Game Ramblings #218 – Trails in the Sky 1st Chapter

More Info from Falcom

  • Genre: JRPG
  • Platform: PS5
  • Also Available On: Switch, Switch 2, Steam

I played the original release of this game on PSP but admittedly it’s been long enough that I don’t really have much of a consistent memory of the experience. I do know I enjoyed my time with it, but I feel vaguely not enjoying the grind of leveling. Going into this I was a bit suspicious of whether that would happen again. Luckily what I found was a game that felt like a heavily modernized JRPG in terms of how it respects the player time, but this is definitely not a game without problems.

The thing that increasingly makes JRPGs live and die for me is combat, but not necessarily how good it is. It’s more often than not how much I need to engage in combat at this point. In particular, how much I need to engage in useless combat. I hate combat for the sake of combat because it feels like wasted time to me. The remake of Trails 1st really does a lot of good things to reduce that.

Similar to PSP, enemies are visible in the overworld, which on its own does a lot to reduce my need to engage in combat. However, there’s a number of things that reduce my need to be in combat. For one, there’s XP scaling based on level. At a surface level this allowed me to simply avoid combat with enemies that are lower level than me by knowing that the rewards are no longer relevant. On the opposite side though, this meant that I could effectively power level by engaging in combat with things higher level than me. What this really meant is that I was always in a level band that was relevant to the gameplay of the story around me. As a balance point it reduced my need to be in combat to just when it was important or worthwhile.

This is combined with the fact that you can do some basic real-time combat in the overworld, allowing me to mow through weak enemies simply to get rewards without being in the slower turn-based combat. If I needed specific items for cooking or Sepith, I could quickly dispatch a bunch of weak enemies and get them. This change also meant that running past enemies allowed me to simply run past them because the game no longer has the JRPG mechanic of battle starting immediately on first contact. It’s a small mechanical change with huge implications to the flow of the game.

Once in combat, there’s then a highly enjoyable system in place. It’s the same type of combat on PSP where the player has a mix of skills and magic. However, it leans into two things that I don’t think are seen as much as I would prefer – positioning and turn order.

The player has a wide variety of shapes of attacks from AOE circles to lines to cones, as well as bonuses for some attacks from the side or back. All of this allows the player to enforce positioning as a benefit. There were many times where I would knowingly drag some of my own units into different areas in an attempt to pull mobs into the line of fire and increase total damage output. The flip side of this is that defensively it’s also important to pay attention to where magic attacks from enemies will be so that you don’t leave your own party in range of attacks.

The reason this is important is that turn order is not static and magic attacks are not always immediate. Under normal circumstances magic attacks require a turn to start and a turn to execute. While that is happening, it’s obvious where the attack will go due to targeters on the ground. This gets into turn order manipulation. Some attacks can delay turns or reduce player “speed” that leads to determining turn order. Attacks can be cancelled by executing some moves that impede the target. Stuns can cancel a target’s turn if timed correctly. Basically, combat becomes a balance of getting damage out while also attempting to delay or cancel the enemy’s turn as much as possible, allowing the player to get through any battle with as little damage taken as possible.

Generally speaking, this all works great – right up until it doesn’t. That gets into my one big problem with the game. The boss fights in the game are just not tuned well, and it all comes down to the rage mechanic. Pretty much every boss in the game has some rage trigger where they gain a ton of basically every stat in the game. They gain speed to attack more often, typically several turns in a row. They gain attack and defense to be tankier and hit harder. They gain healing buffs to get their HP back up. It’s a good idea to make boss fights more dynamic. The issue comes in with the fact that the rage mechanics are universally able to send the player’s party from 100% to dead without the player even getting a turn to mitigate the situation.

It’s incredibly frustrating to be 5+ minutes into the fight, feeling like you’re in control, then having a rage turn kick in and send the party to its death. If it was generally avoidable that would be one thing, but a lot of them simply happen because of health drop. What ended up being my go-to was to just save all of my big attacks up until I had nearly stunned the boss, then dump them all at once. In a typical boss fight, I could get the boss to around 50% health, let it have a turn, then just absolutely nuke it with every attack I had – full 200 combat point attacks, party combo attack, etc – and get it to 0. That would generally avoid the rage mechanic, whether it was health based or due to killing off one of the enemy’s party members. However it was slow to grind out to the point where I felt comfortable doing that attack dump and when it didn’t work and I would be sent from 100 to 0 with no ability to do anything to prevent it, it was infuriating.

The nice thing is that unlike the original release, I could immediately retry the fight with lowered enemy strength. Boy did I take advantage of that option to just get through fights without the time spent on it again.

So I suppose at the end of the day this is a really good and generally fun JRPG that feels tuned to inherently screw over the player specifically during boss fights. I don’t remember that of the original, but I suspect that’s just a consequence of time since I played it. It’s so close to being a great game if a little more care was put into the tuning of boss fights. They can be difficult normally and still allow the player to actively avoid being nuked. It’s a thing I hope they look at before 2nd chapter comes out because it felt like the one thing heavily holding this game back.

Game Ramblings #214 – Ghost of Yotei

More Info from Sony

  • Genre: Action/Adventure
  • Platform: PS5

For all intents and purposes, this is a perfect iterative sequel. It’s familiar enough to not be different from what I enjoyed about the original, but it’s got enough changes to feel fresh. In some ways that is probably something that people would criticize as feeling safe, but for me it’s hitting a fine line of moving the gameplay forward without losing what it was, and that’s a tough balance to hit.

If I put this up against what I thought of Tsushima there really isn’t a huge difference in my mind. They both do the Assassin’s Creed combat hub and free range stuff meta loop very well. They both have incredibly good combat aligned with some really effective stealth moments. They both have the same general discovery loop of looking for landmarks in the world (ex: steam -> hot springs, big fire -> inn, for all of them you can find a yellow bird to follow). Where this one improved for me really did end up being in the iterative nature of its combat.

In Tsushima I specifically mentioned that duels were where I felt combat really hit its stride, and while that is still largely the case here I do think that the wider group combat saw enough of an improvement to be of note. My problem with the previous title was that group combat never felt like I had a good way to focus on where to look, and a lot of that came down to what felt like a lack of obvious prioritization of incoming damage. That feels much improved here.

Part of it is that NPCs simply are better at taking turns. I know it sounds weird for a group of enemies to attack one-on-one, but from a gameplay perspective it makes sense for the player. Spamming dodge or parry buttons because multiple NPCs come after you more or less simultaneously is not a fun experience. Having the NPCs take turns – and more importantly giving the player time to attack the NPC that they successfully dodge or parry – is a big win in playability and letting the player feel powerful against a larger group of enemies. From a danger perspective it also felt like the NPCs would attack more quickly in succession if I wasn’t correctly dodging or parrying, so it encouraged me to be precise in order to not be overwhelmed. Another part of it for me is that rather than using stance switching to go against enemy weaknesses, Yotei uses weapon switching. From a result perspective this is exactly the same – you switch stance/weapon in both games to give yourself an advantage. However, recontextualizing this to something even more obviously visual feels better in a way that I can’t really place my finger on.

It also may just be placebo or fading memory, but it also felt like the general tells about incoming attacks were more obvious. Visually there were fewer large feints to make you guess incorrectly. The visual language of things that are dodgeable or parryable felt more clear. The audible tells of ranged attacks felt like they punched through the general noise of combat better. These are all things that were important to the larger group combat scenarios to make them feel more immediately manageable compared to the original title to really elevate that part of the experience to allow it to shine. It may not quite match the spectacle of duels yet, but rather than feeling like a negative of the experience I was generally able to enjoy combat in all situations much more easily in the sequel.

If there was one thing that I felt did take a step back here it would be the presentation of the story. The story is a generally non-linear set of sections sandwiched between a fixed start and end. What this means for the player is that once they get into the world, they can generally pick the direction they want to go. Each smaller region of the overall game world was its own self-contained experience where entering the zone triggers some story moment to occur, with the zone having its own plot line, side characters, and wrap up moment. However, that section of the game could occur in any order, so it had very little in terms of ties to anything else.

The practical impact for me is that this title felt like what would normally be a series of smaller independent expansion packs, rather than a whole new title. Each section kind of gets you an upgrade path of some sort and a character that ends up being important later-ish but because they have to work independently it often feels a lot like the zones are – for lack of a better description – nerfed down to just kind of be played through. Narratively it works well, but I’m not sure it was the best for gameplay purposes. On the other hand, when it does tie together for the final zone of the game, the toolbox as a whole works incredibly well so I’m not sure I’m overly fussed that each tool you gained had its own zone to learn the thing in with repeated use.

In some respects it also felt like this change might have forced a bit more simplification of side content, which was something I enjoyed about Tsushima over the larger Assassin’s Creed games. There is still some side content in place, but apart from a couple small specific places there isn’t side content that reaches across zone lines. It helps keep the side content locked to very specific upgrade-focused bits, alongside some side quest lines that deal with things specific to zones – for example, all upgrades for kunai take place in the zone where you earn kunai. I can’t tell whether it was an intentional change to match the narrative setup, but I do think the reduced stuff continues to be a benefit to reducing boredom in games of this scope.

I said this of Tsushima:

I certainly won’t sit here and claim that this is generally an original title, but it didn’t necessarily have to be. It takes the framework established by the recent Assassin’s Creed titles, and iterates enough on it to feel like its own thing.

I think that is particularly relevant here. Ghost of Yotei feels even less original, but I don’t think it needed to be original. Tsushima was a wildly successful and fun game. This takes the core put in place there and iterates on it, and in doing so didn’t lose what made the game a standout. Yotei is a wildly gorgeous game with extremely tight combat and that’s all I really needed it to be.

Game Ramblings #212 – Like a Dragon: Pirate Yakuza in Hawaii

More Info from Sega

  • Genre: Action/Adventure
  • Platform: PS5
  • Also Available On: PS4, Xbox One, Xbox Series, Steam

Even for Yakuza side games this is a wild one. I can ignore all of the action melee combat parts of the game that were done just as well as the last time they had a side story and I’m still left with an entire new game of pirate shenanigans. This is just another entry in what has been a remarkably consistent series over the past couple decades, and one that seems to be able to just keep pulling new things out of its hat.

The nice thing about this being another melee-focused side entry is I can just skip all of that stuff for rambling. Read the combat ramblings on Like a Dragon Gaiden and you will know my thoughts there. Instead, I’m just going to talk about being a pirate. This game just does it so well. The thing that I want out of a pirate experience is basically two things – I want to fight things in a boat and I want to plunder treasure, and this game does it in spades. The basic combat loop of any pirate encounter is that you first engage in ship to ship combat, then after you defeat the boss ship you go crew vs crew. Now, I would never say that either of those phases is done at a particularly AAA quality level but the feeling of it is there.

On the ship side of things, you’re looking at a quick paced combat with three sets of weapons – a machine gun, left cannons, and right cannons. Each can be upgraded separately, allowing for things like freeze cannons on one side and poison cannons on the other with machine gun damage out of the front. The ships defense can be upgraded, which for me generally meant that I could do increasingly stupid things ramming into enemy ships. The ship’s ability to heal and boost (yes there’s a jet engine boost, complete with ship drifting capabilities – this isn’t realistic) can be upgraded to allow for more aggressive maneuvering.

As simple as it is, the chess game of this portion of the game is just incredibly tight. You’re basically using the boost and drift to avoid enemy fire while putting yourself into an advantageous position to fire back. You can certainly play in different ways – if you want to be defensive, you can stay at range and poke down weaker ships before focusing on the boss, or if you’re like me you will boost straight at the boss, ram it, and eat damage to nuke down the boss all at once – and they’re all kind of going to be equally the right way to play, besides situations where time is important. Importantly though, it’s not drawn out so it is always quick, full of action, and fun.

The crew fights are then about as chaotic as possible. If the normal combat gameplay is the tight Yakuza experience, this goes in the complete opposite direction. Crew fights are pure chaos. You don’t really need to play carefully. You don’t really need to focus on specific targets. You don’t really need to aim at anything. You just run in with your people, spam attacks, and watch pure chaos unfold. As a pure pirate fantasy it nails a lot of what I want in terms of building a crew and going in on anything as a whole.

Outside of combat this is then backed by your ability to interact with individuals to build the crew. A lot of the crew throughout my course of the game was built from people that I helped in side quests in Like a Dragon: Infinite Wealth so there’s an immediate sense of familiarity there. They then are recruited and end up on the ship while I’m out and about, allowing me to go around chatting with them. They are there during things like karaoke events on the ship or parties that I can throw as the captain reinforcing the whole idea of this being a crew supporting each other. It’s a lot of surface level stuff, but it’s effective at continuing to sell the feeling of this as a pirate game.

The rest of this is then all the normal trappings of a Yakuza title. There’s side quests all over that you can go after, most of which are absurd things like fighting zoo animals or robot vaccums. There’s activities ranging from karaoke to darts to Mario Kart-style go karting. Based on the location, there’s the return of some stuff from Infinite Wealth like photo locations. There’s sports like the golf driving range and explosives-based batting cages. There’s completely absurd things like a dating sim that you run for one of the members of your crew, complete with the live-action filmed segments that have somehow continued to end up in the series. There’s an entire series of arena-focused combat around pirate ships. It’s all there, but wrapped in some pirate clothing.

I’m not surprised that I enjoyed this game. I’m not surprised that it’s a good game. I’m not surprised that the melee combat was tight and a lot of fun. I’m more than 10 games into this series at this point, so this is all expected stuff. What I’m happy about is that for a series that has always turned the ridiculousness to 11, they’ve somehow been able to turn that dial even higher and yet it still doesn’t feel like they’ve hit a point where it’s all too much. It’s just worth playing.