily discern the basic strengths, abilities and weaknesses of each, and with that knowledge compose a team that has the highest possible effectiveness in the most possible situations. I'm a sucker for customization and planning long term. Ni No Kuni has none of this. Customization is minimal, and each monster has way too many factors to consider, making it next to impossible to put together a team that really complements each other as best as possible. You could certainly put together a good team, but it often involves ignoring a monsters elements or astrological sign. On the other hand, Devil Survivor strikes a wonderful balance with it's mechanics, despite having just as many or possibly even more. I suppose you could say it has depth where Ni No Kuni his complexity. It's mechanics complement each other rather than get in each other's way. It's pretty easy to put together a team that wrecks fire monsters, but is really weak against electricity. You could also then solve that by changing out monsters (which you can do in between encounters, even) or even fusing demons together in such a way as to remove weaknesses. Want a healer in this team, but your spellslinger knows no heals? Well, it's not too hard to teach them one, no matter who they are.
These are just some examples of how Devil Survivor does things better. I could go through a ton of specific examples, but I think you get the point. Devil Survivor is all about putting together a team that works well together. Exploiting your enemy's weakness is quite literally a core mechanic. The games goes to great lengths to accommodate your ability to do this by customizing your crew through interesting methods. Ni No Kuni is bogged down by trying to do too many things which get in each others way. In the end of the day a lot of people just end up going with whatever they think is the coolest. Which has merit in it's own I suppose. The fact that you can beat the game using pretty much whatever monsters you want will appeal to some. It's certainly not deep, compelling gameplay though. That about sums the comparison up, actually. Ni No Kuni is all flash but little substance, whereas Devil Survivor is all substance and no flash.
Monday, 18 February 2013
Ni No Kuni - The Best Bad Game I've Ever Played
Ni No Kuni is a game that for a while now has been heralded as the "great savior" of the JRPG, or some such. The fact of the matter is we don't get many triple A JRPG style games these days, it's a genre that has mostly been relegated to the indies and the handhelds. The ones we do get tend to be very strange, like they are stuck in some ugly mid-metamorphosis stage, trying to adapt and be fresh and new but not quite getting it right. So the prospect of a solid, traditional style RPG made by Level 5 and the legendary Studio Ghibli was quite tantalizing for many, myself included. Now that I have just about completed everything there is to do in the game, I thought I would talk about my thoughts on the game.
The short version is, it's undoubtedly a good game, but it has such a ridiculously large amount of problems with it, that it doesn't come anywhere near being great in my book. Thus far I've played the game for about 65 hours, and a good 15-20 of that has been spent bored and/or angry at the game. Now I'm glad I played it, it was mostly fun, but the game designer in me aches as I play it. Aside from the amazing visuals, the likes of which we will probably never see ever again, I don't think there is a single aspect of the game that doesn't have some problems biting at it's ankles. If you are looking for a game with a good story and an interesting universe to explore, then Ni No Kuni is probably a game you will love despite it's problems. If like me, you are more interested in good combat and interesting mechanics, then Ni No Kuni will probably still be worth playing, but might be disappointing.
There are a lot of little problems that bog down the game, but there are a handful of huge, fundamental flaws as well. So let's break it down:
Repetition
Let me quickly outline one of the game's mechanics. Basically, many people in Ni No Kuni are "brokenhearted". This means they are missing a piece of their heart corresponding to a specific property (love, courage, ambition, restraint, etc). As such they don't act entirely reasonably, and that's a problem. Luckily the protagonist (Oliver) has a locket which allows him to extract pieces of heart and redistribute them. So if you find someone with an excess of courage, with their permission you can take it and give it to someone lacking courage. It's an interesting mechanic, but very overused. Throughout the game there are about 80 side quests, and at a guess, about 50-60 of them involve fixing someone's heart. Not only that, but a donor for the appropriate quality is almost always just across town. It gets to the point where I literally skipped as much quest text as possible, because as soon as I saw that red word that said "Courage" or what have you, the entire point of the quest is clear. The fact that a dozen boxes of text exist where a single word is sufficient is another problem, but I'll talk more on that later.
Now the issue of brokenhearted people extends beyond sidequests, too. See the game has a very clear formula that repeats exactly 8 times, stretching through almost the entire game. Basically, almost every time you arrive at a new town, it goes something like this: I need something in this town. Oh no, the leader/important person is brokenhearted! Fight a boss (a ghost thing named "Void of whatever heart quality the person is missing"). Now we need to fix their heart. Oh, the person we met 5 seconds ago has an excess of what we need! Cool, they are better, now they can help us with the reason we are here to begin with. Time to go do a dungeon, then head to the next town! This happens almost exactly like this 8 times, once for each aspect of the heart, and it gets very old by the end.
Now the last thing to mention on Repetition is just that, you revisit old areas a lot. Like, A TON. It's not like anything really changes in the places you visit either, so it's not a cool kind of revisiting. It's the monotonous kind. There are more issues with revisiting areas, but they fall more under future categories, so I'll leave it there for now.
Pacing
Pacing is really one of the things that Ni No Kuni does quite badly. In fairness I think it's an issue that plagues almost every long epic style RPG, but it still stuck out to me while playing Ni No Kuni. The short version is simply that nothing you do is quick and easy. Every task has to be bogged down by some sort of fetch quest or some form of complication. Oh, you want to go back to town? Too bad, volcano errupted on the other side of the continent, go there first. The "formula" I described earlier is an example of this too. You can never just show up and talk to the king about what he can do to help you save the world. You have to get an audience with the king, then fix his borkenheartedness first. Some of this was acceptable at the beginning of the game, because they used it to demonstrate the game's mechanics. But then they just kept doing it...
Just to add insult to injury, the game's scenes are painful (and surprisingly few of them are voice acted). Whenever you do anything you are faced with a fairly hefty amount of dialogue. Perhaps the most annoying thing about it though, is the way said dialogue is done. Quite literally it seems like they explain everything like you are 5. Simple concepts are explained at gross length, obvious plot points are slowly unravelled 10 minutes after you figure it out, and every time you need to do just about anything your companion feels the need to hint at what needs to be done and/or how to do it. The volume and quality of the dialogue make the scenes drag on dreadfully, to the point where it feels like you spend more time discussing how to save the world than actually doing it. In fact, the game's dungeons are all pretty small and really don't grow at all the further you get into the game. They get more windy, but not any bigger.
One of the other things the game seems really good at doing is introducing new mechanics several hours after when you could have used them. You don't get the ability to start capturing familiars (one of the game's main mechanics) until about 8-10 hours in. Compare that to something like Pokemon, where you get your first pokeballs usually within 20-30 minutes. Another example is the Travel spell, which warps you back to areas you have visited. Yet, you learn it after you have already explored half the world. In a normal game that might not matter, but in Ni No Kuni revisiting old areas is the norm, whether you can warp or not. You would think maybe they would give you the warp spell before giving you quests to walk all the way back to the other end of the continent, but no.
And of course you have weak enemies back there not worth fighting. Many of them will run from you rather than engage, but some will still charge at you. Why a level 1 boar would charge a level 99 I dunno, but you have to waste the 30 seconds killing it anyways. Even Earthbound had a solution for that, and it was released almost 20 years ago! Ni No Kuni's solution is an invisibility spell that you get ~40 hours in, and involves doing side quests. Of course you always have the option of not doing any side quests, and you would almost never have to return to old areas then. The problem with that is that, the game's difficulty is high enough that if you skip the side quests there is a good chance you won't be prepared for the next dungeon. In other words, you need to do side quests on top of all the random fluff tasks the plot has you doing if you want to make it through the next dungeon, which probably won't be longer than half an hour.
AI
So now that difficulty has been mentioned, let's start talking about the game's AI. By now it's already pretty legendary in it's inability to do much of anything, and personally I would call it the biggest issue in the entire game. Before I go into too much detail, here's an overview of how combat works. You have a party of three characters, but only control one at a time. Each character can be assigned up to 3 familiars to control, and in combat they fight as either themselves, or one of their familiars. Each familiar can only fight for ~30 seconds before running out of stamina, and forcing the character to switch familiars, though familiars can be switched at any time. Each character shares a heath and MP bar with their familiars, though they all have different stats and abilities.
So now that's out of the way... The AI is just bad. A lot of the issue comes down to your inability to make the AI do what you want it to. You can change tactics for each party member, but they don't seem to work very well. The number of times I've seen a character burn all of their MP using attack spells when I set them to the "Keep us healthy" tactic is astounding. It also doesn't help that you can only change tactics while in battle, and while controlling one of the characters. So if you are controlling a familiar, you have to switch back to the familiar's master and then select the tactics menu from there. Changing tactics is not a fast thing, though it's less of an issue if you consider how useless they are. It's almost always best to just set everyone to not use any abilities (which thankfully, actually does what it's supposed to), and do everything yourself. That brings up other problems, but more on that later.
Now, even just doing nothing but physical attacks, the AI still manages to be terrible. The only thing they are good at is getting themselves killed. If you give someone a squishy caster familiar to be used for healing or something, you can guarantee that you will see that person up in the enemy's face attacking for 1 damage. Similarly, your companions will forego familiars and fight themselves surprisingly frequently. Which is strange, considering that the actual familiar masters are all terrible at doing physical attacks. There's no reason for them to ever fight themselves unless using one of their abilities (which the AI is forbade from doing). Even with no purpose but doing physical attacks, the AI is insufficient. If I need to switch to a different character to heal or something, you can guarantee that the AI controlling the damage dealer will spend most of their time sitting around doing nothing. Considering controlling said damage dealer usually consists of nothing but mashing X, you would think the AI could at least do that right, but alas.
Ultimately it all comes down to you having to do everything yourself. In short/easy fights that's fine and all is more or less well. The second a fight gets even slightly challenging though, all is lost, and things instantly become incredibly frustrating. The AI is completely incapable of doing the things that it needs to do, you end up having to switch back and forth, and said switching is not at all a fast or seamless process. Meanwhile your companions are derping about being useless and getting themselves killed, forcing you to do more switching. Or you let them die and kill stuff with one character. It works better than you might think. There are no fights in Ni No Kuni which are objectively hard. If the AI actually used the abilities you wanted when you wanted they would be easy. I honestly believe that Ni No Kuni would have been a much better game if they just made the combat turn based.
Combat
Issues with the battle system don't end there, though! While the AI is certainly a big problem, the combat itself has issues. I mentioned that I think the combat should be turn based, and this is the first problem. For whatever reason, Level 5 decided that Ni No Kuni should use this action/turn based hybrid system, similar to what we see in games like Final Fantasy XII or Xenoblade. I really don't understand why they decided this. AI issues aside, it seems like Ni No Kuni suffers all the downsides associated with action combat, but reaps none of the benefits. Navigating the battle field doesn't do much for you aside from introduce collision issues with other combatants. Positioning rarely ends up mattering, and half the time when it does the game's pathing forces you to waste time running around the enemy to some strange spot before you can even attack. There is almost never anything in the battle area to interact with at all (lava, obstacles, whatever). Sure it may feel good to evade that big attack (using the evade command, not physically moving), but because of the turn based side of things you often end up sitting around waiting for your command window to pop up, stuck in another action, etc. The negative feeling from that more than offsets the satisfaction of getting it right. Don't even get me started on trying to get your allies to also block the big attacks.
The action side of things kind of works when you are fighting one on one, but as soon as things get more chaotic everything just goes to the dogs. The game would have been better off going all action or all turn based. Choosing a path and sticking to it is not one of Ni No Kuni's strong points though. Even if the game was 100% turn based, there are just too many mechanics at play in the battle system. Since the game has the familiar catching mechanic, which is similar to Pokemon, let me explain what the appeal of Pokemon is to me. Basically, each Pokemon has an elemental Type which gives it certain strengths and weaknesses vs other Pokemon. The idea is to pick 6 Pokemon whose strengths complement each other, in an a attempt to compose a flexible team that has an answer to every situation. When you counter a grass type with your fire type, it feels satisfying . It's pretty simple, fire type has an advantage against grass type in pretty much any situation. That's not the whole story in every situation, but that's the gist of it.
In Ni No Kuni it's not so simple. You have 3 teams of 3 familiars, and when composing a single team, you have to think about the following: Element. Almost every familiar has an element that it is weak to and an element it's weak to. This is similar to Pokemon, except that a fire elemental familiar may not actually ne any good at using fire attacks, in which case it doesn't have an advantage it can exploit, it just has a weakness. Beyond that, each familiar also has an astrological sign (star, sun, moon, planet). Star/Sun/Moon has a rock paper scissors relationship, which is another thing to consider. So putting a team together you probably want a star a moon and a sun, preferably of different elements. But then you have genus. Each familiar belongs to a certain family (bug, dragon, beast, etc) and each companion has 3 familiar types that are their favorite. Using familiars of those types increases the familiar's stats by 10%. So you want a sun, a moon and a star, all of different elements, all of compatible genuses. That's not even looking at the stats on a familiar, the abilities it can use, or how this all interacts with your allies. Heck, familiars even have different growth patterns, meaning that most of the familiars you used at the start of the game will peak around the middle and pretty much just stop getting stronger. Too bad there's no way of telling (without looking it up) what each familiar's growth type is. It would be a shame if that familiar you wanted to use ended up having terrible stats in the end game.
There's just so much going on that it's pretty difficult to put together whatever you personally would consider an ideal team. Instead you just end up using whatever you have sitting around, and you don't get any of that satisfaction of each familiar serving it's role. Certainly you can put together a well planned out team. Having so many mechanics does mean you have a lot of room to experiment and differentiate yourself from how someone else plays. I found that for the most part I just ended up not care about most the mechanics, though. I built a team around stats and abilities. I couldn't give a damn about astrological signs (and in fact, the game's hardest enemies don't even have signs). Yea sure, I fought a fire boss using a familiar weak to fire. It worked just fine. I guess what I'm trying to say is that the game lacks the simple elegance of Pokemon. In fact I can't think off hand of any RPG involving putting together a team which delivers less satisfaction than Ni No Kuni. Normally a game that offers this kind of long term planning and customization is my absolute favorite. Not this time, apparently.
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