Wednesday, January 31, 2024

MIDI Week Singles: "Sorry! Menu Theme" - Battleship/Connect Four/Sorry!/Trouble (NDS)

 


"Sorry Menu Theme" from Battleship/Connect Four/Sorry!/Trouble on the Nintendo DS (2006)
Composer: Mark Cooksey (?)
Album: No Official Release
Publisher: DSI Games
Developer: Gravity-I

Mark Cooksey is credited with audio and sound for Battleship/Connect Four/Sorry!/Trouble, and I couldn't find anyone else credited in that department, so we're going to go with Mr. Cooksey as the most likely person to have composed this menu theme for Sorry!  What I actually like about a lot of the menu themes from this game (which I've never played, likely because of my existing paranoia about playing board games against a computer opponent) is that they are quite good while the in-game music is still reminiscent or at least in the same wheelhouse as the menu theme.  You can tell they're in the same family using similar instrumentation, and rhythms to have some semblance of connective tissue between the different games; although Sorry! and Trouble are variations on Parcheesi.

But the menu theme from Sorry! I just really dug.  I like that the first 10 seconds sound like it's going to be an upbeat jazzy little ditty, but then six seconds later the listener is like, "Oh, we're in a minor key.  I guess that makes sense with Sorry!"  I really love that about this song, since the whole premise of Sorry! is that you're encouraged to be antagonistic to the people you're playing against, knocking their pieces off the board and sending them back to the start when your piece lands on theirs, prompting the player to say "sorry."  Maybe that wasn't everyone's experience playing the board game growing up, but I think the bouncy beat in a minor key is a perfect theme before you jump into the actual game and the computer always happens to have the right card to take you out of the game.  Every time.  Because they will.


~JWfW/JDub/The Faceplantman/Jaconian
A Clydesdale's Best Friend

Friday, January 26, 2024

How I Have to Play Final Fantasy VII on the Steam Deck

 

Before I started Final Fantasy VII on the Steam Deck, I made sure that it was at least of a "Playable" status, although I would have given it a try just to make sure; because the 2014 release of Lords of the Fallen is categorized as "Unsupported" and I haven't had any issues with it.  It is important to note that the version that I am playing on Steam is a slightly different version than the one that was originally released on Windows in 1998, which is different in several ways from the PlayStation release over a year earlier.  It seems to be a mix of the 2009 International version, which has improved graphics and soundtrack but still contains many of the keyboard-centric commands of the 1998 Windows release.

Like a lot of early Steam games, when I start Final Fantasy VII on the Steam Deck, a separate config window is brought up.  There is the option to change the graphical style from the HD-ified 2009 character models to the 1998 Windows models (which are still an improvement over the 1997 PlayStation graphics).  But, you have to use a mouse to navigate this menu and you might think that the right trackpad on the Steam Deck was built for moments like this, and normally you would be right, but not this time.  Here, you have to hold down the "Steam" button to activate the mouse cursor with the right trackpad to navigate if you like.  It did take me a few minutes to figure this out.  I also tried going into the controller config screen to have the right trackpad automatically function as a mouse, but that didn't seem to work, so the "Steam" button method would have to be it.

I did see some people talking on the discussion page about needing a Square Enix login, and it does appear that my Square Enix account was already attached to my Steam account since, except when I logged into my account, it only mentions Final Fantasy XI and Final Fantasy XIV.  So I'm not 100% sure what was going on with that, but since it seems to be an issue for other players that I did not have to deal with, I still wanted to bring it up here just in case.

But then I ran into another problem.

Once you get past the Eidos Interactive and Squaresoft animated screens and the New Game or Continue screen, the game brings up a screen to show you how the keys on the keyboard are mapped.  Normally this would just be a reminder since the Windows copy of the game came packaged with a plastic keyboard overlay that would fit between and around the spaces of a keyboard 10-Key.  And to get past this screen, you had to press the "Okay" button which was mapped to the "A" button by default.  However, the game would not recognize the A-button as a valid input.  It took me a search on the Steam Discussion boards to figure out that I needed to press the "X" key on the keyboard since "X" is by default the "Okay" button.  So I had to go back to the button config screen within Steam and mapped the "X" key to the R4 button on the back of the Steam Deck.  I figured that I wasn't going to be using this button too often and I already mapped the Screenshot function to the R5 button (which I do for every game that doesn't use the R5 back button).

And I thought that that would be the end of my Steam Deck button config-related issues.  And it was for a time.

Then I realized that the R/L shoulder buttons didn't do what they were supposed to do.  So like the R4 button above, I went into the controller config screen and mapped PgUp and PgDn to their respective shoulder buttons.  I did briefly consider doing a never-running away run, but then I remembered that there was additional functionality for navigating the menu screens so I went in and remapped them anyway.  And all was well and good.  Until I had to do squats.  This particular minigame requires the player to press three buttons in succession to perform a successful squat.  The button prompts here were [Switch], [Cancel], [Ok].  Before the practice squats started, I was confident I knew what the game wanted for [Cancel] and [Ok], but I had no idea what it meant by [Switch].  Longer story short, the [Switch] button is mapped to the Insert key on the keyboard, so Insert is now mapped to the L4 back button.

But aside from that, the game runs great.  Which it actually does, no sarcasm there.  I think my past experience with the Steam Controller and seeing that as more of a keyboard emulator than a traditional controller has made me more comfortable with customizing the button remapping beyond simple swaps and even if all of the above seems cumbersome, none of it has deterred me in playing this game.

On the side, but not actually while I'm playing, I am watching an older Kotaku series by Tim Rogers on the differences between the original Japanese in-game text and the English translation, which adds a nice little bit of historical context to this 27-year-old game.  I am also watching Dan Floyd's playthrough which he started two weeks ago. . . maybe that's part of what kicked off this desire to play/finish Final Fantasy VII as I do love his commentary while he plays through areas that I just recently went through; that and also re-catching the Final Fantasy bug after finishing Final Fantasy XIII a few weeks back, because I do really love JRPGs of the '90s.  And while I still assert that Final Fantasy VII is not the pinnacle of the franchise, I do love the world created by so many of the other entries.

Now I guess we'll just have to see if there are any more button mappings I need to do and if it actually only takes me 36.5 hours, or 81.5 hours even without doing anything with the Knights of the Golden Round Chocobo quests.



~JWfW/JDub/The Faceplantman/Jaconian

Wednesday, January 24, 2024

MIDI Week Singles: "Main Theme" - Bobby is Going Home (A2600)

 


"Main Theme" from Bobby is Going Home on the Atari 2600 (1983)
Composer/Arranger: Unknown*
Album: No Official Release
Publisher: Bit Corporation
Developer: Bit Corporation

The main theme in Bobby is Going Home is another example of one of the earliest uses of continuous music in a home console video game.  While not an original composition for the game, something you find semi-frequently, what is impressive is that you can still tell that this is "What a Friend We Have in Jesus," or at least you can tell if you're already familiar with the song.  Remember that the Atari 2600 was capable of only producing two distinct sounds at any given time, so having a game with background music along with sound effects needed to work a bit of magic.  Something else that is interesting that isn't captured in the music above but in the linked game play video is that at times the music slows down and speeds up, which seems like a deliberate choice, possibly to throw off the player with the timing of their jumps, and if that is indeed the case, then kudos to Bit Corp. for throwing that in there.

I couldn't find any credits for Bobby is Going Home outside of what is known/available on Wikipedia and Moby Games interviews with Bit Corporation about why this particular song was chosen.  It might've just been that the song was in the public domain and that it was still simple enough that it worked with the melody and bass line with the bass line being cut for the jumping sound effect.  Whatever the reason, just another great example of 40-year-old video game music.


~JWfW/JDub/The Faceplantman/Jaconian
Is It Worth The Time?


Monday, January 22, 2024

Game EXP: Icewind Dale: Enhanced Edition (PC)

 


Systems: Windows, MacOS, Linux, iOS, Android, PlayStation 4, Xbox One, Nintendo Switch
Release Date: October 30, 2014
Publisher: Atari, Beamdog, Skybound Games
Developer: Overhaul Games
Time Spent: 196 Days, 8 Hours

First off, I did not spend 4,712 hours playing this game, but neither the game nor the Amazon Game client keeps track of time spent playing the game so instead of my actual game time, I decided to put my in-game time.  A lot of that was spent traveling between Lower Dorn's Deep to either Khuldahar or the Severed Hand to sell/buy items/equipment/arrows or to have items identified, but more on that last one later.  Secondly, all of the pictures I have and am using are pictures I took of my laptop screen using my phone because the Amazon Games client has neither a dedicated screenshot button nor my go-to Windows button + PrtSc resulting in only black screens.

I dare not say that I beat Icewind Dale: Enhanced Edition because I know The Kid would decry that statement because not only did I not beat the game on any one difficulty, but I moved around the difficulty quite a few times just to get through troublesome sections.  I only say that because last month (I think,) The Kid beat Icewind Dale using only Core Rules which means that the game is played using the 2nd Edition AD&D rules set (or normal rules and settings that enemies are at their default level and don't do anymore or less damage, healing spells/potions do their respective healing amount as opposed to easier settings where they always heal the maximum amount relative to the level of the spell/potion).  I started playing on Core Rules, mainly as a point of pride since I have many years/decades of experience with Baldur's Gate and several other of the Infinity Engine D&D games, but that was not always the case.

But then I went into battle against Yxunomei, the Marilith in the Dragon's Eye.  This battle was exceedingly difficult for my party.  Even with a lot of prep work of drinking various potions, and having various buffing spells cast, I found that the combination of not having enough characters with +2 weapons and likely the class make-up of my party led me to have to drop the difficulty setting down to Easy.  On Easy, enemies do only 50% damage (there are other benefits on Easy like always learning spells, gaining maximum HP when leveling up, etc.  But those are more passive-like modifications than those that actually play a part during combat).  I also lowered the game down to Story Mode for several battles in the Forgotten Temple where I was fighting against The Voice of Durdel Anantha, umpteen Boneguard Skeletons, several Greater Mummies, and whatever the hell was causing my characters to lose their minds the moment I stepped into that damn room.

But since the general consensus seems to be that my party was the cause of a lot of my problems, let's meet this ragtag group of adventurers who all ended up in the Icewind Dale town of Easthaven in 1281 DR.  One quick thing about my characters and the classes I chose, was that I wanted to pick classes that I had never used before, so there were a lot of specializations, and I didn't multi-class anyone because I wanted to focus on their main class and see how they built out.

Kiersa: Half-Elf Fighter - Wizard Slayer

The de facto leader of this group.  For the first half of the game, I had her primarily as a melee fighter, but due to the magic weapons that were found and available and my lack of gold to buy any weapons that she was already proficient in, she ended up being proficient in a lot of weapons.  We're talking Bastard Swords, Long Swords, Maces, Axes, Long Bow, Katana, and Sword & Shield Style.  For the second half of the game, she was getting outpaced in terms of AC because a lot of the magical gear couldn't be worm by Wizard Slayers, and was taking a lot of damage, so I had her hold back and take up the Longbow.  I kept this way until the final battle where she was able to equip the Restored Blade of Aihonen +5 which felt like it was going to be needed for the upcoming final boss fight.  I also couldn't tell you what the benefit was of the Wizard Slayer class.

Grendar: Human Fighter - Berzerker

I somewhat based the creation of Grendar on Wulfgar and Kierstaad, as a member of a Barbarian tribe in Icewind Dale, but wanting to experience more of the world than what the traditional/rigid beliefs of his tribe would normally allow.  My thought was that he joined up with Kiersa recognizing her fighting ability and that they were the two that started this group before everyone else joined in.  As far as the Barbarian skills, I would frequently forget to use his Berzerker Frenzy ability, but even when I did, he became exhausted along with all of the penalties that come with that status effect, so I found I used it sparingly, but almost always during boss battles.  And while the extra 15 HP was appreciative, I feel that in this game, with as frequent as combat is and how many enemies you usually fight, 15 HP is really just an extra hit and never felt like a significant boost to temporary HP.

Begorn: Dwarven Cleric - Priest of Tempus

Being a Dwarf in Icewind Dale and in somewhat close proximity to the Barbarian tribes there, I thought that having a Dwarven cleric be a Priest of Tempus would be a good way for there not to be any (who are we kidding , more likely "as much") animosity between the Dwarf and Human Barbarian.  Plus, I knew that Icewind Dale was significantly more battle-focused than either of the Baldur's Gate games so having a healing tank with some offensive buffing capabilities seemed like a good way to go.  Although, Before ended up not being as many as I would have liked/hoped due to lower that expected HP and higher than desired AC.  I did experiment around the time I fought Yxunomei with non-healing spells and I did try some buffing spells going into the Fallen Temple room in Lower Dorn's Deep, but in the end, most of Begorn's spells ended up just being healing spells; more on healing spells at the end.

Denal: Elven Ranger - Archer

I didn't think that there was going to be any tracking needed in this game as it just seemed like a mechanic that would be too class-specific and a problem for a group made up entirely of Fighters or Bards.  This was my reason for her being with our group though, was that she was already in Easthaven and was hired to lead Hrothgar and company.  I also just liked the idea of an Elven Ranger.  I had originally thought I would have her focus on dual wielding along with archery, so I did give her one point in Two Weapon Fighting, but that ended up being wasted since she ended up being my main ranged fighter.  So by the end of the game, she was firing off five arrows per turn which while awesome, meant that I had to frequently restock on arrows, even with the ammo belt and the Bag of Holding loaded.  It also meant that I would have to quickly unequip special arrows because they would go fast.  She was really my saving grace in the later areas where I would need to draw out single enemies and quickly pick them off.

Melida: Halfing Thief - Bounty Hunter

It was a toss-up between the Bounty Hunter and the Swashbuckler, but since the Swashbuckler couldn't backstab, what I felt was a key feature of the Thief class next to finding traps.  What's funny though is that Melida was horrible at hiding in shadows despite frequently putting 5-10 points into Hide in Shadows every level up and she ended with 105, and 70 for Move Silently.  Plus with her having not-great armor for most of the game, I decided that she was going to focus on ranged attacks.  This then became an issue because there weren't any nice magical short bows, only one with a +1 rating, at least that I was able to find.  But she was great at finding all but the hardest-to-find traps and always succeeded at disarming them.  As for setting her own traps, it seems bad game design to have a key feature of a class be that they can only set their super special trap when there are no enemies around, in a game where enemies are almost literally everywhere except where you've already been.

My in-game explanation for why she was with our group was that she had been tracking a bounty up to Easthaven, but by the time she got there, either the bounty had been claimed by someone else, or they had frozen to death and it was a bring in alive only bounty.  So just her next job.


Alakan: Human Mage - Invoker

If you are going to create a wizard and have them specialize in a school, do not create a Diviner because then you cannot use any Evocation spells like Magic Missile, Fireball, and Lightning.  Creating an Invoker means that you cannot learn or cast any Divination (or Conjuring) spells, which includes Identify.  This means that you'll be traveling to any merchant whenever your passive Lore skill is not high enough to identify those cool-looking gauntlets that are probably not cursed.  Probably.  Really, the Invoker subclass was only expensive in the early game when I was still picking up every bit of gear to sell, and then just inconvenient to hold onto gear before I knew its magical properties.

My biggest problem though with the Evocation spells, especially from about 3rd level on, was how many of them were area-of-effect spells.  I mean, sure I could cast Web and hope to ensnare a handful of enemies then cast Cloudkill or Chain Lightning, but I felt that with a few exceptions, I really only needed spells that targeted individuals.  Although I did really enjoy casting Fireball; although annoyed when it was cast too late and it ended up being targeted behind the swarm of monsters and only hitting a few of the stragglers.


I could probably go on about all of the things that I don't like about Icewind Dale although I feel like I've already talked The Kid's ear off about all of these, which at times comes across as complaining because the game was too hard.  But since I am not on that boat, let's just go over a couple of them.

  • Considering how combat-heavy the game is, and how many monsters are thrown at you in each encounter, healing spells should be comparable to balance the game and not strictly RAW to 2nd Edition.  Because I can guarantee you (without any evidence) that Gary Gygax did not design "Cure Moderate Wounds" to be an acceptable spell after going up against a dozen salamanders.
  • Enemy type and placement for nearly the entire game felt like it was designed by the type of DM who thinks that D&D is a competitive game where the DM is actively trying to kill the PCs.  You know, an asshole.
    • There were so many encounters where I would enter through a door, attack for literally fewer than 5 seconds only to exit back through the door when I knew that the enemies couldn't follow.  I would do this until my spells were used up and then I would rest and repeat until the room was clear. These moments felt like chores.
  • I apparently missed getting the first two lieutenant badges that you need to proceed to the end of the game.  These two badges are in chapters 4 and 5, and you do not need to acquire them to continue to chapter 6.  I find it to be bad game design that there is a main objective-required item located in an area that you can miss entirely.  Even more so since the explanation for what the badges are and why you need them are given to you back in chapter 4, but only if you collect that first badge.
  • That last room against the BBEG must have been designed by a DM with a power trip seeking revenge on the PCs for making it to the last room.  There were so many traps that repeatedly tripped in that room that caused so much damage that even if I could see them, the AI for your party members is so bad that they'd probably walk all over them even if Melida had time to search for them.
Despite all of that, I did enjoy the story, implied and direct, and how it retroactively tied into "The Crystal Shard" by R.A. Salvatore.  I don't recall in that book if there was any discussion about how Crenshinibon ended up in the Icewind Dale region, or it might have been brought up in subsequent books.  I had partly started it because I wanted to play Baldur's Gate but I am still reading books in 1348 DR and BG takes place in 1368 DR and I really want to read through the Avatar series that takes place during the Time of Troubles, when Bhaal spawned a score of mortal progeny, so sayeth the wise Aluando.  And since I had never beaten Icewind Dale and with it taking place in 1281, I felt that it was the perfect time to attempt this classic CPRG.

I guess the next question is if I start the Heart of Winter expansion with my current party or create a new one?  I may have to do a bit of research on that, and then see if I have a copy of Icewind Dale II on one of the game clients or a physical copy lying around somewhere.

So yeah, a mostly fun game with a good story, but a shitty and antagonistic DM who needs to go to therapy to work out a lot of issues.



~JWfW/JDub/The Faceplantman/Jaconian

Friday, January 19, 2024

Demo Time: Prince of Persia: The Lost Crown [Demo Version] (PC)

Systems: Nintendo Switch, Xbox One, Xbox Series S/X, PlayStation 4/5, Windows
Release Date: January 18, 2024
Publisher: Ubisoft
Time Spent: 1h 27m

By the time this article is out on Friday, January 18th, Prince of Persia: The Lost Crown will have already been released across all the platforms listed above, as well as already having been released on the 15th for people who paid an extra $10 to play the game three days early as well as a couple of other cosmetics, in-game equipment, and a digital guidebook.  I'm saying that my primary criticism of the demo will be moot by the time this goes to print.  And since I really only have one complaint specifically related to the demo, let's get it out of the way right up front.  There was no save option in the demo.  There are white glowing trees scattered throughout the various maps where you refill your charge/attack meter, refill your potions, and your health bar and while there was no specific dialogue pop-up about saving, for all intents and purposes, it felt like I was saving the game; there also wasn't a special spinning/saving icon that usually happens in games like these.  So after playing for nearly 90 minutes and deciding that I wanted to stop playing and head off to bed with the plan to pick up where I left off.  Now, granted there was the message that said that progress would be lost if you returned to the main menu, but I took that to mean any progress after your last save, and I probably should have thought about all of the other demos I've played that actually let you save your progress; which isn't too many.

Now, it's been. . . maybe 30 years since I last played a game in the Prince of Persia franchise, although I have some vague memory of playing Sands of Time or maybe watching someone play a handful of minutes of it.  The point is, I know this franchise, but my experience with any of the 17 titles is limited.  That being said, I am somewhat versed in the realm of Metroidvania games and this game felt very intuitive for the most part.  After 87 minutes, I was still a little button-mashing-happy and not always hitting the parry trigger at the right time, or using my optional and selectable secondary skills outside of accidentally hitting the button.  Wall jumps were easy to do from the get-go, as was swinging and launching from the poles/bars like a gold medal gymnast, and it all felt great to do like I had been doing these actions for hours on end already.  I wouldn't be surprised if there had been some residual skillz from my time playing Metroid Dread.

The story itself was straightforward, or at least it is in what is presented at the beginning of the game, although I would be surprised if the writers took a few hard left turns throughout.  Our playable protagonist Sargon is part of an elite group of warriors known as the Immortals who have been tasked with the rescuing of Prince Ghassan who was taken to Mount Qaf.  Sargon himself is quite a likable character, not coming off at overly cocky as he isn't the leader of the Immortals or the newest hotshot member.  He does get some gruff from some of the other members when they split up claiming that Sargon will only slow them down in their search for the kidnapped Prince.  It's the other Immortals that also intrigue me as I would be very surprised if they don't become either unlockable characters after you finish the main campaign (or finish under a certain time) or if they each become paid DLC.  The issue would be if the game was fully balanced with different playable characters in mind who all have slightly different combat styles and abilities.  The other tip-off that this might be a future thing is that the ranged combat icon for Sargon is a bow-and-arrow, while his specific ranged weapon is a boomeranging chakram ala Xena.  Or is it?

Speaking of the chakram for a second, this was one of the few mechanics that felt a little clunky; I apparently lied about only mentioning one thing I didn't like about the demo back up there at the beginning.  The way it operates is to press the Y button (on an Xbox controller) then using the left joystick, you aim where you want to throw it.  It isn't wholly unintuitive, but I felt that I could only throw it while standing still whereas I would have loved it if I could have thrown one at enemies while on the move, but this is where your actually having a bow comes in.  It felt like the bow was for shooting enemies that were in your direct line of sight where you didn't need to aim because then the game would switch to using the chakram. Maybe it was just me.  

The second criticism is only with how the buttons/joystick operate on the map screen.  Because this is a Metroidvania as well as some added map mechanics that I won't get into here, you are going to be referencing your mini-map quite frequently when backtracking or just looking for where you think you're supposed to go.  Moving around the map is done with the left joystick, which is fine.  But you can also move the map with the right joystick.  But not both joysticks at the same time because that would be silly.  Zooming in/out is done with the L/R Triggers, which didn't feel intuitive to me at least.

On the whole, I had a lot of fun with Prince of Persia: The Lost Crown, and it will definitely be a game that I eventually pick up.  Had I $60 just lying around, I might buy it for my laptop as it ran fine without any lag or noticeable stuttering.  Based on how it ran on my laptop, I imagine that it would play just as well or even better without any significant visual degradation on the Switch although it will probably be discounted through Steam/Epic before it sees any significant sale on the Switch.  Either way, the demo did exactly as it was supposed to do except for making me feel that I had to buy the game immediately, but it was a blast to play for 87 minutes.


~JWfW/JDub/The Faceplantman/Jaconian
I Excel Without Ever Even Trying


P.S.  I feel the need to apologize for not getting as dynamic of pictures as I wanted to, but because I don't have a capture card for my laptop, I have to rely on whatever form of screenshot I can get with the client that I'm using.  Since I was playing through Epic Game's client, I had to use the Windows+PrtSc button to get a screenshot, which meant that I was holding the controller with both hands, pressing the Windows button with my left pinky, and the PrtSc with my right pinky all while trying to have Sargon look cool doing stuff, typically with enemies around.

Wednesday, January 17, 2024

MIDI Week Singles: "Those Who Fight" - Final Fantasy VII (PC)

 


"Those Who Fight" from Final Fantasy VII on the PlayStation, PC, iOS, PlayStation4, & Android (1997)
Composer: Nobuo Uematsu
Album: Final Fantasy VII Original Sound Track
Label: DigiCube
Publisher: Square, Sony Computer Entertainment, Eidos Interactive, & Square Enix
Developer: Squaresoft


I have no data to back me up on this, but I feel that for everyone who played Final Fantasy VII within the first few years it was out likely has some area or scene come to mind whenever they hear a particular song from this soundtrack.  For me with "Those Who Fight," I always think back to my first playthrough when I bought the PC version of the game in late 1998.  I always think of being in Shin-ra Manor battling Ghirofelgo, the weird creature swinging from a rope with the lower half of its body being a pendulum/guillotine-type blade.  I did a lot of grinding in that location before heading to Mt. Nibel, enough for my primary memory of this song is going up against Ghirofelgo after Ghirofelgo (and every other creature in the manor) and for whatever feeling that these series of battles were worth it in terms of XP and AP.

That's all I have.


~JWfW/JDub/The Faceplantman/Jaconian
We Were Born Outta Time

Monday, January 15, 2024

Return to Midgar: Restarting Final Fantasy VII Again.



Well, I'm back.

Again.

I think this must be the one, two, three. . . fifth time I've started Final Fantasy VII?  Sixth?  And I've never finished it either.

I'm sure that I've talked about starting this game before, maybe not here, but on our first site.  I think the one correction I want to make to that article is that I don't think I made it very far when I played on my laptop, and I think I might have started a new game when Dr. Potts and I lived together for a year.  Or maybe that memory is wrong because I'm now 23 years away from that time and 2013 Me was only 12 years.  Funny how memory works like that.

And speaking of memory, I don't specifically recall how far I made it in that last playthrough 11 years ago.  Judging by the Steam achievements though, it looks like I must have stopped sometime after acquiring Red XIII and before entering Wutai to pick up Yuffie.  Not really all that far considering that the game can be beaten in an average of 36.5 hours and I was 20.7 hours in when I stopped in November 2013; kinda wonder what was happening back then?  I think The Elder Scrolls III: Morrowind happened?

That was another thing that surprised me before deciding to jump back in, was that I had in my mind that this was a 50-70 hour game, and that's really without going for anything to do with the Golden Chocobo/Knights of the Round quests.  But if it's supposed to take only 36.5 hours, and knowing me with JRPGs, it will probably still take me upwards of 60-75 hours, partly because I don't mind grinding.

I think that's it.  Just publically declaring that I'm going to jump (back) into Final Fantasy VII and actually plan to beat it this time.  After going through Final Fantasy XIII, it kind of rekindled my Final Fantasy bug and not really ready to fork over $59.99 for an incomplete Final Fantasy VII remake, although I will probably pick up that series in a couple of years after the price drops and I'm playing on either the Steam Deck 2 or Super Steam Deck Advantage DX.


~JWfW/JDub/The Faceplantman/Jaconian
Free From the Shackles of Time


P.S.  Restarting this series was also somewhat inspired by Dan Floyd over at PlayFrame starting a commentary-laden playthrough of FF VII.  Plus again, coming off of the heels of Final Fantasy XIII and finding out that you can beat the game in under 40 hours, makes this all the more appealing.  Supposedly anyway.

P.P.S.  I may even finally give Final Fantasy VIII a shot this time around too, which I've never played, but I know I'll reread Dr. Potts' articles from 4-ish years ago.

P.P.P.S.  I am almost half tempted to replay through Crisis Core since it is a prequel to FF VII, and while the remake is tempting, I might just replay the PSP versions since I still have that.  Or not, because I'm not attempting to do an entire Final Fantasy VII chronology retrospective, I just wanted to play a JRPG that I hadn't finished yet.

Friday, January 12, 2024

Game EXP: The Shore (VSD)

 


Systems: Windows, HTC Vive
Release Date: February 19, 2021
Publisher: Dragonis Games
Developer: Ares Dragonis
Time Spent: 4.7 Hours

The Shore is a relatively short first-person exploration game that combines walking sim with minor puzzles where you occasionally have to run away from whatever is chasing you during a handful of sequences.  That is until you acquire an artifact of cosmic origin that can be used to activate doors and stun certain creatures who would like to erase your existence.  It is also one of the better video game depictions of a whole cacophony of Lovecraftian mythos I have played.

I actually had another article about halfway completed, but then like a lot of articles about Lovecraftian games, they got bogged down in histories of cosmic mythos heavily peppered with my own feelings of inadequacies in writing about the topic.  There were so many references, both implied and explicit, to different stories by Lovecraft (such as The Mountains of Madness, Dagon, A Shadow Over Innsmouth, The Color Out Of Space, The Call of Cthulhu, etc) that I had a hard time trying to find a common thread between them all.  I also found myself being accidentally contradictory praising the developer Ares Dragonis for what felt like a focused story, but at the same time having so many different creatures from so many different stories that the overall story no longer felt as cohesive and coherent as I declared it to be.

So instead of all of that, we are going to limit today's article to a few more words, and then a handful more visuals from the game, which is really what grabbed me for the six or so months that I have been following the Instagram account for The  Shore.

So while I did enjoy about 91% of the game, there were quite a few encounters in the late game that had me seriously questioning if I was actually going to be able to finish.  As mentioned earlier, The Shore starts out as a walking sim akin to Dear Esther, but there is at first a brief event where you have to actually run away from a creature or be killed.  I did die the first time because I was not expecting something to actually run at me, but the second time I was able to escape.  I felt that this was to introduce the mechanic that there are going to be things that will hunt and kill you, and whoo-boy does that become all there nearly is in the last quarter of the game.

Once you enter this section of that game, it feels like all you are doing is wandering in a linear fashion from one strange-looking room to another punctuated by a spawning young from Shub-Niggurath.  While I could not find a way to kill one of the Thousand Young, you could use your cosmic weapon to temporarily stun them just long enough to run away around a corner before you had to stop and stun them again once they were close enough.  Using this cosmic weapon was also how you unlocked doors and I use the term "door" loosely here.  All of this would frequently happen in a maze of hallways and fleshy columns/structures, so when you died and respawned back at the checkpoint/entrance, you had to quickly decide if you wanted to try running the same way where you died in the hopes of finding an exit or attempting another path to find one.

Other than these frantic and frustrating moments of running and dying and running again and dying again, along with a few poorly-placed and designed triggers/buttons that I had to look up a walkthrough for, I really liked what Ares Dragonis has done here with Lovecraft's cosmic horror mythos and successfully managed to create a sense of scale that I don't know if I have experienced before.


~JWfW/JDub/The Faceplantman/Jaconian


P.S.    And it played and looked great on the Steam Deck (as I'm sure that I wouldn't be able to run it on Ultra settings on my laptop).

I'm still not 100% sure what this was supposed to be referencing if anything at all.

Can't have a Lovecraft game with ol' faithful.

This scene alone is why I want to play this game in VR.
Here's what happened in-game.

Wednesday, January 10, 2024

MIDI Week Singles: "Stage 3" - League of Light (INT)

 


"Stage 3" from League of Light on the Intellivision (1983/2001)
Composer: Russ Lieblich
Album: No Official Release
Publisher: Intellivision Productions Inc.
Developer: Activision


Today's MIDI Week Single is a bit of an odd one for a couple of reasons.  First, it is not often that a game from the Intellivision, or really any home console system in the early 1980s is going to have a music score apart from an opening jingle.  Sure there might be a series of tones that would be classified as music in early games like Space Invaders on the Atari 5200.  Having a dedicated music track was exceedingly rare in those days since the Atari 2600 had only two sound channels, the Atari 5200 had a whopping four sound channels, and the Intellivision had only three sound channels; for reference, the NES had five channels, the SEGA Genesis had 10 channels, and the N64 had between 16-24.

The only real context I have for League of Light is that it was developed for the Intellivision in 1983, but wasn't released until the 2001 compilation, Intellivision Rocks on Windows and Mac.  It could have been due to the video game crash of '83, but that is purely speculation on my point as I couldn't find any evidence to back that hypothesis up.

This particular track is from Stage 3 in League of Light as the second stage builds on the complexity of the first stage.  I don't have a good enough ear to say if there are any differences between Stage 2 and Stage 3, but the visual component of the game does look to be more complicated than Stage 2, so it could just be that the same track is reused.

That's really it as I just wanted to share this bit of almost lost video game music history, and even though it was released 23 years ago, I only heard about League of Light's existence about a month ago.


~JWfW/JDub/The Faceplantman/Jaconian
The Music Washed Away All The Hate


P.S.  I highly recommend watching a playthrough of the game to get a better idea of what is going on, but even then without some context, it's pretty confusing since you're not watching what the player is actually doing.

Monday, January 8, 2024

Game EXP: Final Fantasy XIII (VSD)

Systems: PlayStation 3, Xbox 360, Windows
Release Date: December 17, 2009 - October 9, 2014
Publisher: Square Enix
Time Spent: 91.7 Hours

[The first three paragraphs of this article are back from when I started writing it as a First Impressions article.  Then, after almost 20 hours, I really got hooked and knew that I was beyond the point of a First Impressions article and would have to come back with a Game EXP article.  But then, I really loved what Dr. Potts did for his playthrough four years ago and I will just link them all here because he was very much correct, that trying to tackle this game with a single article would have been too difficult and a journal method was probably the best; something I may seriously consider for the next big JRPG I jump into, likely very soon.

So again, the next three paragraphs are essentially, my First Impressions]:

I picked up Final Fantasy XIII during Square Enix's [Summer] sale on Steam, I think to celebrate the release of the Pixel Remasters editions on console.  But I have enjoyed the music that is included in the Theatrhythm series, I enjoyed Dr. Potts's take on the game when he talked about it in the Before Times, and I saw that it was rated as "Playable" on the Steam Deck, so I figured I would dip my toe in the waters of this linear railroading JRPG.

Well, 18.5 hours in (as of this writing), I understand all of the hearsay and a bit more of what Dr. Potts was talking about.  But maybe coming off of playing Final Fantasy X and being railroaded in that game for a good portion of it prepared me for this specific design choice?  I know that if I had gone straight from the open and MMORPG-ness that was Final Fantasy XII, I would have been on the annoyed side of things.  And I know that I am fewer than 10 hours in, but the linearness of the game has not gotten to me and at least makes sense story-wise. [I have no explanation for the difference in time at the beginning of the article at 18.5, and here mentioning I was only 10 hours in.  Maybe I rewrote the opening sentence and intended to make further edits?]

Hmm, story.  At times I feel like I can follow the story, on the loosest terms.  But once nouns start getting thrown around like "Pulse," "Sanctum," "The Purge," "fal'Cie," "l'Cie" and "Cie'th" things start getting a little confusing.  Yes, I have been reading everything in the DataLog and that does help quite a bit and I really do appreciate the recap during the loading screen (taken from the event/history section of the DataLog) because at times when I start the game back up, all I can remember is that I was going from point A to point B.  I did mention on Twitter after starting the game that I felt that a lot of this information could have been better delivered, but I don't really know how without a long intro to familiarize the player with how much lore there is in this game.  It's like you just have to dive in and be in it for so long before it starts to become second nature and you no longer question what all of these new words mean.

---

Welcome back to the present.  By now, if you read through Dr. Potts' articles and if you go back to the top of this one and notice how much time I spent on this game, there is a bit of a disparity. Part of the reason why I took so long, at least in the first 10 chapters, was because I did not fully grasp and appreciate the battle system.  I obviously knew about the Paradigm system after it was introduced in Chapter 3 and found it pretty exhilarating switching between different jobs and battle strategies, but I never felt that I fully took advantage of customizing the Paradigms until the point in the game where you have everyone accessible in your party and all of the jobs open up.  Part of this could be that before Chapter 9, you play with pre-determined characters in their own little story beat, maybe an hour or so before switching to another group of people with a different paradigm focus.  Maybe having the player frequently switch between who was in your party was an interesting method of keeping all of the characters in the player's mind, but it made for a weak connection to each of the character's mechanics.  I felt that after I gained access to every party member and could select who I wanted in my party, I had a better grasp of the mechanics I felt I was learning up until that point.  This is all probably why certain boss battles took me over 22 minutes to complete when the "par time" was closer to 9 minutes, so I was likely doing something wrong.  I also did as much exploring as I could, accessing as much of the map as I could.  And once I was in Chapter 11, I rarely used the C'ieth Waypoints to fast travel.

I still have some complaints, quite a few actually.  To understand this, we're going to be jumping around a bit.  In the previous nine chapters, when you would switch to different characters, it would usually be from a particular person's perspective, be it Lightning, or Snow, or Szah, etc. They would be labeled the Leader of that group, being the character you actively controlled in battle with the "game" controlling the other members in your party deciding what they would do based on the Paradigm you the player selected.  Since the particular story beat would often be from the perspective of the Leader, it made sense that if the Leader were to die in battle, that that would be a bad thing.  But this being an RPG and since healing potions and Phoenix Downs are a thing, it's still a little surprising that the Leader dying would immediately bring up a Game Over screen.  Even more so in Chapter 9 and onwards where you still have the Leader mechanic and if they die, then the game ends, regardless of the status of anyone else in the party.  This made keeping the Leader alive paramount, similar to the mechanic in the Fire Emblem series where the mechanics almost behoove the player to not have the main character engage in combat to prevent them from potentially dying and losing 30+ minutes of game time because the computer decided to gank the lead character.  Unfortunately, there wasn't the level of customization to have your Med prioritize healing the Leader over anyone else, so you had better have potions at the ready or have your Leader have some skill points in Med to heal yourself.

Similar to this mechanic, was that only the Leader could use their summoning ability.  The game makes it a major story point for each character learning their summoning ability, like an ultimate Limit Break-type ability.  Each character has an encounter where they combat their summon, usually being a character growth moment for them that always felt pretty significant.  The battles themselves were also somewhat annoying as you had to bring the summon's HP down to a certain point, but how that happened differed depending on the specific summon.  Using healing actions on your teammates might lower the HP of one summon more effectively than only hitting it with your gun blade, or using Sabateur skills like Poison or other debuffs beforehand might be required.  It was like solving a puzzle without really knowing where the edges were.  But then, only the Leader was able to use their respective summon and you couldn't cue the other characters to use theirs.  This meant that for the majority of the game, I only used Lightning's summon of Odin and only would use other characters in specific context-specific battles when I could not have Lightning as part of the team.

Leveling in FF XIII was also initially (as in during the first nine chapters) somewhat disorienting.  I understood that they were taking the FF X approach and having a skill tree that you applied skill points to instead of traditional leveling up, but it felt like they went with form over function in how the skill tree looked.  I really would have liked it had all of the skills been laid out on a flat surface where you could zoom out (similar to Path of Exile, which I know was heavily inspired by FF X) rather than an ever-branching structure that looked like a chessboard on the Enterprise NCC-1701-D.  A minor complaint but still feel like it's a valid one.

Another major complaint concerning confusing mechanics was the method of upgrading your equipment.  This could only be accomplished at save locations, which also served as storefronts for in-game merchant shops that looked like they were taken from The World Ends With You.  Maybe I missed something somewhere, but I felt there needed to be more direction or guidance on navigating and efficiently upgrading your equipment.  I ended up having to look up a tutorial to know what I was actually doing effectively.  And by "effectively," I mean that it is most "effective" to apparently use organic materials (Barbed Tail, Sturdy Bone, etc) that you earn from battles or purchase from vendors to boost the % multiplier to its max of 3x before using better components like "Perfect Conductor" which boost an items level significantly more (as in say, and I'm making this up, that the Perfect Conductor would normally give you 500 XP towards leveling your Iron Bangle which levels up at 1000 XP, but if you first use 36 Barbed Tails which also give you 2 XP per Barbed Tail, then you get a multiplier of 3x and so those Perfect Conductors are now worth 1,500 XP.  But then you had better be sure that you don't max out your piece of equipment, which varies by equipment piece, because if your equipment is at level 9 and you need 2,000 XP to level it up, there is no way of telling, from what I could tell if that equipment would level up past 9 or go all the way to 20.  Oh, and usually, but not always, your multiplier may only last one or two uses and then it would usually drop down to a 2x multiplier, and then you'd have to use 12-24 more organic parts to bring it back up to 3x).  If it's not obvious, I really did not like this aspect of the game.  I'm only now wondering if this was intended to be some kind of mini-game.

Let's talk about good things now as I feel like I need to do that to help keep myself just a bit sane.

Once I grasped what was going on with the Paradigm system, I loved the combat customizations.  When I was in Chapter 10, my team was made up of Lightning, Fang, and Hope, because I liked the combination of the following Paradigms:

  • RAV-COM-RAV
    • I like to have two people as RAVs to bump up the stagger meter faster and one COM to maintain that stagger so that it doesn't reset.
  • COM-SEN-MED
    • Good for non-emergency healing and to maintain the stagger meter.
  • COM-SAB-SYN
    • Once Hope learned Haste, this was my starting paradigm as it would also frequently debuff the enemies somewhat quickly.
  • COM-COM-RAV
    • I only first created this setup while we were in Oebra and there were a lot of C'ieth who were weak/normal against physical attacks.  I then kept it in my rotation after Oebra.
  • MED-SEN-MED
    • If I needed to focus on healing quickly and not worry if the stagger meter reset to 0%.
  • MED-MED-MED
    • I had Fang learn some abilities in MED which came in handy during the final battle against Orphan (Form 1) where I needed to have quick healing immediately after the Merciless Judgement attack.

While in most of Chapter 11, I did switch out Hope for Vanille because I felt that it made more sense to have Fang and Vanille with Lightning as they explored Gran Pulse as there might be area/context-specific comments from the characters to build up the lore even more.  Once we went back to Cocoon in Chapter 12, I switched back to Hope since Synergist was one of his three primary skills, and because he learned Haste I felt like it was an integral spell to have at that point.  I would have liked to have used Sazh more, but I really liked having the COM-SAB-SYN paradigm and the Lightning/Fang/Hope team was the only one I could find that included Lightning.

As easy as it is to poo-poo the story and lore in this game, by the end, I really enjoyed this long-winded new-noun-rich beast of a story.  It kind of reminded me of how I felt confused listening to "Blood Merdian" but when I read a synopsis, it turned out that I had in fact followed the story for the most part.  While playing Final Fantasy XIII, even with the DataLog, I felt confused as to what meant what and who people or places were, but after I beat the game and I read the Wikipedia article for the story, I found that I did follow a lot of what had been happening.  Kind of.  That's the only way I can think of to describe it because I stuck with the game, I was able to understand most of what was going on at the end and was able to appreciate everything that went on in the beginning, but only as the credits were rolling.  And because of this, it definitely made me consider replaying the game from the beginning which I felt would give me an even better understanding of the story.  One of my critiques of the story though, is that, being a father myself, I felt that Sazh's emotional reactions to anything relating to his son Dajh, could have been ramped up a bit more, especially at the end of the game, but that's just the emotional side of me talking.

How I felt about the story at the end of the game made me wish that there was a NewGame+ option instead of the end-game content that now exists.  And I don't think I fully understand the purpose of the end-game content.  I get that a new role level in the Crystarium is now open, which means my characters have more HP, and stats to increase, but for what purpose?  The "finished game file" starts you off right before the final battle(s) against Bartandelus/Orphan/Orphan2.0, but I was apparently already strong enough to defeat them the first time, so what's the point?  I guess it would be odd to have your characters doing stuff on Gran Pulse without Fang or Vanille, but I guess I just see the point in doing more grinding if you've already beaten the game.  Would it be to make the final battle(s) faster?  Can you one-shot Orphan 1.0?

My takeaway from Final Fantasy XIII is that it very linear game with a battle mechanic that I love, which helped keep the monotony of the linear level design at bay long enough to keep me interested.  I am very happy that I played this entry in the Final Fantasy franchise and I am intrigued in the remaining two games in the Final Fantasy XIII franchise, although I am saddened that Final Fantasy XIII-2 is currently rated as "unsupported" on the Steam Deck, although I guess I could always try it out and if it doesn't really run well, or at all, I can just go ahead and do the refund route.



~JWfW/JDub/The Faceplantman/Jaconian


P.S. 

Just a couple of thoughts here at the end.  

Maybe I just suck, but I found the Eidolon battles to be needlessly complicated.  I get that each Eidolon is supposed to be representative of the character that they're attached to, but considering how many "How do I beat. . ." threads out there for how to beat them at least makes me feel a little better in knowing that I'm in decent company; even if some of that company is upwards of 15-years old.

That final battle against Bartandelus/Orphan (final battle number two of three) was annoying as hell, but thankfully I was started right before fight #2, and that I didn't have to do fight #1 all over again.  I think it took me six attempts, with the last attempt taking me 24 minutes; one battle lasted fewer than five minutes because Lightning was poisoned after Orphan used the Merciless Judgement ability and I couldn't heal in time.  


I did look up how to defeat Orphan 2.0 (fight #3) because I was afraid that it was going to start me over at fight #2 if I died during that fight and because Lightning had Doom cast on her from the start and that just made me anxious as hell.

Also, why the hell does Esuna only remove a single status effect at a time!?

Lastly, I thought it was an interesting choice to give the narration during the game to Vanille considering that Lightning is mainly the main character.  It definitely made the end of the game significantly more emotional than it would had it been narrated by Lightning.  It did take me a while though to get used to Georgia Van Cuylenburg's take on Vanille, but like a lot of things in this game, by the end, I was fully on board.  And I loved the relationship between Vanille and Fang.