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Beating Games

I finished Front Mission 2: Remake. I've always wanted to try it after the 1.09 patch, and I wanted to bring it up here in case anyone else was wondering about it. There are still a couple of weird bugs in there (never advance dialogue on the travel map using the confirm button, it will cause weird issues), but the localization is up to par. I don't have any serious complaints about the game that I wouldn't have about the original version of Front Mission 2. Melee weapons are really bad, and unless you're willing to fire Grenade Launchers at your own team, it's really hard to get EXP for Long class weapons. Most of the issues with Front Mission 2's very high-damage, low-HP swingy combat balance can be alleviated by playing it on Recruit difficulty.

The story was good, and surprisingly small scale. There's much less geographic ground covered here than in any other Front Mission. It lets them do some cool stuff, like revisiting locations after they've been damaged in prior battles. It's also fairly short, with only 30 main missions and 2 secret missions.
 
I finally went back and finished Dragon Warrior III for GBC. Final party: Hero, Warrior (no class change), Fighter (started as Cleric), Sage (started as Thief).

I originally fell off right after I got the boat. I was not getting much sleep IRL and just didn’t have the bandwidth for something like that. Also, I somehow lost like an hour of exploring, and was a bit underleveled and it just kind of became dispiriting.

I picked up my save again recently after a very long break. It was a bit of a grind getting through the boat part, but after that the game narrows down again and the whole endgame part is great. I think I still prefer the first game just for the sheer brevity, but I totally get why DQIII was such a monumental and influential game.
 
I finished Dragon's Crown (with one character on the normal difficulty). I don't have much interest in doing it all again grinding through higher difficulties, and don't much feel like doing another character right away, so I'll call it good although one could easily get wayyyy more time and content out of it than the 12 hours I spent. Six characters going through the basic grind alone could take quite a while!

Anyway it's a pretty competent beat em up and I had fun joining random other rooms to help people out. And of course, the art is Vanillaware, so it's beautiful and uh, extreme. Probably their most egregious example of let's say exaggerated designs, but honestly I wasn't like, bothered by it (though I know some people are).
 
Beat Dispatch last night, it's great. I will note that I would have liked more of the actual dispatching part of the game, but it's a Telltale game at heart and all the characters were wonderfully written. And such great animation! Seriously I would really enjoy it if they made an Endless mode of the dispatching part, I know it wouldn't be easy and wouldn't have all the voiceover the in-game ones do but man that'd be fun.

Lumber and I played it together at the pace of about an episode a night and trading off who controls, and after every episode talked about the choices. I want to replay it just to see how other choices play out.
 
I finished up Castlevania Bloodlines. I appreciate that it’s a slightly different, more actiony take on classicvania. I like that there are only 3 subweapons, but they each have 2 ways to be used and each has their place. Some of the setpieces are neat (the Versailles fountain!), and after the boss rush I think I appreciated the game’s bosses more. I played as Eric, which was maybe a mistake since his spear makes the game a bit easy. But, overall I still liked it more than Super Castlevania IV (which was easier & felt more like a hardware showpiece), and just a bit less than III. It’s good drac ‘em up! I’ll return at some point and play through as John.
 
I finished Sword of the Sea last night, which was a really nice experience. It's a Journey-like, with plenty of Abzu DNA too. It's beautiful, surprising nobody. Movement is slick and fast and feels nice, but there's still some actual platforming too. It rewards exploration for secrets and such, even if the ultimate reward is just achievements, at least for the seashells, as far as I can tell. It's short, I finished in about 4 hours and was trying to explore the nooks and crannies as well I could (although I apparently missed a massive number of the secret collectibles, and here I was feeling proud of myself). But if you like the genre, this is definitely a good entry worth checking out.
 
I finished Final Fantasy Tactics - The Ivalice Chronicles.

I owned the original FF Tactics for PS1 and PS3 and never beat it. I played it twice before and bounced off of it. This time I was determined to see it through to the end.

The last boss was pretty tough. She forced me to grind a bit and reshape my party a bit.

When I finished the game it felt really good.
 
I played through VVVVVV. it was fun! Very challenging, but the frequent checkpoints help a lot. I like how the map feels very open, but you quickly get funnelled into extremely linear challenging zones. And it keeps iterating on the central mechanic, and doesn’t outstay its welcome. Recommended.
 
All this recent Octopath Traveler 0 talk had me biting at the ol' octobit for some travelin' action, but instead of buying a new game I figured it would be more responsible to go back to the old OT1 playthrough I've been nursing for the past seven years. I left off with four of the character's stories cleared, so over the past week I finished up the remaining arcs, cleared the postgame quests, and laid eyes on the secret final boss. Which I'm considering as "beaten," because that guy... that guy asks for a lot and there really isn't any story stuff behind him. Just getting a glimpse of his ugly mug is enough for me.

What surprised me is how much I ended up liking the game in the end. There was a long (long) stretch in the middle where I was pretty down on it. The writing wasn't working for me, the battle system felt slow and tedious, exploration settled into a rut, and everything just dragged. For whatever reason, everything fell into place when I came back. I started tinkering with different builds to deal with the superbosses and that turned out to be a blast, and somewhere around the 90-hour mark the NPC interaction systems finally clicked; what had looked like random little investigation blurbs started to line up with inventories and summon skills in a way that hinted at bigger stories and more textured characters.

From there, the hidden connections and implications scattered around the world started to come into focus. It felt great to push past the long-lasting impression that the game was underwritten and to notice how much it relies on things left unsaid or underemphasized in item descriptions or quest recaps. The final dungeon was especially satisfying as it pulls all of this together in a kind of lore-trove, revealing not only that a larger plot had been occurring in the background the whole time, but that the party was intimately bound up in it without the context to perceive it. I know this storytelling approach frustrated some people to no end, but for me it worked great.

I clocked out just shy of 100 hours and, even though those hours were spread over years and years and for a long time I’d have called the game a slog, looking back I feel nothing but gratitude and fondness. I'm feeling so beatific that I jumped straight into Octopath 2 and wow what a leap forward it is. I'm glad I finished 1 first because it looks like it will be hard to go back to what with all the improvements and qols and, I gotta say, much stronger opening chapters. (Maybe I'm an easy mark, but it's hard not to be charmed when the first boss is a pair of diseased, slime-encrusted great apes).
 
I think Octopath 1's flabby middle is a consequence of the character-building and combat options being too limited, so there's nothing to improve the variety of the long stretch where you're just kind of executing. Fortunately, both of its sequels build enough upon that foundation in order to keep things varied the whole way through - and in different ways from each other, no less.
 
Cleared Dragon Quest III: HD and posted about it in its dedicated thread. Great game, and I miss the pure style of storytelling without angst or inter-character conflict.

Cleared Super Mario Galaxy in the Switch collection from a few years ago. Played it through with Mario when it came out and then again recently with Luigi. If you get all 120 stars with both characters, there is a bonus planet and "good ending." Greatest game of all time.
 
Finished off Dragon Quest 2 HD Remake, and hoo nelly, if they added a lot to the DQ1 remake, that wasn't nothing compared to what they added to this one
 
I beat Is This Seat Taken just a little bit ago, and it was so charming. I wanted some sort of endless mode, because I did not wnat to stop fulfilling little shapes' arbitrary whims.
 
Cleared Pikmin 3. My 6-year-old daughter watched the whole session over a few months. She didn't really like playing, but she loves the Pikmin and the story / vibe.

The final level was kind of annoying, but overall, I loved it. Not as much as Pikmin 4, but plenty. What a fantastic series. It feels original like pretty much no other series to me.
 
Beat Megaman 1-3. Man, not gonna lie, my old school gaming is off. But still, I can't imagine beating them without the cheating of rewinding the game.
 
Cleared Pikmin 3. My 6-year-old daughter watched the whole session over a few months. She didn't really like playing, but she loves the Pikmin and the story / vibe.

The final level was kind of annoying, but overall, I loved it. Not as much as Pikmin 4, but plenty. What a fantastic series. It feels original like pretty much no other series to me.
Even frickin Hey! Pikmin is good. I mean, it's the worst Pikmin game, but it's still fun and worth playing. The whole series has a 100% hit rate as far as I'm concerned.
 
All right, finished off Crescent Tower

Though I’m not sure if I got a Bad Ending or it was setting up a sequel, the translation is… not good.

That being said, this was precisely the kind of RPG I yearn for at all times, a combination of FF1 and Etrian Odyssey.
 
I played Yoku's Island Express in two sittings last week after picking it up on Switch for $2. I loved the premise of this game and all its weird little characters, but it didn't ultimately gel in a satisfying way for me. I kept wishing that I had finer control during the pinball sections and was often frustrated that I knew where I needed the ball to go but couldn't actually make it go there because the shot just wouldn't line up properly. One of the critical features of pinball is being able to change how hard you hit the ball, and when you take that element of control away it doesn't quite translate to video game form.

Still, it was overall breezy enough to finish in a few hours, and then I spent a little more time hunting for collectibles before I realized all the ones leftover were going to be a pain in the ass to get. For $2, I'm more than content with the experience.
 
I got the credits and beat the final boss of Absolum, and the game came up with a screen that basically said "Congrats, you beat the game!" so I'm putting it here. I beat it the first time on the coattails of an insane player (even though I had a good build too) and the second time I went halfway with one player, he disconnected, and I did the second half solo. I have yet to take an actual solo run to the end. But on the other hand, who cares? Beat em ups are better in multiplayer.

I enjoy it for the most part, though I have some nitpicks. The art and design is excellent. I really like how many different routes and paths there are through each area, so you have some variety on each run with environment and sub-bosses (though you still have to fight the same big bosses each time). The lore is engaging enough, and I like the roguelike systems (rituals, trinkets, etc).

I almost think there are too many ritual options though, and since you end up drawing from such a big pool, it can be hard to formulate a build that matches your playstyle. On the one hand, this increases replayability since your ability to manipulate offerings is limited, so you'll have a different build every time and the way you adapt to that is part of the game and indeed part of many roguelikes. And I think it's not purely random, and will give you the ability to formulate later picks based on your early picks. On the other hand, your meta progress doesn't often feel like you're getting more powerful when you're just unlocking further "sidegrade" options, and sometimes you might find yourself with a selection of rituals that just doesn't feel good and you end up with a weird build that only triggers stuff on the tricky technical aspects and lack something simple like an attack buff. Imagine if in Hades each god only offered half their boons and you had to unlock the other half through meta progression. The actual meta progress tree (lol I just got it) is also a little bit disappointing in that it offers fairly little benefit to your core toolbox and buffs all the secondary/tertiary mechanics.

But overall, it's a fun game that offers satisfying tech and build variety with fun characters in a cool world, and I look forward to playing more of it, especially with other people. Anyone else on Switch? Crossplay when??
 
Finished off the Tomb Raider reboot, which was a replay, but I hadn't played it since it originally came out so it was still pretty fresh for me.

I definitely enjoyed it, especially after the first hour or so when it transitions away from effectively being a Saw movie to being a full on action movie about an implacable murder machine slaughtering her way through an entire magical islands with of murder cultists.
 
Beat Dispatch last night, it's great. I will note that I would have liked more of the actual dispatching part of the game, but it's a Telltale game at heart and all the characters were wonderfully written. And such great animation! Seriously I would really enjoy it if they made an Endless mode of the dispatching part, I know it wouldn't be easy and wouldn't have all the voiceover the in-game ones do but man that'd be fun.

Lumber and I played it together at the pace of about an episode a night and trading off who controls, and after every episode talked about the choices. I want to replay it just to see how other choices play out.
I picked up and played this game over the weekend.

On the one hand, I think while playing it, it was very easy for me to lapse into cynicism. I predicted the vast majority of twists in the game just based on structural clues to the game. For example: the moment they introduced a speedster whose speeding also accelerated their aging, and they had to stop using their powers completely because it might cause a heart attack -- I knew for sure that character would be pushed into a situation where they had to go for one last heroic run. And also every single design choice about this game seems like it was scientifically designed around appealing to chud gamer bros, or at least feasting on their subconscious biases.

And yet, I was still pretty taken in by just about everything the game did. The characters are compelling and very well acted. The design sensibilities and style are oozing out of every corner of the game. The soundtrack is like audio catnip for me. Just a real fun, chill way to spend 8 hrs. There are just very well considered moments all over this game, like all of the little environmental storytelling moments where the UI helps tell the story in subtle ways. And at the core of everything, there's an earnest emotional core that's feels refreshing and lacking in a lot of corporate super hero media. I look forward to whatever this team does going forward, and it'll be interesting to watch this property specifically blossom from here as well.

Edit: Something I'd be remiss in not mentioning is how much I enjoyed this game's moral core. A lot of choose-your-own-adventure games like this, that allow you to do bad things, try to present morality as a grey, dirty thing. But this is a story about being a hero at its core, and even though the game lets you make poor decisions, it doesn't shy away from admonishing the player for it and maintaining its moral core. For example, at the end of the story, the player is given the choice over whether or not to murder the primary antagonist. Responsible for killing the main character's father and pretty much all of the main story's grief. He's a cold, brutal killer and you wouldn't get many arguments against the idea he deserved such a fate. But if the player does choose this, the game essentially slaps the player in the face by the way it presents it. Almost the entire murder scene is shown through the villains eyes as you watch your player character choke the life out of him. He doesn't look heroic, he looks angry and villainous. In very certain terms, it forces a literal and metaphorical mirror to the player to see the consequences of their actions. Very often in these kinds of games, and even in this game many times, choice is an illusion. But the ones that matter, they make you feel it if your judgment is poor and unheroic.

On a side note about the above spoiler, it's lowkey kind of revealing that, as of this weekend, a sizeable majority of players decided to choose murder at the end. Which is both not surprising but still disappointing.
 
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And also every single design choice about this game seems like it was scientifically designed around appealing to chud gamer bros, or at least feasting on their subconscious biases.

If you get the time, could you please provide some more details about this comment? It might make the difference between my playing the game and deciding it would be too frustrating for me.
 
If you get the time, could you please provide some more details about this comment? It might make the difference between my playing the game and deciding it would be too frustrating for me.
I could write a graduate thesis about all of the ways it made me feel that. But I don't think it would be doing the game and my experience a service to go into depth. Because at the end of the day, I had a really good time and most of this washed away pretty fast.

Just know I am a person who is inclined towards deep levels cynicism and frequently has their enthusiasm for most things tempered by genre-savviness. So if a game can push past those issues for me, that's some of the highest levels of praise I can give it. That was kinda the only reason why I brought that talking point up to begin with.

If you're on the fence and wanna know more about what the game is like before making a financial commitment, there's a demo. It's worth giving a try. The game is also a breezy 8hrs, broken up in hour long chapters. Very easy to digest and will almost certainly leave you wanting more after it's done.
 
And also every single design choice about this game seems like it was scientifically designed around appealing to chud gamer bros, or at least feasting on their subconscious biases.

And yet, I was still pretty taken in by just about everything the game did.
Both of these are 100% true.
If you get the time, could you please provide some more details about this comment? It might make the difference between my playing the game and deciding it would be too frustrating for me.

If you're on the fence and wanna know more about what the game is like before making a financial commitment, there's a demo. It's worth giving a try. The game is also a breezy 8hrs, broken up in hour long chapters. Very easy to digest and will almost certainly leave you wanting more after it's done.

The demo is the way to go because the tone of the game and whether you're going to jive with the writing/humor is very apparent there and early in the game.

I've been legit shocked by the people who love this game. There are many people who I assumed would find the writing of the villains too bro-ish to continue and see their character development. People who I thought would be too offended at some things about several characters to continue on. The characters are not good people and the game doesn't pull punches, but it works? I still feel like I'm not describing it well.

But I will say right now if you don't find dick jokes funny at all in any form/parody/etc this probably won't work for you. Oh and if you don't like swearing in games but that's kind of a weird thing not to like at this point in the media's lifecycle.
 
I've been legit shocked by the people who love this game.
I think part of this is a testament to how good the writing and acting generally is. It's very compelling, even if a lot of the humor doesn't land. Aaron Paul is pretty much unrecognizable as the protagonist in a shocking/good way. Jeffrey Wright is just an all-timer. Laura Bailey does Laura Bailey things. And even if the humor doesn't land perfectly (it didn't with me a lot) the banter is still fairly amusing without crossing the line into being cringe or Joss Whedony.

And part of it is just the story itself. The themes of redemption/2nd chances, and how your choices help people along really do a lot to help most players wade through the ethics of the game and give character actions proper context.
 
And part of it is just the story itself. The themes of redemption/2nd chances, and how your choices help people along really do a lot to help most players wade through the ethics of the game and give character actions proper context.
Yeah, and it does it both without being too saccharine and without being too depressing. Very well done.
 
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