Jiants From The Hills

As mentioned in the Crimson (or Azure) prophecy.

World of Final Fantasy is an interesting and enjoyable JRPG which draws influence from the many main instalments in the Final Fantasy series over the years. It is marinated with a thick, juicy, tender layer of nostalgia. In which two young Mirage Keepers awaken to the world of Grymoire wherein they must fight, Imprism, and ultimately train powerful beasts and summonable creatures (referred henceforth as Mirages) who will fight at their behest. From inside their MiraBalls. They’re actually called Prisms. They’re also cubes. So maybe they should be MiraCubes…

There are myriad Mirage mechanics present.

Mirages gain experience as is traditional to JRPGs but level up via Mirage Boards. Each node represents some form of improvement (be it a new ability or statistical enhancement) and some afford the use of seeds to customise Mirages further, which ultimately contributes to how strong the stack with the Mirage Keepers will be.

Mechanically what this means is that when stacked they will unlock more powerful abilites under certain conditions. For instance, two Mirages that can cast Fire and Fira respectively would combine to cast Firaga. Mirages (or Mirage Keepers) with high level magic may even unlock Holy, Flare, or Ultima. But with great power comes great weakness. As all weaknesses are amplified in these forms. In that, if two Mirages are weak to thunder damage, the combined form would be ludicrously weak against it. Some Mirages may also possess a rarer Mirajewel node which essentially allows them to pass their abilities to either of the Mirage Keepers. Unlocked as a reusable Mirajewel these items allow the Mirage Keepers to further bolster their stacks with impressive abilities and statistical enhancements. Or to utilise unique combined abilities.

Until the completion of the main campaign the stacks must consist of two Mirages and one Mirage Keeper. However, after the true ending has been unlocked, you can remove the Mirage Keepers from the stacks. That’s only really relevant when attempting the post-completion content, but if you’ve decided you’re finally tired of Reynn’s constant smug know-it-all attitude you’re offered some respite. Or if you’ve ever wanted to see a Kuza Beast, Gilgamesh, and Magic Jar tear all those who stand before them asunder. That’s a perfectly valid reason, too.

Some characters have definitely been more annoying than others.

That said, I’m rather impressed with the main antagonist (especially their voice acting). I’d have expected something light-hearted given that World of Final Fantasy was meant for younger audiences. But, no, the developers are certainly gearing up fledgling adventurers for the darker stories they’ll find in the rest of the series.

I wasn’t entirely sure what to expect from World of Final Fantasy but I was pleasantly surprised. I feel as though the availability of new mechanics and Mirages could be better paced, as there are some Mirages which you have from the very beginning of the campaign which don’t realise their full potential until after the first ending is unlocked. At which point most people (I would assume) have moved onto other Mirages. As they literally can’t level those ones up further without the appropriate Memento. But, besides that slight criticism, it’s definitely an enjoyable experience and the many Mirages are fun to try out. If, like me, you’ve played literally every main (non-MMORPG) instalment in the Final Fantasy series, World of Final Fantasy should rekindle some nostalgic embers in your heart. I highly recommend it!

Have a nice weekend, all!

Moggie

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Seekers of C’drall

I’m not entirely sure that we want to find them, though.

Battle Chasers: Nightwar is an exceptionally enjoyable JRPG that features six playable characters, a number of explorable dungeons, engaging character development, crafting mechanics, and myriad enemies to cleave in twain. It also features one of the least frustrating fishing minigames that I’ve experienced in a while. I actually want to catch these fish, too. Those Shadow Coins are pretty useful. I’ve greatly enjoyed exploring the locations (and dungeons) around the map, and find that it usually provides meaningful rewards. Which is a refreshing change of pace.

I’m quite impressed with the character development mechanics, too.

The crafting mechanics allow you to not only craft weapons, armour, jewellery, and trinkets but powerful enchantments. You can even craft each of the six legendary weapons. This replaces the often ever-present convoluted process of returning to previous locations to acquire unique items to form the most powerful armaments.

Each of the legendary weapons require specific rare (or unique) crafting materials, but most of these can be acquired by completing optional quests and you’re likely to have the majority of them when you gain access to the recipes. There’s only one crafting material that requires running a specific dungeon to acquire. That said, I’ve found the grinding to be quite palatable overall. I’ve usually had most of the materials required to craft most recipes, and any that I didn’t have were easily obtained via random battles on the world map. You can also overcharge each recipe (besides legendary ones) to provide higher statistical bonuses at the cost of more crafting materials. You can use any materials you wish, though. So be sure to use the most plentiful stock first.

I was pleasantly surprised at how flexible each of the party members were, too. Each character has two different Masteries (usually with one for damage and one for utility), which, when combined with enchanting, allows almost unprecedented ability to customise each character. You can only have three characters in your party, though. But you’re free to change that around whenever you feel that you need a different approach. Parties are mostly used when in dungeons or explorable areas on the world map, with each character having access to unique dungeon skills.

These can provide significant buffs to your party when exploring.

For instance, Calibretto, the hardy war golem, can heal the entire party by a certain amount when exploring and outside of combat. Garrison, the bleed-inducing critical hit machine, can deftly dodge traps and stun enemies before combat. These skills can be boosted via character Masteries, which adds another layer to the depth and customisation of each character while influencing experimentation. Wherein you develop your own specialised dungeon running party formation.

I wasn’t really sure what to expect from Battle Chasters: Nightwar but I’ve been continually impressed. The art direction is absolutely gorgeous and the combat is incredibly fun, with beautifully fluid animations and character models which look amazing when using their powerful Battle Bursts. I wasn’t sure how long it would last, either. But my first playthrough was over 40hrs and I’ve still got New Game+ to experience yet. I’m rather hoping that there will be either a sequel or a continuation of the story, too. It definitely deserves one. I can’t recommend Battle Chasers: Nightwar highly enough to those among us who enjoy the great JRPGs of yesteryear. This feels akin to those experiences but with all of the modern conveniences included.

Have a nice weekend, all!

Moggie

First Impressions of… Book of Demons

To the depths of the cathedral we go!

Book of Demons is a rather charming ARPG (and lovingly crafted tribute to Diablo) which features an interesting combination of mechanics that work well together to create a unique experience. Items, equipment, talents, and spells are being represented as cards while character classes (and character development mechanics) are presented in a more conventional fashion. But the dungeons are composed of randomly generated exploration, events, and combat via the Flexiscope system. Which allows you to control how much progress you’ll make and how long the dungeon is.

It’s a great system if you’ve only got a certain amount of time.

Once enough progress has been made you’ll need to undertake a quest to defeat the final boss for that area. However, despite having only a few areas, and a few final bosses, the dungeons themselves are quite lengthy and don’t feel as repetitive as the random generation may suggest. In fact, due to the myriad events they’re incredibly fun to explore.

There are three character classes to choose from: the Warrior, Rogue, and Mage. The Warrior is the first available class and you’ll need to reach Lvl 5 before the other two will unlock. They rely on Artifact cards (which reserve a portion of your mana but provide different bonuses) and have few actual spells. The Rogue relies more on item cards as they have elemental arrows which can be applied to their bow, but they also utilise Artifact cards. Mages are (as expected) the most reliant on spells but do have some rather neat item cards. Each class can use the different kinds of cards, but they will have more or less of them depending on how they’re designed to explore dungeons. Warriors will usually have most of their mana reserved while Mages won’t.

I wasn’t sure about the Burning Axe at first, but now I love it.

Each card can be upgraded to a second and a third rank which usually increases the cost but also increases the effect of the card. Or adds new effects. There are magical variants of the cards, too. Which the Sage can identify at a cost but will provide randomised prefixes and suffixes for further customisation. I’m not sure if there are truly unlimited combinations of affixes and the possibility to collect hundreds of cards, but the affixes I’ve found have been useful. Each variant of the card is individual, though. So upgrading one doesn’t upgrade the others.

Item cards are also interesting as they need to be charged.

This process is usually done via the Fortune Teller and costs an amount of gold per charge. Upgrading item cards will usually increase the maximum number of charges and the effect of the card, but will also require more investment per charge. That said, item cards can also be recharged by randomised drops in the dungeons. So they’re quite flexible.

I’ve been anticipating the full release of Book of Demons for some time and it hasn’t disappointed. If anything I’m more surprised as to how many different mechanics are at work, and how they’re all working together to create something that brings a warm nostalgic joy to my heart. Even if it wasn’t a tribute to the original Diablo I’d still love it. It might have been inspired by the series (and wears that inspiration on its sleeve), but it also provides many of its own ideas that bring modern design concepts to classic design principles. If you’re a fan of ARPGs and you enjoy crawling through dungeons for sweet loot, gratuitous slaughter, and the echo of an infernal bleat in the distance then I can’t recommend Book of Demons highly enough. It’s an amazing experience.

Have a nice week, all!

Moggie

Wrought From Atomic Fire

Bathed in the undying glow of a new civilisation.

Fallout 4 has always been an interesting web of contradictions. Having enjoyed both Fallout 3 and Fallout: New Vegas, my initial impression was that Fallout 4 would provide a broader story and more engaging mechanics. Which it does. Kind of. Having started a new character recently I’ve noticed that almost every improvement is immediately countered with a drawback. Such as the expanded crafting mechanics, which, while they do function as intended, also have arbitrary level requirements that make it difficult to effectively utilise them.

I’ve never really understood the reasoning behind level requirements for perks.

It feels as if they’re artificially lengthening character development by forcing you to invest elsewhere for no discernible reason. This is most noticeable when you want to craft workbenches in any settlement, as that requires a fairly heavy investment into Charisma and two perks to unlock. Even though most settlements only feature one or two workbenches by default.

Criticisms aside, I do enjoy Fallout 4 and I’ve yet to experience the majority of the DLC which is the sole motivation for creating this character. I feel as though I could enjoy Fallout 4 as much I’ve enjoyed Fallout 3 or Fallout: New Vegas, but I need to experience it from a different perspective to do so. A perspective that I hope this character will provide. I’ve not really settled on a character build, either. I was thinking about using pistols but settled on automatic weapons. I’ve been thinking about using power armour but I’m also interested in armour sets. I’d usually be frustrated by such a lack of clarity, but it’s actually advantageous for a character that could change my opinion of Fallout 4. I’m able to utilise many more mechanics with no build in mind.

If I’d been tethered to a corpse for years I think I’d hate camping, too.

Following the rather spontaneous return to The Commonwealth I also decided to purchase Fallout 76. I’d been somewhat disinterested with the development of Fallout 76 due to having little information about how viable it is to experience the content alone, and (knowing me) that’s probably how I’d experience the majority of the content. But I was pleasantly surprised to find that it’s entirely viable to explore Appalachia on your own. The C.A.M.P. mechanics still allow you to passively interact with the community, too. Should you want to.

Even if the C.A.M.P. mechanics sometimes fight you due to the inhospitable terrain.

I feel as though Fallout 76 has an incredible amount of potential, and it really depends on how that potential is realised as to whether it will be a truly great experience. At present, many of the mechanics function as intended but they rapidly become less important after the first few hours. Like collecting scrap. I’ve now collected so much I’m bundling and selling it.

I’ve enjoyed the (ironic) feeling of isolation and loneliness in Appalachia. Due to a lack of NPCs (besides robots) and mostly being surrounded by the rotting, irradiated, post-war corpses of the characters whose stories you’re following you’re presented with a unique storytelling approach. It’s also a very depressing approach. If the previous adjectives hadn’t given you the hint. As many of the stories have themes of regret, loss, desperation, and hopelessness as the characters adjust to their new post-apocalyptic hell. But it fondly reminds me of the same feeling of isolation and loneliness present in Fallout 3. I’m looking forward to (and remaining optimistic in) exploring more of what Fallout 76 has to offer.

Have a nice week, all!

Moggie

To Attain Divinity

I’ve never been fond of the idea of being a god.

Divinity: Original Sin 2 is an exceptionally enjoyable RPG which builds on the mechanics present in Divinity: Original Sin to provide a fresh, engaging, and thoroughly satisfying experience. Most revised are the combat mechanics which now offer a physical and magical armour system, more abilities, and expanded skill trees. Skill trees will offer inherent benefits once invested in, while the new abilities provide the freedom to choose between different weapons in the same combat style. No longer are you tied to bows or crossbows due to prior investment.

Not that I ever had that issue in Divinity: Original Sin. No, not at all.

In the sequel you’re presented with the choice to play as a custom character or to play as one of six predefined characters, three of which can join you even if you’re playing as a custom character. All of the predefined options offer their own stories, quests, and insights into the world and can drastically change the experience. Some with the possibility of providing alternate endings.

You could even completely forego the predefined characters and hire mercenaries instead. Or use the reworked Lone Wolf talent to write an entirely different story. In many ways this is the concept that I’ve loved most about Divinity: Original Sin 2, and I’m interested in seeing how the three of the six that I didn’t choose will present different opportunities. I’m also glad that there are multiple default endings, that there are character-specific endings, and that you are writing a story that features more than just yourself. It’s about the people you’ve worked with, worked against, those you’ve helped, those you’ve hindered, and the consequences for those actions. It’s such a refreshing experience in what has become quite a stagnant genre in recent years.

I’m not concerned as to how we got up here, I’m more concerned as to how we’re going to get down again…

Many NPCs will follow your journey across the harsh wilds of Rivellon, too. So expect to see more than a few familiar faces providing their own contributions to your claim for Divinity, along with more than a few vendors that will (quite literally) follow you around. I’m glad those vendors exist, though. While I enjoy the new opportunities to find (or steal) higher quality loot, I find that much of the loot has numerous bonuses which don’t seem to be very useful at all. Some of the unique loot will offer really good bonuses that seem absent on other loot.

Like being able to get +Strength or +Finesse on gloves.

That said, these issues may have been resolved in the Definitive Edition as I am (once again) playing the classic version. So take that criticism with a pinch of salt. In more than one way the sequel is a resounding success (and nothing is truly perfect), but there are some niggling concerns which slightly lessen the experience. Thankfully they’re very few and far between.

I’m still not entirely sure what possessed me to revisit the Divinity: Original Sin series but I’m glad that I did. I definitely miss these experiences and the sheer flexibility of being able to build any character I want, while being able to enjoy combat that is challenging and (best of all) engaging. I’ve also spent nearly two hundred hours with the series in recent memory. So that’s something. You don’t get too many series which keep you engrossed for that long, or even provide non-repetitive content for that long. Which is probably the greatest achievement of the series, as you rarely find RPGs that provide numerous quest types which can be completed in many different ways. In case you’d not guessed- I highly recommend Divinity: Original Sin 2!

Have a nice weekend, all!

Moggie

No Stranger To Adversity

Quite the opposite really.

I recently finished Divinity: Original Sin, which, despite its flaws, was an incredibly enjoyable RPG that provided the opportunity to build many varied characters. It was quite a refreshing experience. I’ve not encountered many RPGs released in the last five years that allow you to freely customise your party- building both their strengths and their weaknesses- and I find that significantly diminishes the experience. I personally prefer it when characters are not automatically proficient in every skill, talent, or ability ever.

Or, at the very least, I prefer it when my choices actually have consequences.

For instance, in Divinity: Original Sin I was quite concerned about the way I chose to build Cornelius. He was a typical ranger with some magical capabilities, but it quickly became apparent that he used magic more than he used his bow in most encounters. However, the two governing attributes were completely different. It also meant his ability points were spread quite thin.

That said, despite initial concern, and with clever use of Geomancer summoning skills, he was able to reliably contribute in a meaningful way to most encounters. Later in the story he actually became one of the highest sources of damage in the party. But it was a very long road reliant on many later skills. I’m glad I stuck with that particular build, though. It definitely provided many unique benefits that I didn’t get elsewhere and was quite enjoyable. What was more enjoyable was the fact that I had the opportunity to ruin that character. It seems like an odd thing to find enjoyable, but it was nice to have to think about how best to develop his abilities in order to best utilise his unique benefits. To consider different options and possibilities.

See? These are what spawn when you call upon Source magic.

That was one of the more disappointing mechanics in Diablo III. It was also one of the more disappointing mechanics in Fallout 4. In both cases, you weren’t necessarily completely proficient at everything but you could have been. Long gone were the days of committing to being good at Small Guns due to having high Agility. Or being better acquainted with cleaving because your Strength was higher and afforded more close combat perks. Or even being able to build a unique Barbarian that combined unusual or interesting skills.

It definitely helps the longevity of the experience.

But it also definitely hurts the enjoyment you get from the experience. There’s no real reason to want to build a new character, and in turn experience the earlier struggles (and feeling of accomplishment in overcoming those struggles) due to a lack of something. One of my favourite Fallout 3 characters was the one that used exclusively Energy Weapons.

Mostly because that almost completely useless laser pistol in the Super Duper Mart was their only friend. Which meant that they needed to invest much more into every shot they fired, as each one was an expensive purchase (at that time) and only degraded the condition further. I was quite happy that my choice had consequences, though. It felt like I’d actually built a character that was at least somewhat unique in their experiences. Following Divinity: Original Sin, I started the main story for Divinity: Original Sin 2 and I’m glad to see that character builds are still a possibility. I’m also glad to see more complex (and better developed) mechanics for some aspects of the experience. I just wish there were more opportunities to have these experiences.

Have a nice week, all!

Moggie

The Adventures of Rosey and Cornelius

The dynamic Source Hunter duo.

Divinity: Original Sin is a rather enjoyable yet devilishly difficult RPG which features CRPG mechanics. For the purposes of this post, I’ll be discussing the original release and not the Enhanced Edition so take some observations lightly. I’m sure that the Enhanced Edition has better tuned mechanics. Hopefully. It’s also worth noting that it’s been roughly four years since I last journeyed around Rivellon, and that I wasn’t too far through the main story the last time that I did. But I’ve been having a lot of fun with it this time around.

I even bought Divinity: Original Sin 2 because of it.

Character creation is definitely one of the best things about Divinity: Original Sin. Both the Source Hunters you begin with and companions that join you are fully customisable, and if you don’t feel like playing with others you can completely forego companions by acquiring the Lone Wolf talent. You can even develop characters with myriad non-combat abilities.

On that note, I was slightly disappointed that I would need to move items to a character in order to utilise Blacksmithing or Loremaster. That’s something I know that they’ve changed in the Enhanced Edition. I’m also slightly disappointed by the lack of variety in companions. I would’ve liked to see more of the unique character classes being represented. That said, I chose Jahan and Madora to fill two very simplistic roles in the end. One being the ever-murderous valiant knight who would tank damage about as well as my Source Hunter, while the other chose a more scholarly yet no less destructive route of raining fire down on anything and everything. I’m not disappointed in the range of skills you can choose from, though. They’re pretty great overall.

Not so invulnerable now, are you?

On the other hand, while the skills are great, the flow of combat can sometimes be weighed heavily in your opponent’s favour. It’s fairly obvious that most enemies have higher resistances and better chances to apply status ailments than you, which would be fine if you weren’t perpetually outnumbered. Worse still when you’ve invested significantly in Bodybuilding or Willpower to affect those saving rolls and they still apply the status ailment. Enemies seem to act rather randomly, too. So it’s almost down to luck whether you’re going to make it out alive.

Which also would be fine if resurrecting wasn’t an inconvenient annoyance.

But the synergy between your skills is incredible. Being able to create poison surfaces which you can later set alight, or being able to freeze the ground to cause enemies to trip, or even being able to use Teleportation (which is the best skill) to drop an enemy into lava is ridiculously fun. The combat can simultaneously be the best and worst part of the experience.

I would say that Divinity: Original Sin is a great experience if not a little flawed. The quests are certainly engaging enough and not every single one requires combat, but the progression through new areas feels a little disjointed. Often you’re expected to travel to higher level areas to complete lower level quests. That said, it never ruins the experience it’s just a little frustrating at times trying to figure out where to go next. I also wish that crafting in the original release made any sense. I’m certain that the Enhanced Edition will smooth out this experience to make it more enjoyable, and so I’ve no hesitation in recommending Divinity: Original Sin to all who enjoy RPGs (and CRPGs) as it’s worth the time invested. Without question.

Have a nice week, all!

Moggie