Showing posts with label 2014. Show all posts
Showing posts with label 2014. Show all posts

Monday, November 25, 2024

Game EXP: Halo: Combat Evolved Anniversary (PC)

 


Release Date: November 11, 2014, November 15, 2011, November 15, 2001
Systems: Xbox One, Windows, Xbox Series X/S
Time Spent: 16 Hours, 15 Minutes

Now that I'm playing Classic Marathon, I guess I should probably finish writing down my thoughts about playing Halo: Combat Evolved Anniversary Edition because why not have a week or two of writing about video games from a company that I've known about for almost 20 years but hadn't really* played anything by them until the last year.  I first wrote about the game in August 2023 with an introductory contextual article, followed by a First Impressions article later that week.  The first was mainly my thoughts about the series before I started, followed by our typical First Impressions after completing Mission 3: Truth and Reconciliation.  In truth, I only played Halo off and on until I finally beat it in February of this year (2024).

Well, I have to admit that I feel a little bit better about Halo: Combat Evolved Aniversary than I did when I first started, and easily after the first couple of missions.  There was a certain appeal to fighting the Covenant alongside a bunch of computer-controlled marines, but I definitely found my groove when the game was more about running through the corridors of subterranean complexes fighting off the Covenant, the Flood, and the Flood-infected Covenant.  I had issues with several other areas of the game for various reasons, so everything didn't become wonderful once you end up on your own.

During Mission 5: Assault on the Control Room, I felt that I was running through the same two hallways and central operations room for what felt like a couple of hours.  Even when I thought I recognized which way to go, I frequently found myself getting turned around and not always sure what it was that I was supposed to be doing apart from killing anything that was on the screen.  I did enjoy some of the in-between bases sections where you were driving Sheila, sorry, the Scorpion Battle Tank, and I did rely heavily on her power throughout, even to a fault.  But once you had to leave Sheila behind and enter another tower of what felt like the same room and hallway, then I became annoyed/bored/frustrated.

Mission 6: 343 Guilty Spark was where The Flood was introduced.  An organism that the Covenant feared and, from what I understood, attempted to keep locked away before Master Chief and company entered the underground facilities.  In some ways, it felt like Halo was taking an action-horror route which I would rather play than a straight-up action game.  Even the later appearance of the infected marines and Covenant reminded me a lot of the Headcrab Zombies from the Half-Life series although I couldn't find anything that pointed to this theory.  It was pretty cathartic, if not still a bit stressful unloading an entire clip from the assault rifle into a swarm of the Flood.  It did kind of make me want a straight-up horror/action-horror/survival-horror game set in the Halo universe, but that might be asking too much of whoever the hell owns the IP at this point, to ask them to divert heavily from their base of sci-fi military action shooters.

Lastly was the final mission, The Maw, which consisted of two of the more frustrating levels in the entire game.  The last half of the first second of The Maw has you doing a bit of platforming, something that has been very minimal to this point in the entire game.  The jumps aren't inherently difficult, nothing Super Mario Bros. or even Super Meat Boy level of platforming difficulty, but you do have to jump to platforms and catwalks with moderate to severe accuracy otherwise you'll over or under-jump, and then have to walk/run back through a large room that looks almost the same from virtually every angle.  If you were able to have a map overlay for platforming sections like in Turok: Dinosaur Hunter, then this area would have been a lot easier, but since accurate platform jumping had not been a necessary skill to get through the game, making these jumps while under fire from infinitely spawning enemies was a bit infuriating.  The last part of this particular section requires you to either lob grenades or shoot rockets into an exhaust pipe, so kind of like explosive basketball with limited ammo.  I died quite a few times here after exhausting my supply of grenades and rockets and was unable to find any more ammo pick ups/drops.

The second half of The Maw consisted of another Warthog-required stage that again, put you in an area that had enough roadblocks to make any steady progression in the Warthog grind to a halt.  And since this was my first time playing Halo: CE I didn't really understand how much of the 6:00 timer I would need to drive the Warthog across what felt like half the planet (really, on 2.1 km) to reach the Longsword before the entire complex exploded.  This isn't the Super Metroid timer that feels like you only just make it out from the Space Colony Ceres, which does allow for a couple of mistakes as you climb out of the vertical chamber.  Here, you really just need to gun it the entire time as much and as frequently as possible or you're going to have to replay this section again and again.  My first time through, I reached the final gauntlet where enemies are coming at you from all sides with the pick-up ship in view and the timer down to fewer than 0:05 seconds.  I hoped that I didn't need to make it to the ship, that there would be a cutaway to Master Chief jumping to the ship just in the nick of time, but no.  The timer reached zero, and the complex exploded along with Master Chief.  So no Halo 2 I guess.  Except I restarted this section, annoying back at the very beginning of the stage (no checkpoints here) which included a near minute of elevator riding and exposition dumping that you can't skip because it's not a cutscene. I did make it out after making more than a handful of mistakes but still was able to make up time on the slightly rounded straightaways.

And so I did make it, and destroyed the Halo, along with everything on it.  Except I doubt that very much even if I didn't know that there are already six games in this collection.  I feel like the Flood is going to end up being like tardigrades in their ability to survive deep space for extended periods.  Let alone I don't think that the entirety of the Covenant Armada was on the Halo when it exploded.  I will likely play Halo 2, maybe over these upcoming holiday weeks if I'm not sinking my time in either Classic Marathon, or Fallout 4, or The Elder Scrolls Online, or Dragon's Dogma, or Triangle Strategy.  Maybe I'll wait until I finish a game or two before jumping into Halo 2 because despite all of my criticisms that littered this and previous articles, I did feel like I had played a well-constructed first-person shooter.



~JWfW/JDub/The Faceplantman/Jaconian
Taste the Blood Red Wine


*I say "hadn't really" because I did play the first mission sometime before The Shramp and Gary moved down to SoCal, and I played one short match of couch multiplayer with Toddells when he was still living in SF with Chreekat.  So it wasn't my first-first-first time, just my first dedicated time.

P.S.  Now that you've reached the end of the article, I'm going to include my stats from playing the game.  I didn't seek out any of the hidden skulls or other collectibles because my focus was on beating the story, not fully exploring every corner of each level, which might be a bit of a surprise since my level completion time often took far longer than the Par time.  But that's just me.




Yes, I died 88 times.  I don't know if that's good or bad, but that's me.

Wednesday, November 13, 2024

MIDI Week Singles: "Northpoint Nocturne" - The Elder Scrolls Online (PC)

 


"Northpoint Nocturne" from The Elder Scrolls Online on Windows, macOS, PlayStation 4, PlayStation 5, Xbox One, XBox S/X, Linux
Composer: Brad Derrick
Album: The Elder Scrolls Online Original Game Soundtrack
Label: Bethesda Softworks
Publisher: Bethesda Softworks
Developer: ZeniMax Online Studios


In the last month or so, I'd gotten back into The Elder Scrolls Online after finding out that it was working well enough on the Steam Deck to warrant a purchase when it was on sale.  During that time, I was playing in Vvardenfell, part of the Morrowind DLC, but then I accidentally started a quest that turned into what was originally the starting quest in Cold Harbor.  Following the journey through Cold Harbor, I found my character deposited in Bleakrock Isle since I had chosen to be part of the Ebonheart Pact, a location I had not revisited since I first explored this area nigh on 10 years ago when I created my first character.  

"Northpoint Nocturn" is one of the songs that plays in Bleakrock Isle. Being in that location, among snow-covered hills, with this music playing brought back heaps of nostalgia and good feelings all around as snow fell outside of the Bleakrock Trading Hall.  There was just something about this serene music with the mountains, the snow, and the forested hills and it being cold outside here in the real world makes me yearn for just over a month from now when I'll be in the snow-covered high desert of central Oregon and with any luck, sitting on a comfy couch drinking something hot and playing ESO while occasionally looking out at a snowy expanse of fir and juniper.

Just pure bliss.



~JWfW/JDub/The Faceplantman/Jaconian
Instrumental


Wednesday, March 13, 2024

MIDI Week Singles: "Destroyer" - Sid Meier's Civilization: Beyond Earth (PC)

 


"Destroyer" from Sid Meier's Civilization: Beyond Earth on Windows, mac OS, Linux, Steam OS (2014)
Composer: Geoff Knorr
Album: Sid Meier's Civilization: Beyond Earth (Original Soundtrack from the Video Game)
Label: 2K
Publisher: 2K Games
Developer: Firaxis Games


I decided to use "Destroyer" sandwiched between our two articles for Frontiers Reach because when I was first making a trailer, I had this song in mind and actually made a short trailer.  A week or two ago when the Squire asked what a video was on my computer, I said it was "a boring video I made," thinking that he wouldn't want to watch it.  We now watch "the weird boring video you made Daddy" three to four times in a row nearly every morning.  I then made a longer video using the entirety of "Destroyer" so that both Conklederp and I wouldn't have to listen to the same 25 seconds over and over and over again.

Just like the first time we used music from Beyond Earth, I still haven't played the game and have zero context for its use in the game, but it does come pretty early in the soundtrack so my headcanon has taken that into account too.  The scene I conjure is a combination of a lone ship escaping an armada of aggressive ships and/or an entire planet entry sequence full of questioning and fearful looks without any dialogue.  However this song is used in-game, I just love how unabashedly dramatic it is, and that's it.


~JWfW/JDub/The Faceplantman/Jaconian
Pass Judgement on Humanity

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

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 don't 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.



Wednesday, November 22, 2023

MIDI Week Singles: "Blinded By Light" - Final Fantasy XIII (VSD)

 


"Blinded By Light" from Final Fantasy XIII on PlayStation 3, Xbox 360, & PC (2009 - 2014)
Composer: Masashi Hamauzu
Album: Final Fantasy XIII Original Soundtrack
Label: Sony Music Distribution
Publisher: Square Enix
Developer: Square Enix 1st Production Department



I get it.  I really do.  One of the last songs you want to hear again from Final Fantasy XIII is probably the normal run-of-the-mill battle music.  So much of the game is just running from one end of a winding hallway to another with one group of people and then running down another winding hallway to its end with another group of people, often fighting a lot of the same enemies, all while hearing this one particular track.  For 30+ hours.  Yeah, there's mini-boss battle music, Eidolon battle music, and boss battle music, I get it.  I'm currently 63.4 hours in, I'm still in Chapter 11.  And I just doubled back to the Archylte Steppe from some underground hallway with a giant C'ieth ball because I felt that I was actually going the right way and wanted to see more content before progressing onto Chapter 12.

I knew about this song back in 2015 when I first heard it in Theatrhythm Final Fantasy: Curtain Call on the 3DS, so finally hearing in the game where it originated has been great.  

I think what I like about this song is that it works well with the battle system in FF XIII.  Maybe it has something to do with the strings taking the melody for a majority of the song that lends itself well to switching between paradigms not feeling like a jarring occurrence.  Or maybe I am just making up stuff again.  Either way, even after umpteen thousand battles, I still have not gotten tired of this song, and that's saying something for battle music in a JRPG.


~JWfW/JDub/The Faceplantman/Jaconian
Hiding In Your Twisted Game

Wednesday, August 30, 2023

MIDI Week Singles: "The Sunleth Waterscape - Overseas Version" - Final Fantasy XIII (PC)

 


"The Sunleth Waterscape - Overseas Version" from Final Fantasy XIII on PlayStation 3, Xbox 360, & PC (2009 - 2014)
Composer: Masashi Hamauzu
Vocals: Frances Maya
Album: Final Fantasy XIII Original Soundtrack Plus
Label: Sony Music Distribution
Publisher: Square Enix
Developer: Square Enix 1st Production Department


This song has a few layers to it that I wanted to talk about before I get into the whole of the song.

First, this is an arrangement of the main theme for Final Fantasy XIII, "The Promise," which likely has a lot going on with it in terms of deeper meaning for almost all of the characters in the story.  So we are going to move on from that analysis which could likely be its own entire article

Then, there is this specific arrangement of the song.  For the first minute, the melody is played on a solo piano accompanied by an EDM track.  This by itself works perfectly fine as an overworld theme that might exist in any top-down open-world JRPG.  The beats might be a little too upbeat for a traditional turn-based JRPG (the first half of the Final Fantasy series), but it does work.  Then add onto that how linear the level design is in Final Fantasy XIII and I find this song to be a perfect theme for running through a semi-tropical forested area fighting off bouncing ghost-like creatures and frogs.

But then, just about a minute into the song, the singing starts.

Having played through most of the numbered Final Fantasy games between 1987 and 2009 (when Final Fantasy XIII was originally released) I do not know if there has ever been a song with lyrics played as an overworld theme (of sorts).  This track plays in the Sunleth Waterscape, Chapter 6 which features Vanille as the controllable character, and that kind of made the fact that there was singing in this stage more palatable.  I have not done a deep dive into the lyrics and I am not great at lyric interpretation, especially when I am only half-ish-way through the game, so we are going to skip over lyric analysis.  I specifically chose the "Overseas Version" of the lyrics because that is what plays in the copy of Final Fantasy XIII purchased through Steam and is what I am used to hearing.  So then there is the comparison between the different lyrics that I am not about to make.

And then! There are parts of this song, around 1:28 that for whatever reason remind me of a song or two from The World Ends With You, specifically "Someday," and "Calling."  I bring this up because I hear it every time I listen to this song and because the battles in this game are so different than other JRPGs I have played, reminds me of the drastic and successful approach to battles in The World Ends With You. 

So I have all of these elements going on in my head when I hear this music, which at first seems like an odd choice for background music for a JRPG, but I find that it actually works really well.  The only downside though is that I thought having two enemies in the Sunleth Waterscape, specifically, the Scalebeast and the Wyvern in the same zone and be alternate monsters to fight/avoid seemed a little overkill.  Which is to say that getting through the Sunleth Waterscape took me a while to do because not only is the stage pretty long distance-wise, but including two tanky monsters made this stage drag on longer than I felt like it should have; all the while, this music is playing, which again, I did enjoy.



~JWfW/JDub/The Faceplantman/Jaconian