Shelved Sorcery Saga so I can focus on Xenoblade Chronicles 2

This was supposed to be my final post-game review of Sorcery Saga, but… eh… maybe I should just ahead and finish it, since I’ve made it to the final dungeon after many ups and downs and one very painful freeze. It’s not a bad game either, it’s just not exciting. Like, at all. I’ve been carrying the same sword and shield since the beginning of the game and now have so many plus marks on them that I can one-shot 90% of the regular enemies. At the same time I don’t see why I should nerf myself just to enjoy the game – nor do I see any evidence that things would be more exciting if I did shed all my super-gear. So I just want to finish it.

But not now. Right now I want to play something exciting. Which reminded me that I had unfinished business with Xenoblade 2. Which I am moderately excited to be getting back to, especially after the tiny little boxed-in dungeons of Atelier Totori and the same-old corridors of Sorcery Saga. I want a BIG map where I can roam and roam! Oh freedom, oh freedom, oh freedom over me~~~~~

I’m having a little problem loading XC2, though. Every time I turn the Switch on, I find myself playing Picross S. Curse you, level 60!!! Picross 3D Switch when…

Yeah anyway, that’s what the situation is. Sorcery Saga semi-dropped, Xenoblade Chronicles 2 queued up, Picross S actually being played. See you someday with updates on at least one of these.

Finished Atelier Totori Plus long after running out of stuff to do

Or, more accurately, long after running out of stuff that I actually wanted to do. You will remember that Atelier Totori Plus is about an alchemist who wants to become an adventurer. For that reason, alchemy is de-emphasized and adventuring is prioritized in this game, meaning you will run out of recipes to synthesize long before you run out to places to explore. The adventure side was extremely robust while alchemy was not quite ignored but definitely “that thing you do when you’re not adventuring.”

…Somehow I’m all tuckered out after finishing the game so I’ll make this brief again. I uh… have nothing to say about Atelier Totori Plus. It was very good. I enjoyed it a lot. I made a lot of stuff, pretty much everything except the Ruby Prism. I had a lot of time to kill near the end of the game so I played around with unlocking different traits and skills in my usable items and accessories. I also beat most bosses except the dragon at the tower and the new ones that show up when you hit Galaxy adventurer status.

Umm… oh yeah, the ending. I got Melvia’s ending. A bit surprised about that, since I ditched her very early on and ran a team of Rorona and Sterk most of the time. But since I got her events involving Ceci, somehow that locked me into her ending. Also I was hoping this would be like Shin Atelier Rorona and show me all the endings I qualified for in one playthrough, so that was a bit disappointing.

But it was a good ending nevertheless because it wrapped the whole story up nicely. While I usually prefer my Atelier games to have next-to-no story, I liked the focused nature of Totori’s story. “I’m becoming an adventurer so I can do X” and then she goes ahead and does X, and then you get an ending that addresses X and that’s it, nice and sweet.

And… that’s it? It’s a good game. The characters didn’t really interest me (hence my clinging to more familiar ones like Rorona and Sterk) but I didn’t hate anybody virulently like I did with Astrid and, to a lesser extent, Esty. The game world takes a while to open up, but eventually you get to explore a lot of places, even overseas. That’s cool.

Alchemy seemed to take a backseat to the rest of the things you could do, especially once you can register goods at stores and double-especially once you get helpful assistants known as Chims. They’re so broken it’s ridiculous. You just show them a sample of what you need and they’ll reproduce it exactly no matter how rare it is. They don’t even need raw materials! And you can get up to five of them without really trying. The game tries to work around it by giving them lengthy production times but in the end the only real limitation is the size of your container. It’s pretty crazy.

What I liked about Atelier Totori Plus
– A lot of alchemy to do
– I didn’t care for “trait” alchemy when Gust first trotted it out in Atelier Lise, but to their credit they’ve really hung in there and made something halfway decent out of it.
– The characters aren’t completely horrible.
– Bright happy colors.
– It’s good to see an Atelier character with a real family life for a change.
– I enjoyed going back to beat bosses that gave me a hard time once I had upgraded gear near the end of the game.

What I didn’t care for
– I wanted even more alchemy! This is how I usually feel after an Atelier game so it’s nothing unusual. I have no idea if this problem is even solvable.
– Totori is too cutesy. Everything about her from her voice to her outfit to her running style is an attempt to be cute.
– Why is there so much fanservice in my Atelier? Panty flash, panty flash, wobbling bags of jelly on everyone’s chest… Am I playing something by Complile Heart?
– I liked the music at first, but it began to grate on me after a while.
– The quests were really boring…

TL;DR – Play Atelier Totori Plus if you like RPGs and/or crafting games. It’s nice. The end.

Atelier Totori Plus – Starts slow then gets really good

I’m not sure how to check my playtime, but I estimate I’ve been playing Atelier Totori Plus for about 15 hours now. I’m in the middle of year 2, Adventurer Rank 6. Unless I mess up horribly I’m certain to avoid the bad end so that’s a load off my mind. I’d still be playing right now but my controller needs charging. Give me my old wired PS2 controller any day.

I’m too lazy to write a long post today…. Aahhhh… I JUST WANNA SLEEP… So let’s note a few salient points.

– The first 3 months of Totori were horribly boring because you can’t do much or go anywhere interesting and Totori is horribly weak. Things pick up dramatically once you get your adventurer license and can explore a lot more. Right now I have a ton of places open on the map that I haven’t explored yet, which is great.

– Boring beginning aside, Atelier Totori Plus solves most of the problems I had with Shin Atelier Rorona. Firstly the characters I hated most like Astrid and Esty haven’t shown up at all. Secondly most events involve Totori herself, not other characters standing around gossiping about her. Most importantly there are many recipes to synthesize. In practice the total number is probably similar to Rorona’s but in Totori there is much more available right off the bat, if only you can afford it. Which I can’t, which is good.

– That said, even though Totori is definitely the better game, you should still play Rorona first. There are waaaay too many references and recurring characters to make it fun otherwise. Unless that sort of thing doesn’t bother you.

– Getting license points for doing stuff you would do anyway like exploring and taking quests and synthesis is a cool concept. That way the whole adventurer thing doesn’t get in the way of the game but you still get regular rewards. The three-year deadline is generous and easy to meet as long as you play normally.

– I’m having a hard time thinking of anything I don’t like about Totori apart from the slow start and her silly running style. It’s pretty close to my ideal Atelier game. Plenty of things to synthesize, lots of places to explore, a generous time frame to do it in and very few restrictions on your freedom. And it’s only going to get better when I get a homunculus like Rorona did. Speaking of which, where did Hom-chan go?

– Long story short, Atelier Totori Plus is a very good game. There’s not much to say about it besides that, so I’ll reserve any final comments for when I finish it. Adieu!

Got the hang of Legend of Legacy. It’s fun!

What is this fraudulent promotional art? The characters don't look like this at all!

Brief update post. Now about 17 hours into Legend of Legacy. HP in the mid to high 200s, SP around 28 for all party members. I just unlocked the rest of the continent and started exploring the Ship Graveyard. I spent most of the weekend on LoL TBH, and would still be playing if my brother hadn’t kidnapped the 3DS on Sunday night. “*mumble mumble* Metroid remake *mumble* cya” and he was gone. ¯\_(⊙︿⊙)_/¯

Anyway, things were going pretty well before I stopped. I’m actually enjoying Legend of Legacy quite a lot now that my party is so much stronger. Once you get some hit-all Arts and Charms and better equipment, battles don’t take as long. And if you can survive the first two turns and set up some good barriers and buffs, victory is all but assured. I’m making better use of defensive skills like Parry and Intervene instead of trying to go out guns blazing from the start. Once you have someone tanking or deflecting the hits, the others can use risky skills like the Fire Contract to make mincemeat of the enemies.

It’s a shame that I still have to run and dodge enemies while trying to explore, but the frustration has gone down by 30% because I can end things quickly. The enemies I can’t dispose of quickly are the ones that drop the occasional good equipment and help me level up my stats, so it’s all good. The only thing that would make this better would be more boss battles. I’ve got all these great skills in my arsenal and no one to use them against. More bosses, please! I also want to try out some new weapon types. I picked up a powerful spear by accident but haven’t put it through its paces yet. Oh, and I need to go back to old areas to talk to NPCs so they can give me new formation options in battle. All minor stuff that won’t take long.

Apart from that there’s nothing to say about Legend of Legacy since it’s not a story-heavy game. You explore a map, you beat a boss, you explore another map, beat another boss, and on and on. According to the FAQs I have four areas (Bogsaur Marsh, Bottomless Pit, Summit of the Gods and City of the Unseen) to clear and some optional sidequests/bosses to do before finishing the game. Just hope I still have a passion for the game by the time I finally get it back.

In the meantime I’m still playing Atelier Totori and (on-and-off) Sorcery Saga so I’ll post about one or both of them next time. See ya!

Legend of Legacy – This is what I wanted from Xenoblade 2

Legend of Legacy is a 3DS RPG where you play as an adventurer exploring an unchartered island. You go to a new area, you explore it, you fill it in the map. You move to the next area, explore it, map it. And on and on until you finish the game. It’s a simple, unremarkable experience in many ways, but it scratches my exploration itch and that’s good enough for me.

After all, it’s that unscratched itch that made my interest in Xenoblade Chronicles 2 disappear faster than a con man with a fool’s money. Not that I’m accusing Monolithsoft of conning me or anything. It’s still a beautiful game with plenty to do in it and I’m quite eager to get back to it. It’s just… I really really wanted to fill in the maps my self. For all its other flaws, Legend of Legacy lets me do that much with minimal interference, which is why I had a great time playing it over the weekend.

That said, exploring and mapping is pretty much all the game has going for it. The graphics and character designs are so-so. My main character (Liber) has almost no backstory and a very simple personality. The music is unremarkable. There isn’t much of a story, though there’s a bit of lore revealed in drips and drabs. <— This is actually a good thing because I don’t have anyone forcing me to go where I don’t want to go or making me sit through cutscenes when I’d rather be out there fighting. It’s been 5 years, but I’m still lightly traumatized by 7th Dragon 2020.

Normally I love it when a game gives me the freedom and lack of linearity that Legend of Legacy offers. The problem is, if a game doesn’t have much of a story and the characters are generics in all but name then the gameplay needs to be excellent to carry the whole experience. However the gameplay here is neither very good nor very bad. It’s just okay-ish. Let me briefly explain the two biggest issues for anyone who might considering this game.

1. The overabundance of encounters. Because of the Saga-like way the game works where you level up more or less randomly as you fight, you don’t feel the importance of each individual encounter. Since you’re more likely to get stronger fighting strong enemies while weak monsters are just a waste of time, I’d much rather fight one boss-class mook for 10 minutes and than fight 10 weaklings for 1 minute each. Unfortunately the latter are very much more common. You can dodge or outrun encounters, but then an enjoyable JRPG/dungeon-crawler turns into a horrible stealth/racing hybrid where you can’t even take in the sights. My kingdom for an invisibility accessory.

2. Elemental field effects drag battles out. Pointless, annoying gimmick. There are invisible forces called “elementals” floating around. The kind of elemental that’s most common on a battlefield affects all the participants in the battle. For example if Water elementals are most prevalent then magic damage is halved for both enemies and allies. If Wind prevails then physical damage is halved for everyone. For example in the screenshot below, Owen’s fancy attack is only going to hit for puny damage because the field is wind-dominated.

I’m in such an area right now (Roaring Valley) and it’s pretty annoying. “No problem,” you say, “If physical damage is halved then I’ll just use magic!” Not so fast, Gandalf. Before you can cast any spells, you have to waste a turn signing a contract with an elemental. Which would be okay if you did it once a battle and it stuck. But no, elementals are as fickle as an otome game heroine. If an enemy uses a spell of the same color, they’ll break the contract and trot over there with their tails wagging: “You rang, master?” Then you have to waste another turn signing another contract. Oh, and any spells you had queued up before the betrayal will fail, costing you SP. It’s every bit as tedious as it sounds.

In short, you can’t explore freely because of weak encounters dotting the map. And when you get into those encounters, you can’t fight freely because you have to deal with elementals getting in the way. And when you win the encounters, you may or many not get any growths as a a results – most likely you’ll walk away with diddly squat. Put all that together and chances are high that Legend of Legacy will be one of those games where I decide one day that I’ve seen enough and just drop it. Luckily that day hasn’t come yet, so I’m still having a moderate amount of fun with this game. I’ll write about it again when I either finish it or drop it. Until then!