Tokimeki Memorial 4 – Tsugumi GET!

I said I wasn’t going to start a new game, but strictly speaking Tokimeki Memorial 4 isn’t new, so it doesn’t count.

Since I had fun replaying Ranshima Monogatari, I thought I’d see if I could recapture the magic with TM4 as well. The experiment was a partial success. The game itself felt a little fresher and newer after a month away, but the girl I got? Not so good.

Tsugumi Godou is Maki’s neurotic, sarcastic best friend. I decided to go after her because she looks cute, no other reason. She’s also supposed to conform to the tsundere (i.e. bint that blows hot and cold) stereotype, but even though I dislike that kind of personality, I decided her looks made up for it.

Having dated and actually gotten her, I have to say she has a very high opinion of herself, but nothing to actually back that up. Yeah sure, she’s cute. She’s smart but not that smart, which is why it’s funny that she throws a mini hissy fit if you pass her in the exams. Miss, I was number 1 and you were number 50. We don’t really have anything to talk about.

I got a couple of her CGs. She…really doesn’t have a life outside studying, working in her dad’s cafe and crushing on Maki. That’s kinda sad. And since her life is so devoid of content, her route was devoid of content, and this post is devoid of content too. I really should have played something else…

Ranshima Monogatari – Rare Land Story (3)

This should have been a post about Neo Angelique Special, but that game was so slow and tedious that it drove me back into the loving arms of Ranshima Monogatari, where I finally paired Hiro with both Somarina AND Guana and married Chilia to Rui like she’d always wanted.

Be careful what you wish for, the saying goes. I wanted Somarina’s ending, I got it, and now I’m sorry I ever saved her from the clutches of that slimy duke. I really thought she’d stop being so rude and condescending as she got closer and closer to Hiro, but it was not to be. She may love him but she doesn’t have a shred of respect for him, and it shows. The ending states that she went on to become a master painter and a master chef while Hiro was reduced to the role of her lowly assistant who probably doesn’t even get laid for his trouble. The look on his face says it all.

Even the wedding ceremony was ominous. At all the other weddings in this game the other characters come up and give you cheerful words of congratulations. With Somarina, Hiro got “You don’t know what you’re doing, man” and “Oh no, you poor thing” responses instead. Even from Somarina’s own brother!

Come to think of it, I know someone in real life who had an experience like that. Nobody dared to come out and say that her fiance was a dirtbag, so it was more like: “Are you sure about this? I mean, really sure?” and “Maybe you should postpone the wedding…for like a million years?” Luckily for her, the marriage lasted. 7 whole months, that is.

At least Chilia and Rui got a happier ending. She’d been going on about how cool he was since they first met, so it was only fitting that they end up together. Unfortunately, since Rui spent most of the game either out of sight or on the lam their romance didn’t get much development. And he outright states that part of his reason for marrying her is because as a new king in a weak position he needs to marry someone popular to get the citizens on his side.

But still, there’s no denying they have some chemistry, and they’re both really into each other. I didn’t raise Chilia all those years just to have her scrubbing toilets or marrying deadbeats like Milo, so this is just perfect. And if she throws the occasional kickback or government contract my way, hey, I ain’t complaining.

Back to the Somarina-Hiro ending, though. There’s a lot of down time in Somarina’s route as well, so I was wooing Guana on the side. I had a save two years in that I was keeping for later, but I was so disgusted with the way Somarina treated my boy that I loaded it up immediately afterwards and got Guana instead.

Again, I can see the chemistry in this pairing in a way I couldn’t with Somarina-Hiro. Guana respects and loves Hiro and he loves her back. Sure she has some daddy issues, but what girl doesn’t? Without her helmet she’s probably the best-looking girl in the game so yay Hiro! The description of their wedding ceremony was very sweet, I even “awww’d” a little bit.

Their ending states that Guana continues her work for a while after they get married then gets injured and retires, whereupon she becomes a bit of a shrew it seems. Still, Hiro is still happy and he still loves her so it’s all good for me.

Having gotten three wedding endings for Hiro, though, I must complain about one thing: the weddings are too sudden! Chilia gets a proper proposal every time someone wants her hand in marriage, but with Hiro it’s like he’s getting closer and closer to the girl… then there’s a sudden time leap and bam, wedding ending! Where’s the proposal? The bended knee? The ring? How many carats? These things are important!

What’s also missing and even more important: BABIES! There’s no mention of kids in these three endings! Where are my babies?! Or did Hiro’s trusty gun run out of bullets? Now granted, there were enough babies in the last round to fuel half a dozen endings, but that’s not the point here. I’ve played enough Harvest Moon games to know the drill: you woo the girl, you get married and you have a baby! Not having babies is not an option. It is not negotiable!

*huff huff* Phew… Had a bit of a mother-in-law turn there. *deep breath* Okay. All better now. What’s weird is that I don’t like kids that much in real life, but when it comes to video games marriage and babies are inseparable. Marvelous Entertainment has a lot to answer for.

What’s next on the gaming front? My list of unfinished games grows by the day. I’m playing Will O’ Wisp and Wizman’s World for the DS, and Persona, Blue Roses and Neo Angelique Special for the PSP. As if that wasn’t bad enough, I just started Legend of Heroes: Trails in the Sky a few hours ago. If nothing else it’s more promising than the previous two LoH games, but both the story and the system so far are a little too “normal” for me, so it’s going back on the shelf for now.

I’ll try not to start anything else until I’ve finished at least one of the above games, but I can’t promise anything.

Blue Roses – Yousei to Aoi Hitomi no Senshitachi (2) – spoilers

My throat hurts, and my nose is all stuffy. I feel the flu coming on, so if I don’t post this now I probably won’t be able to for the next couple of days. I just finished Alicia’s route on Blue Roses Yousei to Aoi Hitomi no Senshitachi and got the Claire (oh sorry, “Crea”) end. It’s not a very happy ending, since everyone ends up separated, working on different things, while Alicia leaves on a long trip with her dad. Oh, and several characters die, I won’t tell you which ones.

The final boss was the same one they told you you’d be fighting in the first hour, the evil fairy Grendain. Grendain’s motivation: human hatred feeds phantoms. Even if you kill me, a new evil fairy will just be born. Alicia: Yah whatever, tell it to someone who cares *slash* The end. That’s pretty much all there is to the story, since it’s pretty clear that this is Roche’s story (the other protagonist’s), and Alicia was probably just added at the last minute to give the game a bit of variety.

I know this because 1. Everyone talks non-stop about Roche towards the end of the game, even though he doesn’t appear at all. 2. It turns out he’s the son of the hero Londario who supposedly passed away 17 years ago, while Alicia is a relative nobody and 3. I started Roche’s route now and it seems far more “natural” and “logical” than Alicia’s. Latrice belongs to him like she’s never belonged to anyone else, Claire is his best buddy right from the start and Jack shows up right away and lets him join the team.

Roche is an obnoxious twerp though, just as I thought he would be. If I’d started with his route first there’s no way I would have been able to finish this game. I didn’t get to carry anything over to his route, but things are going faster this time because I’m more confident than I was before. In Alicia’s route, I tried at all times to limit the number of enemy teams I was fighting to one at a time, while hanging on tight to my healing items and magic, but this time I’m going all out. I’m not sure I have the stamina to finish Roche’s route as well, but I’ll give it my best shot.

It appears you’ll only get the “full” story after you play both routes, and there are a few things I want to know. First off, what’s up with Berry? He’s my favorite party member, but he knows too much about certain things. And he’s the only Blue Roses member apart from Jack to not have blue eyes. While there’s an explanation for Jack’s lack, no one has commented about Berry’s green eyes yet. It doesn’t seem like he’s a noble either. He’s hiding something for sure.

I also want to know what happened to Charlotte and Hamilton, Londario’s lackeys who almost killed me so many times. They just up and disappeared after a certain point in time, when it turned out they were phantoms that had taken human form. This little point is dropped on the player and then never brought up again. But how? Why? And who else could be a phantom in disguise? Hmm, Berrrrrryyy?

Oh, and there’s the whole issue of a new evil fairy rising up even if Grendain is killed. The final route will involve solving this problem once and for all so that humans can live in peace. I’m going to look into finding spoilers online/a youtube video of the true ending, but if I don’t then I’ll finish Roche’s route and tell you about it.

And now my head is really starting to hurt, so I’m going to quit here.

Nora to Toki no Koubou – True Ending

I went back and read over the last post I made about Nora. It wasn’t exactly inaccurate, but I realized I’d done the equivalent of calling a girl “Gorgeous” and then quickly adding, “But her nose is too big, and her teeth are a bit crooked, and her face is kinda spotty, and she smells funny, and OMG, that hair!…” etc. By the end of it nobody remembers I said she was beautiful in the first place.

So in the interest of fairness I wanted my very final post about Nora to Toki no Koubou to be a little more upbeat, which is why I went back and did a final run that netted me the true ending. The playthroughs really do all feel the same, but I mixed things up by trying a few recipes (mainly the ‘kerari’ wines) that I hadn’t made in previous rounds. This bumped my alchemy level up to level 18 and qualified me for the true ending.

Said true ending is identical to the normal one until the part where you fix the statue. This time Nora succeeds in fixing it. However she was supposed to keep her powers secret, so she assumes she’s failed her training, even though the townspeople kindly try to pretend they didn’t see anything. That’s where Keke steps in and informs us all that the true purpose of the training was to learn to trust people and be trusted, so Nora has passed after all. *cough* BULLSHIT *cough* And everything works out in the end. Yeah, that totally wasn’t worth the effort, thought at least this round only took 6 hours.

Back to my initial point, I went over my criticisms in the previous post, and to be honest, most of them were fair.The only thing I’d like to take back is the replay value part, because Nora to Toki no Koubou is no different from the other DS Atelier games in that respect. Sure, every run of Nora feels the same. If you want to avoid the worst endings you have to play nice with the townspeople and you have to please Aira, which severely limits your freedom to just explore or fool around. Without getting lucky or checking a FAQ, the player has no way of knowing that either befriending Aira or traveling constantly with one adventurer are the only ways to avoid a bad ending. Anything and everything else you do makes absolutely no difference.

Plus the game feels really short. Just when you’re starting to get into the groove of things, it ends. I’m going to liken this to a completely unrelated game called Recettear. In that game you can go sell things in a store, go adventuring, fuse items, make friends in town, etc., but the first few weeks are consumed by a hectic debt repayment program that makes everything about money, money, money. It’s only after you pass this that you get the freedom to either restart the game with your money and items or continue to play forever – which is the only time you’ll have the freedom to explore, fuse and sell at leisure. If you’ve played Recettear, imagine a Recettear where the game ended automatically after repaying your debt and you’ll know exactly what I’m complaining about (and if you haven’t you should totally try it).

BUT in spite of all that, I played it three times in a row, and that’s the same number of times I’ve played Ateliers Lise, Annie and Lina. So for better or worse, it has the same amount of replayability as the other games do, and shouldn’t be knocked down solely for that.

Another thing I said was that I wouldn’t be looking back fondly on the game in years to come, but there’s no way for me to judge that accurately until those years have passed, so I take that particular line back as well.

All the other things I wrote still apply, but some are a little on the petty side. For example, only being able to save in your room and only being able to sell specific items to specific places. It’s really inconvenient, but hardly a deal breaker. The messy room was irritating, but I resolved that in my final run by putting almost all the tools upstairs and doing my alchemy from the main station. I’m used to messy rooms from Shepherd’s Crossing 2 anyway.

Everything else I wrote? Yeah, it still holds. The items need better sorting. The characters are cliched. The bad ends are unforgivable. I hate being forced to play a certain way every time. Time moves too fast when foraging. New Game+ is more like Same Old Game+. However a sequel that fixes these things and adds a story worth caring about should be a real treat to play. With a little plastic surgery, that “gorgeous” girl will be Miss World in no time.

Arms’ Heart review (spoilers)

I’ve been struggling to finish Arms’ Heart for months. After 18 hours and 45 minutes the last shreds of my patience finally gave out in the final dungeon. It’s always been pretty close to bad, with a sophomoric storyline, tedious, repetitive gameplay and an insanely high encounter rate. But for 18 hours I could live with it, mainly because it’s rather easy to keep going once you start, and I wanted to find out where things were going. Once all the insulting final plot twists were revealed and I was thrown into the psychedelic final dungeon it was time to call it a day.

Story: Jena, the protagonist, was once part of a gang called the Lambs of Johan. The members of this group have had their hearts replaced with mechanical contraptions that give them great power, hence the title “Arms’ Heart.” At the start of the story Jena has abandoned the Lambs, taking with him a homunculus under development. The rest of the game involves him trying to raise the creature so he can get a wish granted when it’s fully grown, while defeating the other Lambs that come after him.

Eventually we find out what he wants to wish for – his mom gave him her heart and died, and he wants it back. We also find out what the shadow leader of the Lambs of Johan is trying to take over the country of Moldaria, and even though Jena put a kink in his ambitions by stealing the homunculus, he still got another power up and is now hiding out in some messed up dimension. That’s where I was when the random battles and lack of progress got too much for me. I’m deliberately spoiling the story to save you the trouble of playing this game. You can thank me later.

Graphics, Music: Nothing interesting. The character designs are pretty blah, though there were some seriously interesting enemy designs in there. Tentacled teacups, pink bats with ribbons, decomposing crocodiles, Hitler zombies… Some of them were really hard to look at, but I can’t fault them for creativity.

Battles take place from a first-person perspective and neither enemy nor ally attacks are ever animated. You just see whooshes and lights and sparkles. There are no animated cutscenes or FMVs either. The game is set in a crapsack world after several years of war, the color palette is dark, bleak and dreary, with a heavy emphasis on yellow, black and dark blue. I wish I could comment on the music, but I spent most of the game in battle so I only remember the battle theme. There was no voice acting that I can recall.

Characters: Your party members (on the right), your former fellow lambs and a few NPCs make up the cast of Arms’ Heart. Jena is the Naruto cosplayer with the heavy make up. Odette is a mole-turned-ally who naturally falls in love with Jena, just because. The drag queen lookalike is Dread, the local blacksmith, and the red-haired brat is his daughter Priscilla. Later on you’ll find out that Priscilla is the daughter of Medina, the long-lost princess of Moldaria and Dread’s wife. This is the kind of development the Japanese call もうどうでもいい, i.e.  nobody cares at this point in time.

I can’t call the cast compelling. Jena is a little more personable than his appearance suggests and might even fit well in in a better game, but his character development is random and unconvincing. Arms’ Heart also suffers from the same issue Saigo no Yakusoku did, in that most of the main players know each other well already, so the player is kept at arm’s length in all their relations and interactions. You’re only welcome to the party when it’s time to fight.

Gameplay: *sigh* This is going to be long, because a full 14 of those 18 hours was most likely spent fighting or running around dungeons. I’m not exaggerating! I’ve played a lot of RPGs over the last 15 years or so, and Arms’ Heart has hands down the worst encounter rate I have ever come across! People talking about terrible encounter rates say stuff like “a battle every three steps” but this time it’s actually true. I swear, there is LITERALLY a battle every three to five steps in Arms’ Heart. One two three *smash*, one two three *smash* You can almost never walk across the screen without *smash* getting *smash* drawn into *smash* yet another *smash* battle. I wouldn’t be surprised if I heard the developers were sending a “You are a masochistic idiot” medal to anyone who could prove they actually finished this game.

Uhh, anyway, so the gameplay itself. It’s a dungeon crawler. The crawling is done in a third-person view, but the battles take place from a first person perspective with static enemies, like I mentioned above. The only thing unique about Arms’ Heart is the Howling Gear battle mechanic, where you have to align a spinning gauge on a gear with little blue baubles. Basically the white slice in the red square on the right has to meet the blue thing in the blue square to get net you a hit. It’s all a matter of timing. If you’re good you can time it so the little red sliver hits it instead, getting a Strike instead of a Hit.

Well I guess it’s not that unique, since I saw something similar in Shadow Hearts, which I played briefly on the PS2 and never finished. IIRC I got to Stonehenge and there was some underground puzzle I had to do and I just never got around to it. Some people have touted Arms’ Heart as a spiritual successor to the Shadow Hearts’ series, but I don’t know the series well enough to state whether that’s true or not. In any case every sensible successor should know which features to carry forward and which to quietly abandon. Progress, people, progress.

Here’s exactly why the Howling Gear is such a bad idea. No, it’s not because it’s hard to get hits off it, it’s actually pretty easy once you get the hang of it. The problem is that it takes 5 seconds at the start of every character’s turn (not even every battle) for the Howling Gear to fire up, another couple of seconds enter your hits, a little pause if you either miss or get all strikes, then several more seconds to actually carry out the attack. Result: every turn in every battle that happens every three steps is slow, awkward and jerky. 14 hours of slow, jerky battles. Wanna escape from battle instead? Yah well, you have to use the Howling Gear for that too, and even three strikes will only get you a 75% chance at best. By the end of the game the only thing howling was me.

Tentacled teacups!Some gamers might think this sort of thing is good, that a stimulating, challenging battle system is just what they’re looking for. But here’s the thing, it’s not stimulating or challenging at all. In fact, once you get attacks that hit all enemies, it’s pathetically easy. Arms’ Heart ladles out the EXP in spades, so you’ll be leveling up like crazy, meaning you can throw out those magic attacks at will.

There’s also a forging system of sorts, but it’s not that practical until you’re near the end, so I won’t go into it. Still, in spite of all my complaining I did manage to make it almost to the end. I guess I’ll admit the dungeon exploration wasn’t that bad. And the ease of the battle system made the time pass without me really noticing it. If only it wasn’t for DAT ENCOUNTER RATE and DAT HOWLING GEAR and if only the story had gone somewhere sensible in the end instead of some character that had only shown up once suddenly going “It was me all along!” I might be singing a different tune right now.

Right-o, I think I’ve covered just about everything in this game. I’m starting to think I will finish it one day, just not any time soon. Now to try and finish something else. I keep starting new games and I really need to break out of that cycle.