Game Ramblings #135 – Fantasian (Part One)

More Info from Mistwalker

  • Genre: JRPG
  • Platform: Apple Arcade

This is kind of an unusual one that ended up as a lucky confluence of a few factors. I generally don’t play mobile games anymore. After spending a bunch of time working on mobile games around 2011-14, I kind of was tired of the platform other than the necessity of owning a phone. Besides things like Pokemon Go or Fire Emblem Heroes, I really only use my phone as a web surfing device. That said, my experience on developing for Google platforms has always been overwhelmingly negative so as a result I also don’t own an Android device. Tie all that together and I have an iPhone, so when I see a company like Mistwalker release a JRPG through Apple Arcade, I’m somehow ready to enjoy it.

As it turns out, that’s a good thing in this case. Fantasian is a really good combination of things. It’s a classic turn based JRPG, but it throws in some interesting battle mechanics that keep it feeling fresh. The battle mechanics ramp up with some interesting bosses that really lean into on-the-fly strategy over simple number crunching. This is all backed by a diorama-based visual style that really evokes the PS1 era pre-rendered backgrounds in a much higher fidelity fashion.

Fantasian is at its core a spiritual sequel to early Final Fantasy games. It has a similarly silly fantasy JRPG plot. It has turn-based battles. It’s got the usual stats and buffs and debuffs typical of the genre. But it feels like more than that. It does some clever things with how it handles combat that set it apart.

The obvious one in-combat is that magic attacks can be curved while also passing through enemies. This puts a tremendous emphasis on positioning and maximizing hits to get through battle. Why take a couple of turns to kill one enemy with basic attacks when you can kill three enemies in the same amount of time with some pass through magic? This also allows for some interesting defensive mechanisms where enemies can activate a shield that blocks this pass through. As a result, bending around them to maximize your output becomes even more important. It’s a clever core mechanic that is both easy to use and incredibly effective, giving a nice layer of strategy to what are generally pretty basic trash fights.

There’s also a system called the Dimengion system that really plays into this. Once you’ve seen an enemy at least once, you can avoid it in random battles – at least temporarily. Those random battles are instead stored in a Dimengion, allowing you to cache up to 30 enemies to fight all at once. This brings a two-fold benefit. For one thing, the pace of the game is tremendously faster when you don’t have to go through as many battle start and finish transitions. However, the big benefit is that it’s a lot quicker to clear a bunch of trash at once with magic than it is battling them one at a time.

There’s been games in the past decade or so that have really tried to mitigate the typical JRPG grind – for example, Bravely Default letting you set the random battle chance – but this may be one of the most effective ones that I’ve seen. Battling a large group at once is just more fun than taking on smaller fights. Killing five or six things at the same time with a well curved fire spell is fun. Getting half a level at one time because you just cleared out 30 enemies is fun. Running through an entire world map screen without having to stop ten times for battles is fun. Ultimately, that increased level of fun ends up playing into the core mechanics of the battle anyway, so it reinforces the system while increasing engagement, which is always a win for the player.

The boss fights themselves are also setup in a way that encourages strategy with a mechanic that is specific to the fight that changes it in a way that discourages zerg rushing, and encourages careful planning of damage output. This works better in some cases than others, but I’ll outline a couple of examples.

In the fight above, the boss will occasionally go into a charge mode where his arms prepare lasers with large damage output. You’ve got two choices – use your turn to keep damaging the main boss and try to tank through the damage or damage the arms before they fire, thereby eliminating the threat. The more effective boss fights in Fantasian all work like that. Some mechanic will give you a few turns to react and let you take the choice of shifting your damage output in a way that prevents the boss’ attack, or try to push through – especially if you’re near the end of the fight.

This example above is one that didn’t work as well. Once this boss reached 50%, it throws a permanent poison field effect down, causing permanent poison to the party. The boss then eats the poison off the party members, and after a few turns throws a large AoE damage. You can only really tank through the damage, putting your party in a heavy heal rotation.

….unless you equip poison nullification gems, thereby eliminating the entire mechanic.

The boss fights that are trivialized via passive mechanics tended to be the ones that were less fun. You’d go in, sometimes win, and sometimes lose. If you lose, you now know the mechanic to watch for, equip to avoid it, and cheese your way through. Luckily, unlike Persona 5, this was pretty rare and wasn’t a thing that every boss had occur.

This game was a tremendous treat, or at least the first half of it was. The second half is supposed to be out by the end of the year, and move in more of a pseudo open-world quest-based direction. Given what I’ve played so far, I’m definitely looking forward to getting my hands on more Fantasian. I’d be lying if I said that I wasn’t hoping to see this come out in physical form on a more accessible platform once that second half is done, but until then if you’ve got an Apple device, this is the kind of content that proves the value of Apple Arcade, and is a must play.

Shelved It #10 – Infinite Undiscovery

  • Genre: JRPG
  • Platform: Xbox 360 via Series X compatibility

This is one that was sort of floating around in the ether for me for a long time. It’s a JRPG from a company (tri-Ace) that I’ve tended to like, but historically has had a lot of ups and downs. Critically, this one was definitely one of their down moments. It has decent combat, but the mechanics around it are often pretty questionable leading to a vague, if not frustrating experience that ends up feeling less like skill and more like trial and error grinding.

The core combat of this one typically would be fine for me to keep wanting to play. It’s action-based, but distinctly a JRPG in terms of stats, buffs, debuffs, etc. Where there’s simplicity in controls, there’s a lot of depth in their use. For example, different combos (A-B, A-A-B, etc) can have different results. Some are knockups, allowing you to juggle your enemy in the air. Some are knockdowns. Some are AoE attacks. Learning which to use at the right time is core to effective combat and has really good overall combat rhythm. You can also link with your active party members and use skills related to them. It can be a bit awkward in the 15+ year old game sense, but more often than not it works well.

Where the game really falls apart is in the specific mechanics often tied to a dungeon.

For example, the first dungeon in the game requires you to mind control two specific enemies to a door as sacrifices to unlock it. In isolation, that’s a really cool idea. However, it requires a few things – the knowledge that one of your party members has an ability that can mind control enemies, the knowledge that it can be used to do more than talk to NPC animals, and then the luck to have them actually hit the ability. There’s a bunch of things in that list of things that you just kind of have to accidentally stumble upon, because they don’t teach you.

However, the fight that ultimately did me in was one that I thought was obvious, but just downright frustrating – and as it turned out, was not obvious. I was fighting a boss that could go in and out of visibility on a timer that could lead to my failure. Of note, this was only the second time I was fighting one of these types of battles. The main character has a flute that could bring the boss out of the invis state, allowing the party to attack….except the main character could not attack him. I figured this was intended, and was just frustrated at my AI characters inconsistently attacking. Due to AI issues, I ran out of time and hit a game over, losing me a bunch of time of backtracking in the process. Looking online afterwards, it turns out that my main character had gained a skill that allowed him to attack these shifting enemies, and I had gained it almost 20 levels earlier. Didn’t know it had that secret power, sure as hell never saw it in the description or had any reason to care about it when I earned it 5+ hours ago. Now that I knew about the mechanic? Trivial fight.

It’s that level of inconsistency that follows with other tri-Ace releases. Games like the previous Star Ocean, which had really fun combat but was mechanically inconsistent surrounding it. Games like Resonance of Fate, that had interesting weapon mechanics, but pretty rough story and visuals. This one shows its bad side in those forced mechanics. They don’t make the game more fun or interesting or better. They don’t bring a level of inherent skill to the fights. They simply provide a guessing game of which thing you have in your possession that you never quite read the description of, or never quite saw the meaning of, or got hours ago and forgot existed. Once you figure out the mechanic, it’s easy, but until then it’s a wild guess, and honestly just not worth playing.

Game Ramblings #132 – Atelier Ryza: Ever Darkness & the Secret Hideout

More Info from Koei Tecmo

  • Genre: JRPG
  • Platform: PS4
  • Also Available On: Switch, Steam

I’ve always been a general fan of the Atelier series, even back to the days of the PS2. There’s always been a fun loop there of going out into the world, finding materials, then coming back and using alchemy to create new items and gear. However, it wasn’t often that I was actually completing the games. They were generally pretty mechanically light, so while they were fun, they wore out their welcome before the end. Ryza is the one that feels like they’ve finally pulled it all together. This is still a distinctly AA JRPG, but improved combat and the return of the fun alchemy loop have really moved the series forward in a good way.

If all a JRPG has is good combat, it’s more than likely going to be a game that I enjoy, and Ryza really went and nailed that. This one has an interesting mix of different mechanics at play. It’s got a real time turn meter, a mix of skills and items for offensive and defensive maneuvering and front/back rows for some light positioning. Those mechanics should feel instantly familiar. It also brings in the stun meter that Final Fantasy 15 and 7 Remake used. What it does that’s unique is the tactics meter, combined with action points.

The action point system feeds into the rhythm of combat, and that’s something that I’ve mentioned here before. When combat is working well it feels like a rhythm, and that comes together here. Action points are built up by basic attacks. You’ve got two choices – you can use them to execute skills or you can save them up and increase the team’s tactics level. Increasing the tactics level makes skills stronger and opens up longer basic attack chains, at the cost of losing all existing action points. For boss fights, this is where the rhythm comes in.

You can play defensively and keep your action points around in case you need to dump them into heels. On the other hand, you can increase your tactics level to build up AP faster and make your skills stronger, at the potential cost of not having any AP ready for healing if the boss hits you hard. This puts the boss fights into a situation where you kind of play in waves – dump a bunch of AP to get a tactics increase, then hold back a bit to refresh the party before going back on the tactics offensive. The boss will then occasionally go into a mode where they have a telegraphed nuke attack, and at that point it’s all hands on deck dumping every item and skill attack into the boss to try to stun it before the nuke.

When executed well, this back and forth is extremely gratifying. You get to a point where you can really plan out rounds ahead what you’ll need to be doing, what your plan will be, and how to get there. When it turns out right, it’s as good as any turn-based JRPG out there. When it turns out wrong? Well, you learned something for the next attempt.

The alchemy side is just as gratifying, even if it’s where some UX improvement needs start to show up. Everything you do in the game ends up being important to alchemy. Killing things gets ingredients, gathering things in the world gets ingredients, side quests and activities get ingredients. You take all of that junk back and spin it into things that are actually useful for you. Crafting the right combination of ingredients to get a new weapon with a ton of extra stats? Fantastic feeling. Use the right material to get some life drain onto your gear? You’ve just actively made combat easier. Want to go into a high attack power glass cannon build? It’s up to you, add +attack instead of +defense to your armor, and play it how you want to. It’s a system that is incredibly good at allowing you to tailor your builds to how you want to play the game, and it really doesn’t do anything to prevent you from trying extremely stupid shit. It’s the best thing that can happen when a game lets you go nuts and in response the game rewards your freedom and exploration.

My main problem is that the user experience around this could use some cleanup. Need a specific crafting item? Well, you can dig through the journal to find out what zone it’s in. What it doesn’t tell you is where to get that item (is it in a rock? a plant? a tree?) or what action is needed (do I hit the rock with a hammer? an axe? my staff? These each grant different items). At the same time, if the item requires a crafted item you can’t just click on that item to start crafting it. You’ve got to dig around in your alchemy list and find it manually. When you start getting into having 100+ recipes to choose from and hundreds of potential materials, it’s a huge hassle to start figuring out where to get or make all of these things.

Luckily for me, once I’m down to complaining about small user experience cleanup, it’s really a sign that a series has reached a great point. I’m no longer worried about combat being a hassle or poor story getting in the way. I’m simply wanting things that work well to work even better, and Ryza has gotten the Atelier series to that point. This is the best that combat has been in the series by a long shot, and it’s combined with what has always been a fun alchemy loop to really push this series to a new high.

This also now means I can get around to starting Ryza 2….