Tactics Ogre: Let Us Cling Together (1)

Ah, I love a good SRPG. Heck, I even love a bad one, but Tactics Ogre: Let Us Cling Together is definitely one of the good ones. It can cling to me any day!

Beyond “it’s good,” though, there’s not much to say about it. It doesn’t do anything too different from other games in the genre, and it looks, feels and plays a lot like the original Final Fantasy Tactics. So it’s fun, but not particularly world-changing. And that’s just fine with me.

I’ve played for 14 hours, a few battles into Chapter 3. It is really easy so far, but then again I thought FFT was easy too, until I met Wiegraf and he… he… *snf* N-no, it’s okay. I’m over that now. It…it’s all in the past.

So maybe the real battles are yet to come, and maybe TOLUCT has some funky special battle mechanics I haven’t explored yet because I haven’t been forced to. Otherwise the only really “new” thing about it is that you can learn magic by using scrolls in battle. And that when enemies die and drop loot, other enemies can take them instead. I used to try and scurry ahead and grab them for myself, but now it doesn’t matter. I’m going to kill them anyway, they might as well have one last moment of pleasure.

I’m used to doing sick amounts of damage with mages, so I’m a little bummed at how useless they are here. Archers are easily the most useful class in this game, as was also the case in Jeanne d’Arc, Stella Deus and Path of Radiance to name a few, so it must be an SRPG thing. I’ve got three of them, Canopus, Sara and Asha, and I never leave home without them. In fact, my other units just get in the way, because most of the time they don’t even get to see any action.

Battle starts, C S and A smack everything within reach while heading for higher ground, supported by the rest of the troops. If I already occupy higher ground, I just wait for the enemies to come in range and smack them to the ground. Once they get a hit or two in, they’re able to fire critical hits with a skill called Tremendous Shot, which usually OHKOs enemy wizards, clerics and bowmen and does serious damage to everything except monsters. I hate monsters. I went into a random battle in the woods with nothing but dragons in it, and I just turned around and backed away slooowly.

Random battles are where the real challenge is at, seriously. In the story, most battles can be ended early by vanquishing your objective. If your Victory Condition is “Vanquish Wynoa”, you can end the battle in a turn or two by marching straight up to her and shooting her in the face. On the (very) few occasions that I have dutifully obliged them, I seem (?) to have gotten the same EXP I would have earned otherwise, so this is probably the “ideal” way to play the game. In fact the game is keeping a running tally of all the people I’ve killed and where they came from, so my Kill Everything approach might just come bite me in the gluteus maximus one of these days. Heh, bring it on.

So in short, fighting is so straightforward I haven’t had to bring out my full power yet. There’s things like Recruitment where you can get enemies to join your side, and a “Chariot” system where you can rewind turns (basically cheating. No true SRPG fan would ever touch such a thing), but when the game is this simple, what’s the point?

Don’t get me wrong, I’m not complaining at all. I like a good easy game, and if a game comes pre-broken like TOLUCT does, all the better. It’s just that it makes all other features of the game next to useless because you don’t need them to survive. Storyline-wise my resistance is allegedly at a major disadvantage, but you’d never know it by the way I crush my enemies and ravish their womenfolk.

Come to think of it, maybe the game is that easy because Square-Enix wants you to focus on the story instead. Well, if that’s the case then that’s too bad, because the story is the part I’m enjoying the least. First off, I don’t like intricate political intrigue storylines to begin with. The game starts out with so many different terms and factions it just makes my head spin. There’s these kids, and these knights torch their village, so instead of getting revenge on those knights, they start fighting this other kingdom, and at some point they even toady up to the same village-toasting baddies, and then to get back at the other kingdom who didn’t burn their village, they burn another village and…Huh?

Secondly, I don’t like the language. It’s a little too “I spent a lot of money on this English major dammit, and I’m going to prove it!” It does a good job of setting the mood, if the mood you’re looking for is Washed Up Shakespearan Actor. Thirdly, and this is really petty, I don’t like the uppercase font they use. All-Caps flies in the face of every readability guide known to man. In short, the story’s hard to follow, hard to understand and hard to read. It’s only now in Chapter 3 that I’m kiiiiiinda getting an idea of who all the different factions represent and who belongs to what, where, why. Kiiiiinda.

Worse than the story, though, is the main character. He hasn’t made a single real decision in the whole game. He’s always just going along with someone else’s plan, whether it’s Vyce’s or the Duke’s or Leonar’s, he doesn’t have a single original idea. Then to make things even more pathetic, he manages to convince himself and tries to convince others that he thinks it’s a good idea and it’s what he would have done anyway, even though he knows, and we know, that whatever it is is a stupid plan. He’s like the middle manager that gets all his ideas from the higher ups then tries to pass them off as his own. Dude we know you’re just a lackey, so do us a favor cut the BS.

… All right fine, you got me. That’s not what I’m really mad about at all. A little self-delusion never hurt anyone, anyway. And I’m sure the rest of the game will be about him growing a pair and learning to take charge of his own destiny. No, what’s really getting my goat is that I haven’t been allowed to actually carry out any of those tremendously bad ideas myself.

For example, I choose a massacre at the end of Chapter 1 just for poops and giggles. Imagine my shock when I was denied the chance to slaughter civilians myself and instead forced to watch it in a cutscene. And then I got blamed for it anyway! All the pain and none of the enjoyment, WTH? Again there was an assassination plot in Chapter 2 and again I had to watch, even though I was itching to do it myself. Tch. “There is Blood on my Hands” my bottom, this is a scam! I long for a character like Serdic in Rondo of Swords Path B, who can do the nasty deed himself and then go on to say, “Yeah I killed her, so what?” Massive props. Too bad they softened him up after a bit, I was loving that Cold Emperor gimmick.

Aaaaaannyyyywaaaaaaay. The game isn’t over yet. Still plenty of time to commit more atrocities and make more bad decisions. I hear there are 3 different routes in this game, so depending on how things go, I might play the game again and take the road not taken. Good game so far, though.

Tokimeki Memorial 4 – Yanagi GET!

Is this what they mean by “Too little, too late?” I finally got Fumiko Yanagi and I’m very happy about it, but after goodness knows how many playthroughs, Tokimeki Memorial 4 is stale beyond belief.

Yanagi herself is very sweet and friendly from the start, no defrosting ice queens here. The downside of that is that even when she falls in love with you, there’s not much difference in her attitude and behavior, so you don’t feel like you’ve progressed much. But I’ll take that over the Tsugumi Godou type any day.

There’s no “story” on this route, unlike how, say, Maki wants to be a nurse or Yuu wants to gather up the courage to confess to you. You just go out on dates, pig out on sweets afterwards and walk her home. Rinse, repeat. I didn’t get most of her CGs, and the two I did get involved her falling down on you. Ooh, clever. But her low-drama, feel-good atmosphere is precisely what’s so good about Yanagi. Her ability to cheer up the MC dramatically when he’s down makes her an automatic keeper.

In the end she blunders and confesses to the MC in front of the whole school by means of the P.A. system, which I thought was cute. Like Rizumi she didn’t confess under the legendary tree,, so there’s no in-game guarantee that their relationship will last forever. A naive ditzy girl like Fumiko will have lots of wolves after her, so I sent my MC to the best university possible juuust in case. As long as he gets a great job and can afford to keep her stocked up on parfaits and cookies, I think they should be okay.

MOVING ON! But before that! This has been bugging me for a while, but is it really necessary to wait three years to confess in these games? I mean, how dumb are high school students these days if they have to go out on date after date after date and hold hands and spend whole days together and STILL not figure out that this is more than an ordinary friendship? This is high school, teenage hormone central! Where a careless “Hi” in the hallway can fuel a whole month’s worth of “Do you think he likes me” conferences! And there you go, blithely picking up the phone and inviting girls to spend time with you one-on-one. And not just once, but for three years and you both STILL can’t figure out you love each other until you spell it out? Tut, tut. Kids these days.

Okay, now moving on for real. I tried to go back to Dragoneer’s Aria, but I couldn’t bring myself to continue. Right now I’m juggling between Blade Dancer and Tactics Ogre: Let us cling together. Neither one is doing miracles for me at the moment, but TO has the advantage of being an SRPG (*bliss*) so I might drop BD and focus solely on TO in the coming days.

Took down all posts about Criminal Girls

Criminal Girls PSP coverLet’s get straight to the point, for once. I feel like a reprobate for liking and recommending a game about torturing teenage girls for the gamer’s sexual pleasure, so I’m taking down all my posts about Criminal Girls. I still like the game a lot – revisionist history can only go so far – but I don’t want to be involved in anyone’s decision to buy it, so I’ll keep my thoughts to myself.

I played a lot of dungeon crawlers in 2011, and Criminal Girls was my favorite of the lot. Compared to the others it was short, it had simple, straightforward dungeons, the challenge level was just right, the suggestion-based battle system never got old, there were a lot gamer-friendly features like instant warps back to camp and, most of all, I loved the cast of characters, loved their individual personalities, loved watching them grow, loved watching them interact. What I did not love were the torture minigames, but I was able to hold my nose enough to enjoy the rest of the game.

Now, it hasn’t happened very often, but occasionally a game I play that I think will never get localized does get localized. I think it’s only happened to Unchained Blades and Ragnarok Tactics so far, and in both cases when I heard the announcement I was like “What, really?” then it came out and it was like “Hey, cool” and that was the end of that.

With Criminal Girls on the other hand, the whole censorship thing with NISA and their “This game is bad and you should feel bad” attitude towards the contents got me thinking, is the game really all that bad? And if I’m honest with myself, the answer is “Yeah, kinda.” The execution may be more silly than sensual most of the time, but the idea behind the game is pretty reprehensible once you think about it.

“But that’s no call to delete all your posts!” you say. Maybe. But I feel better this way.

“When we start self-censoring the terrorists win!” Maybe. But I feel better this way.

“Ah come on, it’s just a game.” Definitely. But I feel better this way.

“This is pretty sudden.” It’s been bothering me for a while. My choices were Delete/Ignore/Rewrite. I went with Ignore for a while, but now I just want this thing off my chest.

“This is really selfish of you.” I’m sorry. You can vent in the comments if you’d like. The posts are gone for good, though.

Dragoneer’s Aria – Very long and very slow

What I asked for: A short, English RPG to act as a rest stop between UnchainBlades Rexx and Persona 2

What I got: Dragoneer’s Aria. Well, it’s in English all right. And it’s definitely an RPG. But at 89 hours and counting, it is hands down the longest RPG I’ve played this year. And it’s not just long, it’s slow. In fact it’s long because it’s slow. When the hell will this thing ever end?

[EDIT: I just found out that there’s an error with the PSP clock in this game: it keeps track of time even when the PSP is asleep, meaning I probably played only about 20-30 hours. Disregard future references to 89 hours.]

The Story: An evil black dragon who was sealed away has broken free and is going to destroy the world. But he can wait a couple of hours while the heroes tramp over the world trying to stop him. I’ve only seen ol’ Nidhogg twice in the whole game, and both times he wasn’t that scary. I only have the game’s word for it at this point that he’s trouble, but that’s how RPGs usually go. Aaaaanyway, our protagonist, a ladyboy named Valen, has to team up with a healer named Euphe, a loli pirate named Mary and an unpleasant elf named Ruslan to find the secret to Nidhogg’s powers so they can stop him once and for all.

The Slowass Battle System: Make it stop. Please. Somebody. I don’t think I’m exaggerating when I estimate a full 80 of those 89 hours so far have either been spent running around fields or wasted on the most sluggish battle system I’ve ever faced in my life. It’s hard to describe length verbally, so I looked around Youtube to see if I could find an average battle. i found this minor battle which takes 10 minutes to complete:

It was only that short because there was one enemy. Take note of how every single move by every single character is sllooowly animated, how it takes 15 seconds for each magical attack to be charged up, executed and to hit its target. How each character has to recite a spell “Magic Shot Aspersion! Sicken!” before finally releasing the magic. How much time is wasted by the camera showing each character attacking/defending/being hit individually instead of showing them all together.

The Mana/Energy bar at the top acts as your MP bar. Regular attacks and successful Guards fill it up and Mana (magic, special skill, dragon skill) attacks drain it. The guy in the video plays a lot more defensively than I do and spends a lot of time on guarding and using buffs/debuffs. Level ups are plentiful and refill your HP to full, so I prefer to attack wherever possible.

Using Mary’s Mana Boost skill means I never have to guard to build up Mana either. I don’t think I’ve ever guarded in the entire game. But even with my Attacking mentality, the average field battle takes upwards of 5 minutes to complete and most boss battles take between 15 and 60 minutes (rrgh, Great Spirit). And there are plenty of both in Dragoneer’s Aria. The enemies have high HP, high defence and high attack power, and sometimes they’ll even heal themselves just to mess with you. It’s only in the last few hours or so, now that my characters have hit level 60-ish, that battles are “only” taking 2 or 3 minutes each, and even then I still have to sit through the same slow animations. This sucks.

The Slowass Everything Else: Everyone talks like the player is hard of hearing: slowly, carefully, pronouncing every word, with long pauses between each sentence. Even when something “dramatic” is happening, they take sweet time getting it out. And each line must be punctuated by some kind of look, or gesture, or head toss, which also takes a while to play out. Half the time they aren’t even saying anything worthwhile, just bickering among each other or making snide comments. *sigh*

The story is slow too. I thought T.I.T.S. was bad, but now I bow before the true masters of long drawn-out storytelling. I was very happy when the evil black dragon showed up and laid waste to the city within 5 minutes of the game starting. I thought for sure I’d make a few rounds, find out a few secrets and then kill the boss and that’d be it. More fool me, I am making a few rounds and I have found out a few secrets, but because of the slow battles and long treks, that’s taken me 89 hours. And what I’ve found out isn’t that interesting either. Why am I still doing this?

Hmm. Why am I still playing this game? Hmmmmmmmmm… I’ll have to think on that one.

UnchainBlades Rexx – Finished!

How I felt a few days ago

I was ill for a couple of days after my last post. I’m all better now, but for a while I didn’t have the energy for anything more rigorous than lying in bed and whining, so it took a while to get round to finishing this game. I killed the last boss at around 4pm yesterday, clearing the game and unlocking the 101-floor bonus dungeon. I’m not interested in post-game content though, so that’s it for me.

All in all UnchainBlades ReXX was a fun but very repetitive dungeon crawler. Definitely not for beginners, and definitely not for anyone who hates forced grind, but I can handle stuff like that in moderation, so I had a good time. The first few stages were really hard, but after that it was fairly easy. It’s like it was made for me, with all the complaining I’ve been doing about easy games these days. Some way or another I ended up hopelessly overlevelled in the last dungeon, and I used a lot of monster-repelling items before doing my usual tapdance over the final boss’s face.

This game, like any dungeon crawler, is more about patience, endurance and a high tolerance for extreme repetitiveness than about skill or strategy or anything like that. My personal experience was positive, but anyone considering buying the game should be very, very certain that they like grinding, very very certain that they’re not expecting a good story or good characters and super-duper certain that they can stomach spending hours and hours in exploring the same dungeon to the same tunes.  They tried to lighten things up a bit by adding quests and foraging and alchemy, but it was just more tediousness in the end. I myself had a few moments where I considered throwing in the towel, but those came towards the end when I was almost done anyway, so I was able to push myself to finish it. I don’t think I could do this again any time soon, though.

When the credits rolled, I noticed that the main theme was apparently composed by Nobuo Uematsu. I had no idea. Or more like, I have no idea which one the main theme was. None of the songs stuck in my mind, but apart from the horrible rock-theme in the fire dungeon, none of them were terrible either.

Alchemy system = FAIL

The story was stupid till the end though. Apart from Nico and a pair of NPCs, everyone else wasted their wishes either on invalid wishes, on worthless crap or on undoing other people’s wishes. They’re going to be really sorry when they get home to find out everyone’s been wiped out by an earthquake or something. Should I spoil it in detail? Hmm. Hmmm… No, I’ll let it off this time.

And of course, they had the usual mandatory “Friends makes you stronger, you’re nothing without friends” JRPG moral. Why are Japanese game makers so hung up on friendship anyway? After the 100th iteration you’ve gotta wonder who they’re really trying to convince: us, or themselves? It’s not like “friendship power” doesn’t appear in non-Japanese works as well, but there it’s usually aimed at kids, not grown men and women. What motivates this message? There’s a masters’ thesis in here somewhere, if anyone cares to look.

Enough about UBR. Now comes the formidable task of figuring out what to play next. I’m going to delay Persona 2 for just a little longer and I’ve given up on completing Blue Roses, so my schedule is wide open. Ideally I’d like to play a short, normal RPG in English, so I’ll poke around a bit and see what I can find. See ya!