2021 GAMING DIARY

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AtiyaTheSeeker
In all fairness, bird shrapnel isn't as deadly as wood shrapnel
5424
Fallout
Uhhhh... been a while since I played? I recall being at the Hub, and wanting to redo a bust on the underground crime ring there. Pyrrhic victory where Dana was the only one standing. In all fairness, I also shot the sheriff. Really, I clipped him with 10mm SMG burst fire, which probably contributed to him dying.

Also Dogmeat died when I went to eradicate the Khans :sadcat:

Final Fantasy 3
Is what I have been playing lately! My best friend has been playing the Pixel Remasters one-by-one, and he's only sung their praises. The guy is very particular about his old-school play, but he didn't even complain about the Ethers and Phoenix Downs in FF1. From everything I've been told about the remasters, all the quality-of-life that has been done was in the spirit of the original games.

I shall tell y'all right now: FF3 plays like the SNES version that never was. Some people claim the scope of the original game befits the console, and I can't blame them. I've been having a lot of fun with it! Right now I've just slipped into the Tower of Owen. Raziya has been a Monk, Jengo a Warrior, Maia a Black Mage and Raziya either a Red or White Mage (currently the latter). The music is gorgeous, I love the sprites (which people have bitched about; screw them), and the game feels as authentic to the Famicom original as I can recall.
Marrend
Guardian of the Description Thread
21781
The controller I've been using seems to have been acting up a bit earlier today. I'm not sure when I'll be able to get around to investigating it. While I might theoretically able to play Suikoden 4 with how I set up PCX2's keyboard controls, playing Final Fantasy 12 with a keyboard setup might prove more difficult to manage.

Still, here's what I managed this week!

Final Fantasy 12

So, simply hacking the Sandalwood Chop into the party's inventory won't let me ride the cab in Archadies. Still, I might be able to hack enough Pinewood Chops, and talk to a Chopmaster to turn them into a Sandalwood Chop?

No dice. No amount of hacking of either Sandalwood Chops or Pinewood Chops are recognized by the cabbie. I probably sunk a good two hours into this research, which might be how long it takes in-game to earn a Sandalwood Chop. Well, Futch-and-Bright. It's rather frustrating to know that I can't seem to just skip out on this part. Then again, if I could skip out, man, that would be such a boon to this play, and future plays. Alas, it is what it is.

For what it's worth, one only needs 9 Pinewood Chops to enter the upper-class area of Tsenoble, and get the cut-scene that allows entrance into the Draklor Laboratory. For what it's worth, there are 28 total Pinewood Chops to earn that one can trade at a Chopmaster to earn a Sandalwood Chop. Which, in turn, grants access to Central later on. I'm not sure if I've ever gone back to Archadies to check to see what's in Central.

Draklor Laboratory involves a mechanic, where only certain doors can be open at a given time, and the party is tasked with activating switches to flip which doors are closed, and which are open to get to where they need to go. The doors are color-coded with red and blue to help visually assist players in their planning. At the end/top is Doctor Cid, himself, as a boss fight. He manages to escape, with the assistance of a spirit/thingy called Venat, and proclaims that he's making for Giruvegan.

The party decides to follow Cid to Giruvegan, on Baltheir's belief that he has the Dusk Shard. Though, if Cid's words are to be believed, there is a possibility that another piece of neticite could be obtained by going to Giruvegan. While such words should not entirely be trusted, either acquiring the Dusk Shard, or a new Stone altogether would be quite the gain for Lady Ashe. Not only in her bid to reinstate Dalmasca, but to maybe stop the speedily oncoming conflict between Rozzaria and Archadies.

Giruvegan also marks the beginning of the end game, and when I tend to hack all the equipment and items into the party's inventory. Of course, merely getting there is a trek and a half by itself. Such is the nature of this game.



Suikoden 4

Oleg's invention proves immediately useful, capturing an attack on Illuya island. The next morning, a couple known to have run a cafe on that island are found on the shores of Nay. That's quite a ways to drift, but, it looks like they'll survive. It will be some time before we hear of those two again.

In any event, Oleg agrees to take his invention, and the information it's captured, to Obel, and present it to Lino. Lino sees the attack on Illyua as paramount to Kooluk announcing their intent to invade south. The footage seems to involve the use of a Rune Cannon, unprecedented in it's power and range. The Rune cannon shells that Lazlo and Snowe were helping to escort Ramada ship earlier might very well have been it's ammunition.

If that Rune cannon can hit Illuya, Nay or Na-Nal is likely within it's effective range. While one might have doubts that Obel is also within it's effective range, Lino still bans ships from leaving Obel's port, outside from patrol ships. This ban applies to Lazlo, once again solidifying the player into plot lock-down. Not that there was a whole lot of freedom before, but, certainly less so now.

While going to HQ to take a breather, the party is ambushed by a pair of ninja, lead by Ramada. Unfortunately for Ramada, the party defeats his would-be assassins. After the trio is tied up, Ramada confesses that they are after the Rune of Punishment on Lazlo's left hand. There's apparently a person who has put quite a hefty reward for it. I don't know how Ramada intended to transport the Rune, but, he was not aware that bearers of the Rune have had a peculiar tendency to have their very souls disappear into the aether after the Rune transfers off of them. After learning this, Ramada is quick to change sides, and asks to work for Lino instead. His flunkies join too.

That night, a fleet of Kooluk ships lay siege to Obel. Lino scrambles a defense fleet, but will it not be enough. The camera goes back to Lazlo, who looks down upon his left hand. I don't think there is actually a choice here. Sure, there is a choice window that amounts to "I must use the Rune" versus "I must not use the Rune", but, given how the scene repeats on choosing not to use the Rune, it smacks of "But Thou Must!"

A war-battle later, Lalzo collapses again. He wakes up in his room at HQ, with Voice of Death, the Rune of Punishment's level 3 spell, unlocked. However, last night's attack was not all Kooluk had to offer. They are once again laying siege to the island, and Obel is in even less of a position to defend itself now than before. While it might be considered cowardice, Lino's plan is to launch an escape vessel, fleeing to fight another day. The HQ the party has been using is the vessel in question. Lino had it built in secret, and certainly wasn't counting on using it so soon, but, alas, the situation calls for it. Lazlo is sent to pick up a few choice people (two of which are Stars of Destiny) before the ship disembarks.

The Kooluk fleet does not pursue the vessel, though I kinda think they should. Captain Troy thinks they don't have the time to deal with the ship, but, by letting them go, he only invites future trouble. Still, Troy takes control of Obel in the name of Kooluk. The question remains of where Lazlo, Lino, and everyone on board that ship should go. Obel obviously can't stand by itself against Kooluk. It needs allies. Being invited by the Pirate Captain Kika to her HQ might not exactly be what Lino had in mind, but, it's a start? There is a rather large chunk of recruiting to do, I just wonder how much I can actually do before going to the Den of Pirates. For a game that's set on the open ocean, the game has proven to be remarkably linear.

As luck would have it, I was able to recruit who was available on Nay and Na-Nal with relative ease. There are recruits on Deserted Island, Illyua, and Donut Island, and they pose a bit of an issue, as those locations aren't on Viki's teleport list. Which means more boat exploration, but, at least Illuya is marked on the map! I have vague recollections of where Deserted Island and Donut Island are, but, referring to a map of this game-world might prove useful.
Marrend
Guardian of the Description Thread
21781
Final Fantasy 12

I was curious to see if there was a keyboard setup I could use with relative comfort. My first attempt was okay-ish, but my second attempt was better by far, and will probably be the one I keep for this game. Even if it might still take some getting used to. I'll still want to do something with the controller, when the opportunity arises.

As far as actual game progress is concerned, the game had dropped the party in Balfonheim, with the game pointing the player to the Feywood. The game's instructions were to enter the Feywood by way of Golmore Jungle. So, one could teleport to Eruyt Village, and hoof it the rest of the way. I went on a bit of an exploration run, going north of Balfonhiem, into Cerobi Steppe, which lead to Tchita Uplands, parts of which I had already explored.

Of course, once I reached the Gate Crystal of Tchita Uplands, I make a quick stop to Rabinastre to sell whatever loot the party's picked up, then proceed with the game, teleporting to Eruyt Village, and what-not.

So, remember that there was only one time I ever used a summon in this game? The Feywood is where this happens, and even then, it's just to open the door to Giruvegan. While I might find Giruvegan a bit of a chore to go through, the area after that is even more so, as it doesn't have a proper map. First thing is first, though, and that's navigating Giruvegan. Later. Later is good.



Suikoden 4

The recruiting rounds are done for the moment, and Reinhold's service is still not available, the guy complaining that there aren't enough people to train with. I don't pretend to know how many people he needs. I will note that I should have 41 recruits, but, of course, not all of them are able to fight, and therefore unable to participate in Reinhold's service.

As an aside, I really liked that Reinhold provides training. It's best described as a fighting tournament, where there are up to five back-to-back fights against various recruits, each round with harder opponents than the last, with the final round including Reinhold, himself in the opposing ranks. There's two things that annoy me about this implementation. One is, of course, the fact that it requires a number of recruits that can fight, taking into consideration that the player can have up to three parties of four people, and that the opposing forces can have different recruits appearing for each round. My greatest beef, though, is that Reinhold, himself, cannot be in the main party to access his service. It's possible he can't be in any of the other parties either. I dunno, I barely use the other parties, outside of the four-member Unite. So, while your other party-able members can easily hit levels in their 40's, 50's, or maybe even 60's (which is insane for a Suikoden game) by using Reinhold's service, Reinhold, himself, is stuck at, like, maybe around level 30-ish.

The implementation of this concept I did in Baclyea Revolution wasn't exactly how Suikoden 4 rolled out, but, my two main annoyances with Suikoden 4's service were effectively eliminated. The service being available in Baclyea Revolution only required having access to HQ and to have recruited Oharu. There was also a training facility in Wal Pinnacle.

Back to Suikoden 4, the next story-point, located at the Nest of Pirates, is in the southwest region of the map, and the closest teleport point I figure would be Deserted Island, which is in the central region. Which, of course, means more putzing sailing. Two separate events are of note here. One is Kika and her crew joining Lazlo and Lino to stand against Kooluk, and Cray Trading Company. The other is Katarina washing ashore, having drifted quite a ways from Razril. She'll need some time to recover more fully, but, she's well enough to relay what news there is of Razril.

So, what the hell has been going on in Razril since Lazlo left? According to Katarina, it had been overrun by Kooluk, as aid from Gaien never came. However, she's not aware of any casualties. It seems Snowe brokered an agreement with Kooluk, and they gave him an assignment as part of Kooluk's anti-pirate corps as a reward. Keep in mind that Snowe was placed in charge as the Commander of the Knights after Glen's death. I don't pretend to know how much force Kooluk presented when they came to Razril. Whatever the case, Snowe probably figured that capitulation and surrender would be preferable to fending off a (probably) persistent Kooluk siege.

The thing is, if there really were no indications that Razril was going to be reinforced from the Gaien mainland, one can't exactly blame Snowe's thought process. Nor can one exactly blame Katerina for her role in executing Lazlo's punishment, since she's ultimately just a soldier that's bound to follow the orders of those above her rank. Even if Snowe's rank is mostly undeserved.

As Lazlo attempts to depart the Den of Pirates and seek out Elenor Silverburg, who happens upon the Den of Pirates, but Snowe! A war-battle ensues, with Lazlo, and his gang, coming out on top. Snowe retreats to Razril, and the game points the player in that direction. To push players to not sequence-break, Viki's teleport service is unavailable, the Glowing Hand Mirror cannot be used. Well then. I guess I'll be bee-lining to Razril, like the game clearly wants me to.

Final Fantasy XIII

So my cat bit off the headphoine wires that I normally use for my TV. I still have wireless headphones that can connect up to the laptop, but any console games are on hold til I find either new headphones or a bluetooth receiver solution. Having said that though I'm basically 20 hours in the game and the battles are pretty boring aside from the occasional boss fight.

The story well... really doesn't go anywhere for such a long period of time until you get to Barthandelus, which I guess it's when the focus stuff is revealed more but not really? It's supposed to be this big reveal that the villain says that the heroes have to destroy cocoon and that Snow was wrong about the save cocoon theory but we already sort of knew that? But Barthandelus could easily just be making shit up anyway. The Vannille mystery gets sorta tied up with Sazh but I kind of wouldn't blame her for Sazh's son being turned falcie? It's about as incidental as getting turned into falcie in the first place. None of the emotional turmoil these characters really land for me. Yet I can kinda see what the writers were trying to do, it's just they have no idea how to make anything purposeful. They probably imagined the Sazh point a gun to his head and doing the fake out scene before thinking about the actual lead up to it.

Oh yeah the same goes for Hope forgiving Snow, I wouldn't actually blame Snow for the mom's death since she fucking volunteered. Also not being able to save someone is uh not felony murder last i checked. Maybe snow should have gotten nora to sign a document or something. I forget if I mentioned this but Snow's speeches are the worst, he blah blah blahs about promises and him not being able to change certain things and all that but it's extra worst that the story kind of just rewards him for merely existing? There's not much in redemption if the guy can just keep going on like some sort of Forest Gump character.


YS I (Chronicles)

So looking for some PC games to play on my laptop through the TV I decided to look for some controller friendly games and landed on the YS steam games as I still have an itch for "playing through an RPG series" and they were on sale. I keep hearing about these darn games but never got around to diving in. All I know is that the red haired protag is the actual same protag every game (unlike Link or BoF Ryu) and it has awesome rock music. I decided to be a puritan and follow the story order of games. Most of the games have reliable remakes (or rather they've been ported so many times to the point of being reliable), so the entirety of Steam houses the series pretty well.

The first game has the infamous "bump" system where you not only walk into enemies to attack them but also NPCs and just about anything interactable. The main problem with it isn't the bumping itself (though it is annoying to accidentally talk to NPCs) but rather the AI behavior is just really sporadic and unpredictable, the remake I assume added diagonals to this game which makes it really hard to judge when or where to hit their blind spots. As long as you don't touch an enemy direction in the middle of their box, you can dish out damage without taking any. Though for the majority of the game you'll be overpowered to the point of trading hits that it won't matter too much. There isn't really combat per say, more like an "interaction then an outcome", it feels like an autobattle at times since it goes by so fast, and this game is FAST, your move speed is twice the amount I wish most RM games would go at.

The game is also pretty short too, I'm almost at the Darm Tower at max level 5 hours in and it's been nice to just play something straightforward (had to use a guide for some parts though). I almost have every achievement too but the last 1 requires replaying the game on nightmare difficulty which I'm not too fond of. I can't imagine what the boss fight with the dumb bats would be like on a harder difficulty. So far the game's lore is pretty basic but there are some odd details, like every NPC has a name in this game and there's a sense that every notable character has a specific role or purpose as the story goes on. Though truth be told I'm really half way through the Chronicles bundle so there's still another good 6 hours of bumping into enemies I imagine. The nice thing about the ports/remakes is that there's different gameplay/engines to look forward to as I go on into the story order.
Marrend
Guardian of the Description Thread
21781
Final Fantasy 12

Navigating Giruvegan can be a bit tricky, as there are sometimes hidden paths that also happen to be the paths that the party needs to traverse to continue with the game. That, or closed-off areas where the lock to open said areas are on the other side of the map, or some-such.

As mentioned before, the area after Giruvegan doesn't even have a map associated with it. Well, it has one, but, there are no details about where you've been, or where you can go. I think the game tries to hand-wave it by the area being something of a teleport maze, which, by it's nature, can be annoying to traverse even under normal circumstances.

The area in question is none other than the Great Crystal. While I don't pretend to know exactly how big the Great Crystal is in this game, it's clearly big enough to be it's own dungeon.

At the end is a meeting with beings that call themselves the Occuria. They consider themselves the Judges of History, and have found one of their number, Venat, guilty of treason. Venat is the spirit that's been working with Cid, and probably gave some inspiration to the process of manufacturing nethicite. However, the very existence of manufactured nethicite is the treasonous offense that the Occuria are lodging against Vanat.

Thus, they give Ashe the Treaty-Blade so that she might use it to cleave her own nethicite from the very source, the Sun-Cryst, and wield it against Vanat, and who the Occuria have labeled to be their supporters, the Archadian Empire.

After this, Baltheir comes to a realization. Cid never intended to come here. He merely said he was coming here as a lure for Ashe. To sit back and watch to see what happens when two a nethicite-users collide in battle.

As for what the party will actually do, this is in question. While Bashe might believe the Empire must pay for it's misdeeds, he does not believe it should be destroyed. While Vaan more or less agrees, he's more about not wanting the Occuria dictate what they're going to do. Ashe's only response is that she will seek out the Sun-Cryst, not saying what she indents to do when she finds it.

The problem is, of course, where the hell the Sun-Cryst is. The Ocurria said something about a distant shore. Which narrows the field of investigation slightly, but not by much. Vaan wants to consult Reddas, while Baltheir would rather not. Since an alternative isn't forthcoming, to Redass the party will go.

In the party's absence, Reddas has sent a fleet of ships to the Ridorana Cataract, in an effort to scout the Pharos Lighthouse that was mentioned in notes he found during his visit to Draklor. The place is in one of those no-fly zones, so the only other way to get there would be by sea. Except even his fleet went afoul, and was nearly torn asunder before the order to withdraw came down.

Still, there may be a chance that the party can get there. Reddas acquired/stole a Skystone during his visit to Draklor, but it doesn't interface properly with anything he's got. However, it does fit the Strahl, and might allow it to reach the place. It also doesn't hurt that Reddas, himself, joins as a guest.



Suikoden 4

It seems Snowe's dealings with the Kooluk aren't viewed in a positive light by the people of Razril. They call him traitor, and bombard his ship with flaming arrows. Snowe is justifiably frustrated, but, with no other viable options, he turns around, only to be captured by Lazlo.

Lalzo briefly considers allowing Snowe an opportunity to join with him, but, ultimately, allows the sea to determine his fate. I'm certain the two will meet again, but, under what circumstances?

While Viki's service becomes available again, the recruitment list seems to suggest going to Hermitage Island, and meeting Elenor, first. Thankfully, because Viki is available again, it's not too bad. Hermitage Island is practically right next door to the Nest of Pirates.

Sigurd, Hervey, and Dario decide to tag along with Lazlo in search of Elenor. They find her pupil, Agnes, instead, who invites them for food and drink while they wait for the host to arrive. Of course, said food and drink was drugged, with the three pirates out like a light, and Lazlo feeling a bit woozy, himself.

Elenor is reluctant, but, after doing a bit of a favor, she relents. While there are characters to recruit on Hermitage, as far as I can tell, aren't available until after the next story-event.

Said event is a meeting in the war room, with Elenor laying out the basis of the group's strategy. To truly stand against Kooluk, they need to rally the forces of the islands under one banner. While she recognizes Lazlo as a potential leader, there is the fact that Lino is still King of Obel, and is the one that commissioned this ship the group is on, and thus has his own weight. To resolve any potential issue of leadership going forward, Lazlo and Lino duel it out. Naturally, Lazlo comes out on top.

Lino gifts Lazlo with his golden seal of Kingship, and temporarily abdicates his position in front of everyone. This happening was something of a scheme between Lino and Elenor that Lazlo was in the dark about, but, Lino reasons that if the leadership was his, he would put Obel first, and that could antagonize any relations with the other nations the group might attempt.

Of course, now the group has a name (Motojima), and their flagship that they use as a base was also given a name (Kamiyama). I did a little research on the names the Suikoden 4 novelization gives to both the army, and the HQ. The greater Suikoden community generally regards such sources as the official names for user-defeined names, and how such names as Tir, Riou, Lazlo, and Freyjadour came about in the first place. In the case of Suikoden 4, the army's name was "Island Liberation Navy", while the HQ was called the Dauntless.

I will note that "Island Liberation Navy" certainly would not be able to fit in the name entry box. I think the name entry could contain either nine of ten characters, so, at most, you could put in "Liberation" there to be as accurate to the novelization as possible. However, if I recall correctly, the game does not automatically append "Army" to this as it has been known to do in previous titles. So, if one does use "Liberation", and the game needs to refer to the army-name, they will just say, "Liberation". I will attempt to pay attention to this detail as the game progresses, but, I will not make any promises.

Anyway, back to the game, and, as mentioned, there's a mess of recruits to get before I'll want to start the next story-arc. 14 of them, in fact, and thank goodness Viki's back to her usual functionality!


As an aside for the future, October is usually the month where I throw down some Castlevania - Lords of Shadow. I think last year I might have tried to deviate a little, and play Darksiders 2 instead. This year, my plan is a Castlevania game, but it will be the founding father (as it were) of Metroidvania games, Castlevanina - Symphony of the Night.
YS II Chronicles -
They call this the real YS and for good reason, the game actually takes place in the land of YS this time and you're off to go save it from facing doom. The game is much bigger and more rounded than the first and the bumping system is way more defined. You can diagonally hit enemies properly and basically guarantee hits without taking hits yourself since the enemies have actual AI patterns and occasional skills and fireballs that they use, it's like a real action game! The bosses are also a bit on the easy side since most of them are fireball shmup mini-games (Which I'll take over accidentally losing all my health for being inside the boss for too long). But it still has the same problem of everything being an obtuse maze so I was glued to the guide most of the time, the first dungeon did try to have a semblance of landmarks but there was still the occasional hidden doorway bs.

I still beat it rather quickly but again like the last game the later half dragged on quite a bit with Solomon's Palace. It got somewhat difficult to follow the guide even since the directions had to be very specific or I'd be in a completely different part of the map. Once you spend enough time in this place you start to understand the layout a bit more but it really started to wear on me whenever there was one last little fetch quest to do in lead up to the final confrontation.

One thing I say though is the music is really fucking good, the series gets its reputation for the hardcore rock tunes (Which I adore but don't think they're always fitting) but when they're not rocking it and just doing RPG town or low key dungeon midi, it sounds right out of Ragnarok Online music in terms of mood and quality. It's the highlight of the playthrough for me. Speaks to the quality of the remixing as well since I listened to the originals but they don't hit as hard which is a rare case for me.

Was nice to hear this when arriving to the mountain town for the first time
https://youtu.be/CMbjVvJ76tg

This made solomon's palace way more bearable:
https://youtu.be/4pzz7buCRyM

All the songs towards the end were absolute bangers:
https://youtu.be/3SM0O1SAyrI


YS Origin -
Alright so this really felt like getting dessert after eating my vegatables. The combat is way more refined in this one. You can do 3 hit combo swings that push you a little bit forward, you got badass special moves that double as metroidvania exploration tools + momentum/synergy, and I'm 3-4 hours in and didn't need a guide once so far. It's basically a really streamlined metroid where there's few possibilities on where to go next so there's just enough layout solving that you're not pulling your hair out.

The real star of the show are the bosses. I thought the YS I+II bosses were decent for what the combat allowed them to be, but Origin just blew me the fuck away. I haven't bothered over leveling and just went in and some bosses so far took about 2-3 tries to beat, it just happens to be in that sweet spot where it's not a push over but it isn't a zero mistakes science exam. But even the production values on some of them is surprising, like the centipede boss. They really went overboard of the programming of the fight, and it can be a bit jank at times since you can walk on top of it as its coiling onto itself, but I appreciate the effort it must took to put together.

Really fun game so far and I'm actually invested in the story since I know all the connections. It is a prequel but I feel like some significant things would be lost on me with the way the game makes callbacks.

This is a really unexpected non-rock track I enjoyed
https://youtu.be/9XF4L6ZBfjQ
Marrend
Guardian of the Description Thread
21781
Final Fantasy 12

The Pharos Lighthouse is subdivided into three sections, called "ascents". Each of these areas is more or less the size of a regular dungeon, making this the largest area in the game.

There is an area to traverse before the lighthouse, proper, and there's a warp-point in the first area that has the party go through a bit of a puzzle (and a boss fight) before it becomes active, and can actually get to climbing the thing.

Even then, as the party climbs the tower, they find certain walkways won't be available. The party needs to slay specific monsters to lay down parts of the path forward. The longer the walkway is, the more monsters the party has to kill before they are allowed to cross. Of course, there is a palette-swap of that monster that can remove progress, thus requiring the player to putz around, and find other copies of the actual monster. Thankfully, the palette-swap doesn't appear until a bit later in the ascent, and there might be only one copy of them in a room with maybe two or three of the actual thing you need to slay.

I don't quite recall what is involved in the second ascent, but, that's what's comin' up.



Suikoden 4

The current bout of recruitment done, the Motojima has 64 Stars to it's name. I think it was about 50 Stars when Reinhold started allowing me to train with him.

That aside, all the islands that are required for this story have been found, and I don't really need to explore the world map. There are two islands that, like Donut Island, exist mostly for Rene's treasure-hunting mini-game. They are stashed away at the northwest and southwest corners of the map. However, unlike Donut Island, neither of these locations have recruits on them under any circumstances.

Even so, I decided to spend some amount of time on the ocean, and fill out the map a bit more. Certainly not the most exciting thing to do in this game, but, once I'm done with this bout of exploration, I'll be going right back to the story.

AtiyaTheSeeker
In all fairness, bird shrapnel isn't as deadly as wood shrapnel
5424
Long time no see. I come bearing good news.

Final Fantasy 3


Holy crap, what a ride. And what a grueling final boss. How the hell did anyone beat the last dungeon without save states back when? Especially as I lost to the final boss the first time I tried? But in the end, I emerged victorious. But not before shedding tears of joy at the rendition of final dungeon's music. My word, I hope they gave the musicians a bonus.

For those interested, my party's job comp mostly looked like this.
- Raziya: Monk, Black Mage, Black Belt, Ninja.
- Jengo: Warrior, Knight (Job Lv 89!), Dark Knight.
- Maia: White Mage, Black Mage, Ranger, Devout, Sage.
- Nazreen: Red Mage, White Mage, Dragoon, Bard, Dark Knight.

Canceled Games
Stopped caring about Fallout 4 (maybe), Digimon World 3 and to my dismay, Dragon Quest 8.

Much as DQ8 felt a lot more like a classic DQ game, it also dragged on way too long and I got bored. Meanwhile DW3 became a slog of running back and forth between the same areas once you reach South Sector, again and again and again. Fallout 4's quests don't feel engaging anymore and the game overall feels too long; it's also not the same with the Brotherhood of Steel busting up all the raiders and super mutants by the time you arrive on the scene. Feh.
Marrend
Guardian of the Description Thread
21781
Final Fantasy 12

The second ascent has it's own puzzle/trick in that the party must make a temporary sacrifice before being allowed to proceed. There are four options to choose from, and include disabling item use, the attack action, magic use, or the mini-map. While I could get by with disabling item use, I went without a mini-map. The regular map can still be called up, and I certainly referred to it to get my bearings. Even if I did have the mini-map, I would do that, though, probably not as often.

Third ascent is something of a teleport maze. The waypoints have some sense of where they might send players to, as they have colors/labels associated with the challenges the player has previously seen. So, the first waypoint to take would be the Black Sigil, representing the collection of Night Orbs on floor 1. The next waypoint to take would be the Green Sigil, as the monsters that opened the path forward had a green flame shooting out of them. Next would be red, as the palette-swap monster that could remove the path forward were red. Then the Sigil of Sacrifice.

The last waypoint is a four-set of Sigil of Sacrifices that probably represent each of the sacrifices the party could have made. I've already forgotten which one was the "right" one, but, I seem to recall two waypoints colored different shades of purple and a gold-colored waypoint. The other one might have been some kind of cyan, or teal? Whatever.

The question of what Ashe intends in regards to the Sun-Cryst is rendered entirely irrelevant. It wasn't enough to encounter Gabranth, and have him admit to the slaying of King Gramas, and then engage in a boss fight against him. Doctor Cid was also following the party, and is intent on using the Sun-Cryst for his own purposes. He becomes his own boss fight, and also summons an Esper when he's about half health. Geeze!

While the party manages to slay Cid and Famfrit, the Sun-Cyrst reacted to the manufactured nethicite Cid brought. A strong gale of mist surges from the Sun-Cryst, and is so overpowering, no one can come close to it. Reddas somehow manages to leap forward, and plunges the Sword of Kings into the Sun-Cryst. While his life was taken in the process, the Sun-Cryst is gone. The Age of Occuria, and their bending of history through their nethicite, is over.

For what it's worth, Cid always talked about putting the reigns of history into the hands of Man, rather than to continue to rely on the Occuria, the Sun-Cryst, and their Stones. One could suppose that the research and development of manufactured nethicite was an attempt to supplant the nethicite that the Occuria granted through the cutting of the Sun-Cryst. Though, it seems Cid's other aim of the manufactured nethicite was to attain godhood, by virtue of the manufactured nethicite. To be able to challenge the Occuria with it, and come out on top, and proving that Humanity, having obtained such a level on their own, no longer needs Occurian guidance.

So, one might ask, what is going to happen now? I might not have caught all the nuances, but, it looks like there's aiming to be a battle in Dalmascan air-space between Archadies and the resistance lead by Marquis Ondore. The Archadian fleet is headed by Vayne Solodor, himself, on board the dreadnought Bahamut. It seems the Bahamut absorbed some of the mist that the Sun-Cryst released, the game making it sound like it uses the stuff for fuel. Ashe intends to infiltrate the Bahamut, and take it, and it's master, down, before it can reach Dalmasca. This means boarding the Strahl again, but let's note that boarding the Bahamut represents the point of no return for this game.

Like the Great Crystal before it, the Bahamut has an area map, but the map grants no details. Once the party reaches the lift, they fight Gabranth again. After the lift is Vayne, who is the final boss, and has at least three phases/forms to fight through. To say nothing of the numerous cut-scenes on the Bahamut, and the aftermath of the fight against Vayne. Before the credits roll, we see a vision of Penelo walking the streets of Rabinsatre as the game dictates a letter she wrote to Larsa, with the scene shifting to Larsa/Boshe and Ashe ever so often. The credits roll after the letter is done.

My most recent hard-save records 43 hours, 41 minutes and 40 seconds. That does not include the Bahamut, and my guess is that that took about an hour and a half. Putting this game somewhere around the 45 hour mark.



Suikoden 4

That the shops in your HQ have no ability to view/manipulate Runes, sharpen weapons, or compare armor values, among characters that aren't currently in the party is annoying enough. The functionality was introduced in Suikoden 2, and was certainly among it's quality-of-life features. Both Suikoden 3 and Suikoden 5 had it as well, making me a bit more confused as to why this game doesn't. I can't speak of Tactics, Tierkreis, or any of the other spin-offs that might benefit from this feature. Maybe there's an interesting story behind this decision, I dunno. However, even if it wasn't for that, the decision to have is no "sell" option in any of the shops anywhere on the HQ is just mind-boggling to me. Why? Just... why?

Anyway, now that the bout of exploration is done, it's back to the story! The first island the Motojima will visit in an attempt to rally to their flag is Middleport's. The person to talk to is a nobleman by the name of Schtoltehiem Reinbach II. While he has his own reasons to remain neutral, his son seems willing enough to join, provided Lazlo performs a favor for him. There's a few characters that need his presence in the party to recruit, to say nothing about being among the 108 Stars of Destiny, himself.

I couldn't help but to notice that both of Na-Nal's locations are off of Viki's teleport list. Which means that island is next on the Motojima's hit-list, even if the game has not expressly said so yet. As it happens, Na-Nal was the only location where I could actually sell stuff. However, Middleport's shops are now available for that purpose. Funny how that worked out.

The Motojima finds a small troop of Kooluk soldiers at the beach, and proceed to trounce them. While one can initiate the fight by merely talking to one of the guards, trying to get past them also triggers it, so, it's kinda impossible to not fight them. Either way, it seems Troy came to the island earlier and made his own offer. The Na-Nal considers the Motojima's offer as a belligerent one with their demands for cooperation, and beating up their "guests" (ie: Kooluk soldiers) as nothing short of barbaric.

The subject eventually turns to Lazlo doing a favor for the Na-Nal chief. Apparently, he wants him to "borrow" the Elven Remedy. Apparently, this is a peace gesture to the Kooluk, to help mend the wounds Lazlo's party inflicted. This backfires pretty hard, since the Elves decided to poison the stuff. This gives the Kooluk an excuse to assault the citizens of Na-Nal, with the Motojima being the only people who can stand a chance against them. There certainly was carnage and pillaging, but, how much more would there have been if it were not for the Motojima?

What's worse is that the Na-Nal cheif was at least somewhat suspicious about the Kooluk, and that they were merely using the poisoned remedy as an excuse for their attack. That the attack would come sooner, or later, the flow of events making it on the "sooner" side of that equation. Axel joins the cause of the Motojima as a representative of Na-Nal, and opens up a few recruits on the island.

The next point of interest is right next door, at Nay. The chief here ALSO seems to prefer being neutral, but, the couple that washed up on Nay's shore from Iiluya forever-and-a-half ago seem willing enough to join. There's a few more recruits opened up after this, and one might require more time to elapse before he's ready. Not 100% sure about the other one, but, if I have to putz around on the ocean for the other one regardless, I'm not terribly worried. Perhaps mildly annoyed, but, eh, what can ya do?



Castlevania - Symphony of the Night

I might want to change up the button set-up. Otherwise, Slogta and Gaibon have found their match. Which isn't saying much, as they are the first boss fight, but, eh, what can ya do?

Went onward to the first meeting with Maria, then to battle Doppleganger10. A meeting with the Master Librarian later, and an encounter with a Scylla wurm, then Scylla, proper. Charybdis isn't in this game, though, it kinda seems like it should, given how they are a pair in Homer's Oddessy. It wouldn't be the first instance of there being two bosses in a single room, as the aforementioned Slogta and Gaibon fight exemplifies this.

Anyway, the Ferryman takes Alucard across the lake to obtain the Merman Statue, allowing him to be summoned elsewhere in the castle. That will be a matter for later. For now, Alucard find himself back at the castle entrance. He makes his way to the Royal Chapel, where he encounters Maria again before fighting a Hyppogyryph. He meets Maria again, and promises to tell her if he gains any intelligence about Richter.

The Castle Keep lies ahead, and with it, the Jump Stone. A number of locations can be visited with this, but, among the first will be a return to the Entryway. The aim is to visit the clock room in the Marble Gallery and get into Orlox's Quarters, and from there, into the Colosseum. There, he meets with Richter, who claims lordship of the castle, then proceeds to fight Werewolf and Minotaurus.

Mist form lies slightly beyond them, and with that, back to the Long Library to get Bat form, and the Faerie familiar. A quick back-track to the clock room to grab Gravity Boots, which is something of a quality-of-life Relic. While Alucard can fly due to bat form, the time to transform is it's own cost. I kinda feel bat form is maybe slightly slower than Alucard's regular speed, but, it might just be the same. Regardless, Gravity Boots can climb vertically with great speed, and would certainly be quicker that trying to climb the same distance under bat form!

Both Power of Wolf and Skill of Wolf, while in different places in the castle, are of note, and provide better/easier horizontal mobility option than Bat form's Wing Smash. The speed of this combination of Relics is probably about the same as Alucard's back-dash move, only executed for a further distance, depending on how far you can go before ramming into a wall, or if you run out of MP by smashing into enemies.
Marrend
Guardian of the Description Thread
21781
Suikoden 4

The Motojima has gone to Middlepot, Nal-Nal, and Nay to seek an alliance against the Kooluk forces expanding southward. Nither Nay nor Middleport are acting in open alliance, and even Na-Nal's support feels halfhearted at best. If any island in this area would be in open alliance against them, it would be Razril. Are the Motojima now in a position to liberate it, however?

Apparently so! Razril was so thrilled with the arrival of the Mojojima, that one of the ships that said against them turned to attack the head Kooluk ship. With the tide of battle against them, they surrendered their ships and crew, of which the Motojima accepted. The leader of the Kulook force, Helmut, also agreed to work with the Motojima as well.

A decent recruitment drive later on the island, and the Motojima is ready to set sail again. It gets attacked by a pirate ship, which gets easily trounced. The captain of that ship was none other than Snowe. He is offered a chance to join the Motojima, but, turns it down. He is set once again to sea, and, if memory recalls, out of the main-line story. He shouldn't pop up again until he can be recruited, as the last Star of Destinty.

There's still a few recruits to be had before the next story-line objective. It's a point of busywork, but, I go a little out of my way to level up Jewel and Kenneth so that they might be on more even ground with Tal and Palua. These are the members of the only four-man Unite in the game, and I'll be using it later on in the game.



Castlevania - Symphony of the Night

The number of places Alucard can't go are few, so let's have him reduce that by one more step. In the Underground Caverns lies a nightmare for Alucard (which leads to a boss fight against a succubus) but also the Ferryman leads him to the Holy Symbol, which protects him from drowning damage. After that a detour to the Long Library to sell of gems, and use Gravity Boots to hit the Master Librarian from below.

Hitting the librarian like this is something of an easter egg. Like, the screen has the "Level Up" message when you do it the first time, but, as far as I can, you don't actually gain any levels, or experience this way. You can, however, gain a few items, the last of which is an AxeLord Armor, but that's quite a ways down the road.

Next on Aulcard's hit-list is to visit the Catacombs, and aquire the Spike Breaker. However, before that, he must obtain the Echo of Bat, which resides in Olrox's Quarters. Geeze, I almost forgot about needing Echo of Bat!

That all acquired, it's time to head back to the Royal Chapel to meet with Maria. The descriptions of the Gold Ring and the Silver Ring suggest to return to the Clock Tower. That's not accurate. The room in question the clock room in the Marble Gallery where Alucard first met Maria. After a path underneath the clock-face opens, Alucard meets Maria again, and she hands over the Holy Glasses, which will prove useful later. For now, Alucard makes his way to the Keep.

Now, Alucard hasn't been to the Clock Tower at all, and can circumvent it entirely. However, let's have him go through it for the map percentage. Alcuard knows that Richter Belmont lies ahead, as he had proclaimed himself lord of the castle in the Colloseum. There's a few preparations to make for the upcoming battle, and not just because Richter will pose a challenge. If what Maria said about somebody controlling him is true, then that is the foe Alucard must fight, and not Richter.



Heroes of Might and Magic 3 Complete

This came up again, due to me wondering if there was some way to enable the "/nwcgrail" cheat-menu. The menu normally requires Heroes 3 to be in windowed mode, and that's not possible unless the monitor's color mode is set to 16bit.

With base-line Heroes 3, this is simply not possible on my machine, or maybe modern computers in general. However, there is an HD mod that allows the game to be in windowed mode, and would therefore allow access to the various menu options, including the "Cheat" menu enabled by the "/nwcgrail" switch.

Even though the mod did not add any gameplay elements, there's a number of quality-of-life upgrades. Better yet, the save file structure remains pretty much the same, which makes my UGE module still relevant to the mod!

UGEing the save file is still something of a pain to go through the motions, but, I'm more inclined to LP the campaigns/story. Eh, maybe after one of my other games I'm working on is done?

AtiyaTheSeeker
In all fairness, bird shrapnel isn't as deadly as wood shrapnel
5424
Marrend: Hitting the librarian from underneath gives you an HP Up, IIRC?

Wasteland 2: Director's Cut
Been playing a lot of this lately! Rather than recreate my post-apoc OCs, I instead went for my fantasy OCs...
- Raziya is a blunt weapons character and the medic
- Jengo is the tank with blades and shotguns
- Maia is the skill monkey (skill fox?) with energy weapons
- Nazreen is the team leader with assault rifles and SMGs
- Current companions are Vulture's Cry (a Native American sniper), Scotchmo (a shotgun hobo) and Chisel (a washed-up fugitive with a crowbar)

At this point, I'm gearing up to head to Damonta. Had recently taken care of Darwin Village; the enemies there moved so slow across battle maps (;-;). Went to save Highpool after the intro area, because going for Ag Center seems be "hard mode".

The Rail Nomads territory is too friggin' big, and that's easily a downside to WL2 for a lot areas, especially to backtrack. And you have to backtrack a lot in Rail Nomads. I was originally gonna play with an "actions have consequences" run -- I won't load a save if companions die, and I stick by bad decisions. But there were two big things you can mess up in Rail Nomads without any context of what to do right. One of them is even in real time. As interesting as the area is, screw Rail Nomads overall.

Holy crap, I nearly got Raziya and Jengo killed in my first fight against robots, due to them getting nearly mulched and/or melted with lasers. Energy damage versus conductive armor (so almost all heavy armor) is no joke. Despite a wiki saying the Laser Carbine was a bad energy weapon, Maia's been doing well with one. Then again, I don't really play games to mix-max and break its difficulty over my knee.

Castlevania: Symphony of the Night (HardType)
Tis the season. I play this game yearly in October. Because of this, I accepted a challenge from OzzyTheOne that I imposed on myself first, where I'd play a "hard mode" hack. This is that hack. All enemy HP and damage is increased, and certain OP weapons are outright removed. However, I'm certain there's still that one BS late-game combo, implemented as-is. The mod does state that some spells are tweaked as well, so. We'll see.

My death count is currently at 10, and I'd just gotten through the Long Library. I'm mostly used to tanking damage thanks to HP; Slogra and Gaibon killed me like four or five times. I'd considered a survival mode hack on the same site, but it only boosted bosses... and made it so HP and MP didn't recover at save points. Only bosses being tougher felt underwhelming, and a lack of full recovery felt too overwhelming.
Marrend
Guardian of the Description Thread
21781
I recall using save-states to look at Alucard's stats both before and after hitting the Librarian. At the time, my focus was on level and experience at the time, which definitely did not change. If HP went up, I feel a little stupid. I could swear the message was "Level Up", and have believed that it was a false, yet cute, easter egg message for years on end.
Marrend
Guardian of the Description Thread
21781
Kinda early for a report this week, but, I completed both of the games that were on my docket at the moment, and I kinda want to take a short break from doing records. As for the LP of Heroes of Might and Magic 3 Complete, I'm not 100% sure if I'll actually do it, but, if I do, I will be making a post here.

Suikoden 4

With Razril's alliance in the bag, the only thing left to secure enogh force to stand against Kulook is to liberate Obel from their grasp. Which means another navel battle. You know, for a series that has large-scale battles, where the strategists have been known to pull some crazy-ass stunts, the navel battles of this game are really simple, and don't really involve too much strategy.

That aside, the Rune of Punishment's 4th-level spell, Everlasting Mercy, is finally unlocked. That, and there's a mess of recruits that are now available. In fact, this is the final batch of recruits in the game. This includes Snowe.

Now, perhaps Snowe is guilty of being a self-serving and self-centered bastard. However, if it wasn't for him, Lazlo would not have been exiled. While Lazlo did not have an easy time at first, he managed to be found by Flare, which got him to Obel, work for Lino, then move on to become the leader of the Motojima in his own right.

Let's say Lazlo wasn't exiled, and try to suppose what might have happened instead. We can safely assume Snowe would still get a promotion to Commander, and still sell out Razril to the Kooluk. As for Obel, Lino would still escape, but, there would not be a person to name as leader of the anti-Kooluk forces other than Lino.

One must wonder how would the other islands react to Lino's presence, in his capacity as King of Obel, rather than as a member of the Motojima. The alliances with the island leaders were sometimes tenuous at best with Lazlo at the lead. However, with Lino brokering the alliance, they would probalby refuse. They might know Kulook's presence is a threat, but, they would also have to second-guess Lino's intent as well. How would such an allience benefit Obel, and how much does it benefit them? What's going to happen after the thread from Kulook is removed? Would Obel merely supplant their ambitions? Stuff like this.

That aside, with the 108 Stars of Destiny convened, the time has come for the Motojima to make it's stand against Kulook. After the big Rune Cannon is taken out, a final boss is fought, Graham Cray disappears, and with him, the threat from Kulook.

The Island Nation Federation forms under the leadership of Lino en Kuldes, though, I'm sure the island cheifs from the other nations would have preferred Lazlo to lead it. Alas, he fell unconscious again from using the Rune of Punishment to fend of against the shock waves emanating from Fort El-Eal from the destruction of the Giant Rune Cannon. Perhaps the final boss too.

Either way, he could not be confirmed alive or dead, so they had to err on the side of caution, and send him out to sea so that the Rune of Punishment would not repeat it's deadly cycle. However, the Rune had moved into it's "forgiveness" phase, and Lazlo is still very much alive, and is within visual range of the Kamiyama. It's presumed he's picked up, but, what happens after that is largely unknown. He could technically still be alive as of the next Suikoden game in the timeline (which would be 5). I mean, somehow Ted was able to live with Soul Eater for another 150-ish years (ie, when Suikoden occurs in the time-line), and that's also a cursed Rune that might be inclined towards having multiple bearers.

Wherever the Rune of Punishment is, it's never referred to again in the series. Which isn't saying much, as Suikoden 5 represents the last of the main-line entries of the series. As for time spent on this run, it was a surprising 26 hours, 52 minutes and 31 seconds according to my clear game save.




Castlevania - Symphony of the Night

With Richter released from Shaft's grasp, it's time to visit the Inverted Castle. The deal with this place is to collect the five Relics of Vlad to open up a path in this castle's clock room, where Shaft lies.

Defeating the Darkwing Bat in the Clock Tower, The Frankenstien Monster Creature in the Outer Wall, Akmodan II in Olrox's Chamber, Medusa in the Royal Chapel, and Death in the Abandoned Mine will get him those relics. They need not be in this order, this is just the order I ended up doing them in.

Aside from those Relics is Poison Cloud (which is an upgrade to Mist form), and Force of Bat (which is an upgrade to Bat form). Then, the confrontation against Shaft, followed by Dracula. A 200.6% map-rate with my clear game save having recorded with 6 hours, 50 minutes, and 29 seconds. Definitely not bad!

AtiyaTheSeeker
In all fairness, bird shrapnel isn't as deadly as wood shrapnel
5424
Wasteland 2
Handling a sidequest adventure before I ship the Rangers off to Cali. No seriously. The problems I had with Rail Nomads were exacerbated by the Canyon of Titan, all because I took vengeance on raiders who would've gotten off murdering a traveling couple scot-free. And then, when I got to Damonta at long last? More stupid problems. I couldn't leave Damonta to restock medical supplies, because then the place would be even more a wreck than it was when Team Echo strode up. So, in the only file where I actually won the boss encounter? Scotchmo is dead. Lucky for me, his death isn't canon as of WL3.

Rant time, folks.

On the one hand, I've really gotten the knack of Wasteland 2 and its quirks. I'm also finding that I'm not punished for playing "sub-optimal". On the other hand, the game is still frustrating for its design choices. Wasteland 2 warns you in one of its loading screens: sometimes there isn't a happy ending to be found. Which is a lie, because many are. You just need to look 'em up online, or have an obscene IQ to figure it out in the moment. At their easiest, it takes loading an older save or replaying for the clues to click.

We live in an age where secrets in game amount to finding undiscovered stuff in older games. This is because we live in an age of GameFAQs, IGN walkthroughs, wikis devoted to just about anything pop-culture, and data-mining where we can reverse-engineer everything that makes a game tick. So finding the answers post-mortem is fine. The problem is that I think Wasteland 2 just has some bad freakin' design in some spots. In some ways, I can respect how much it kept things old-school -- permadeath being optional by reloading saves is a good compromise, let alone how the interface plays like a Black Isle Fallout title.

But other parts can burn. On top of issues outlined? Maps are way too huge, and make you backtrack too much. Ammo is redundant after a while, though it is in most games. Gods help you if robots zap a party member wearing conductive armor. The game is fun, but I don't remember things being so rough around the edges in Wasteland 3. So how the hell do I get sucked into hours-long sessions of play?!

But speaking of...

Wasteland 3 (Replay)
...both of the DLC adventures for this game are out, with more bugfixes than the ones I saw in my last file. Because WL2 was a pain in the butt, I started up a new save on a whim. Still the normal difficulty, but playing with my party from WL2. Started up a new session with Raziya and Jengo (both using melee weapons), and got to the point where I could create new rangers. Next paycheck, am grabbing both DLCs and am not looking back.

But this time, I intend to get the golden ending. I was pissed that I had to side with the Patriarch to have some semblance of order in Colorado. But looking up how to get the achievement on Steam for "November Reigns", it seems I've isolated how to do this. The choices I made in my first run through disqualified me, as I wasn't in the good graces of two specific factions. I also lacked a maxed-out social skill to get one of those factions to turn on ol' daddy Saul. Turns out that keeping the Gippers on a leash was one way I could fulfill part of the golden ending, too!

No promises on beating it this way by the end of the year. I'd prefer to complete Fallout by New Years, though. Stay tuned.
YS Origins

I bounced off pretty hard off this game once I got to Silent Sands. Before that there was a boss (Murderous Construct? I think?) that had a standard damage his body parts to get a chance to damage his actual weak point song and dance. That fight was frustrating because not only was I not doing enough damage but if I missed my chance on any vulnerable moment the fight would take longer as a punishment as opposed to just taking damage (which I guess you could argue restarting the fight makes the fight longer too). So I grinded a bit to the boss's equivalent level but it was still kind of frustrating learning not so much the pattern but little details like if you move away from the boss's head attack and back again a little too soon you'll get hit and knocked back missing your chance to do damage, so you have to move away and back really late, but you don't want to do it too late or you only get like 2 hits in. This is where the game's difficulty spikes up a bit.

Silent Sands is also where things get hairy, everything takes super little damage unless you upgrade the sword (which I sorta forgot to do oops) but the upgrading does way more than any sort of grinding would help you with. There's a lot of weird binary feeling stuff where it feels less like rewarding progression and more like "do x and y if you want to have a chance at all in dealing with this place." yet max health upgrades do fuck all for some reason. The sand is also extemely annoying having to jump out of constantly like every other QTE game that wants to give me carpal tunnel. Overall I think Origin's immense improvements over YS 1and2 breaks down a bit too as enemies here just trade hits with you if you attack them head on too much, instead of baiting out attacks and hitting back which the earlier enemies did more of.

The next boss Jenocres was a lot more enjoyable, there's a lot of crazy shmup rave patterns that you have to deal with. Half of them you can jump over, but some of the bullets become vertical lightning columns). Even though the boss has set pattern list it randomly picks, I felt like I was adapting to the situation rather than memorizing exact spots to stand on as the boss also randomly appears on the map meaning you have to resort to ranged if you cant reach them. I had an added difficulty of my cat waving her butt in my face when I was 4 hits away from ending the boss, but thankfully that didn't deter me.

Trying to really stick to this game because I know if I bounce off a hard boss fight I'll forget everything that's going on in the story. I actually really like Yunica as a character, a stubborn magic-less knight who defies all odds who gets shat on by the villains relentlessly. Though I have to apparently replay the campaign as 2 other characters so idk how I'll feel about that.

Other games

I haven't really found a second game to delve into lately, I thought about picking up Sekiro again but I might pick up some open world game like Cyberpunk 2077 instead. 2077 is such a shallow game combat-wise but there's room in my life for brainless side questing and not like, studying wind up animations. Watchdogs 2 might also be a considerable option. I've mostly been limited to whatevers on my PC. I'm waiting on a bluetooth audio transmitter since I have wireless headphones lying around I want to use on my TV and not just my laptop. So might go back to playing FF13 at some point *shudder*
AtiyaTheSeeker
In all fairness, bird shrapnel isn't as deadly as wood shrapnel
5424
Chroma Squad
So. Little-known fact. I've been chipping away at Kyoryu Sentai Zyuranger for the better part of this year. I think I left off on episode 39 out of 50? But it eventually got me to give this game a shot, as it's a tongue-in-cheek tribute to Super Sentai, Power Rangers, and other such shows.

Right now I'm on the fourth "season" of the game, and had just recruited an optional sixth ranger. The game's first two seasons have been pretty easy on the default difficulty, but the challenge has been ramping up as of late. I've been missing battle objectives here and there, as it's been tricky to win fights while still fulfilling them. Regardless, I'm glad the game hasn't been playing with the kid gloves on the whole time. Just means I have to get more tactical for my tactics RPG.
Final Fantasy 7 Remake

I decided to play this instead of returning to FF13. I'm about 10 hours in and this game caught me off guard. Having not beaten the original but played through the first disc multiple times, I was pretty cynical about the remake (or any remake for that matter with RE2 just being okay and everything else being a blight to me). But I haven't been invested this much in a game since MGS4 or the original Nier (technically death stranding also but that game was disappointing), idk what it is maybe it's just nostalgia and them managing to not screw everything up. But I'm reminded of how FF15 got characters I didn't like initially to grow on me. This game has characters I already like grow on even more with some of the expanded story.

There is some weird padding, and I think the ghosts are dumb and detracts from some key moments. I've been RP walking everywhere and doing every side thing I can possibly do and listening to every scrap of NPC dialogue. Again I do not normally do this with most games as I kind of feel like I "put up" with even decent ones. Idk I'm just looking forward to spending more time in this world and don't want it to end and have to wait for part 2. Which is a whole discussion I guess on how I hate how the release of this is set up, but oh well, guess I can just beat the original FF7.

I basically just met up with Aerith and spending time and her banter with cloud is some of the better gaming moments I've had in awhile. I don't know what it is, I've seen this story before! Maybe something about the voice acting or I'm just in the right mood, but solid experience so far.

Ghost of Tsushima

My bread and butter comfort game. I've mostly been going through motions of doing story missions then getting every collectible I can possibly find that's nearby and getting every exploration perk so I can find more stuff. I think this is probably the best open world game purely for turning your brain off. It's also further enhanced by the load times being super fast for some reason? I remember at launch the game was kind of average load times, but I downloaded this super huge "directors cut" or whatever that's meant for ps5 but also works for ps4 and apparently the load times are just as fast. Very weird considering the lack of SSD, but goes to show it's better to wait til way after a game comes out in order to play it.
Marrend
Guardian of the Description Thread
21781
It's been a while, eh? While I haven't been keeping records of what I've been doing, here's a summary of what's been going on.

Grandia Xtreme

This game started out okay, but, eventually started grating on me. Grandia is known for it's humor, and while that humor exists, it's few and far between.

I think what killed this game for me was it's repetitive nature. Like, if I take a step back, I feel this game wants to be a Diablo clone with Grandia's combat engine. I dunno, the execution of the game just falls flat and uninspired versus the other Grandia games I've played (which doesn't include 3).

I also have to sometimes wonder how much of the game's budget was spend on hiring the voice-overs? It has Dean Cain voicing Evann (the main character), with Lisa Lobe voicing Lutina (who doesn't even show up until Act 2), and Mark Hamell voicing Kroitz (an antagonist).

I may give this game another chance, but, much, later.



Front Mission 4

This I picked up sometime after dropping Grandia Xtreme. I have mixed feelings about this game, and I eventually dropped it. Like, I enjoy tactical games every so often, and including mechs usually translates to having an additional cool factor. Customizing the various mechs is always a blast. Being able to attack twice with one attack action, on top of linked battles, make the game flow a little faster too. At the same time, I miss the upgrades of Front Mission 3, and having limited ammo for all weapon types, not just missiles, rubs me the wrong way.

There are, of course, items that reload weapons, but, I'd rather use item slots for repair purposes. The game has repair backpacks, and are a neat concept, but, of course, they balance their usefulness with having higher weight than an item backpack.

What made the game feel a little stale was when the game introduced Computer Shops to purchase abilities. While characters had their specializations, they also felt a little same-y at the same time. Like, if a character had access to Block DMG 50 (which ignores all damage values less than 50), great, but, most of the time, it was Block DMG 30. This may just be a side-effect of optimization in this game, but, as the game continued, I just started to roll my eyes with each fight.



Devil May Cry 2

This I picked up sometimes after dropping Front Mission 4. I popped in the Lucia Disk, expecting 20 or so levels, maybe taking a week or so to get through. What I was met with was only 13 levels, and completing in in three or four days?

I dunno. On one hand, the only places I absolutely hated were the underwater sections, which were thankfully limited to one or two missions, and one boss fight. Everything else was pretty straight-forward for a game like this.



Legend of Dragoon

This has been my stable go-to for the majority of this month. I'm already on Disk 4, with Rose and Albert having achieved Dragoon Level 4.
Marrend
Guardian of the Description Thread
21781
I'm still kinda trying to get back into posting here on a regular basis. Saying that, this week was pretty crazy, so, I'll skip on posting my gaming update this week.
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APATHY IS FOR COWARDS
4158
(didn't format this all correctly, I might check it out later, then..!)