Shelved It #5 – Akiba’s Beat

More information from XSEED/Acquire

  • Genre: ARPG
  • Platform: PS4
  • Also Available On: Vita
  • Main Reason for Shelving: No reward grind

TL;DR

  • Lots of unnecessary re-traversal of dungeons for no reward
  • Gameplay is a lot different than previous title; Akiba’s Trip
    • Despite differences, solid ARPG gameplay reminiscent of the Tales of series.
  • Simple, but solid visual style with distinct dungeon designs

As the first RPG that Acquire has made, Akiba’s Beat is pulling ideas from other series in an attempt to provide some familiar gameplay, but in doing so it stumbled in the thing that can determine the quality of a lot of ARPGs and JRPGs; the grind between main story points.  While this one shows a lot of potential for the studio to continue doing RPGs in the future, it just didn’t provide enough incentive to continue through to the end with so many other quality RPGs available.

For anyone that has played Akiba’s Trip, the most obvious difference here is the gameplay.  Rather than being an action-heavy game reminiscent of a light-hearted Musou game, this is now very much a Tales of style ARPG.  The battle system is solid, but definitely not doing anything original.  Battles take place in a flat plane where the player moves side to side toward a targeted enemy, activating physical attack combos and skill attacks.  They can dodge in any direction, and unlock movement from the side to side movement to reposition in 3D space.  Yep, it’s pretty much a 1:1 copy of the battle system used in games like Tales of Vesperia, rather than the more free form systems in newer titles.  It even brings in the AI tactics system to set the skill type, resource usage, and target priority of the Tails games.  The fortunate thing is that this battle system still is extremely fun to play, and while fighting level appropriate monsters, is easily the high point of the game.

The 1:1 copy syndrome also extends to the story.  The core story revolves around Akihabara being stuck in an endless Sunday loop (hello Groundhog Day) in which people’s delusions manifest in Akiba, causing shenanigans to occur (hello Persona 5).  The main problem is that the story and characters just aren’t as good as Persona 5.  The core cast are basically rigid anime tropes, covering things like overly happy idols, brooding NEETS, the always positive athletic girl, etc.  The plot twists are telegraphed too hard, and the consequences of the cast’s actions are sort of brushed aside out of necessity.  In general, the story works, but it’s not going to blow anyone away, particularly when it’s to some extent copying a phenomenally good game that literally just came out.

The unfortunate thing is that the story ended up being the main drag factor on progression.  I put no reward grind as the shelving reason, but I don’t mean that in the typical JRPG fashion.  I wasn’t grinding to get levels, because typically I was around a pretty appropriate level for the things I was fighting.  As the story progressed, they forced you to retraverse the past dungeons repeatedly, typically all the way to the end room.  However, XP gained scales significantly down as the level gap between the monsters and cast increased, so retraversing the dungeons ended up being more of an exercise of how many battles I could avoid, rather than continuing to push the entertaining battle system.  This could have been fixed in any number of ways, whether allowing quick travel to story points, or even scaling up enemies to give players incentive to continue to fight in the dungeons they’ve already been in.  In the end, the story forcing retraversal was the game’s downfall, as it provided a lot of slow down and no reward.

That said, the dungeon visual designs were another high point in the game.  Like Persona 5, they took the concept of a person’s delusions quite literally, heavily theming the dungeon visuals around the person’s personality.  They were always visually pleasing, and really hit a high mark for playing with bright colors and strong designs.  Just for a quick couple of examples:

When the owner of the delusion was a cafe maid, the entire delusion was a twisted interpretation of what a maid cafe would look like.

For the audio hardware guy’s delusion, we got speakers, vacuum tubes, and visual equalizer’s in the skybox to fit the theme.

In general, Akiba’s Beat is a game that doesn’t necessarily do a lot of things that wrong, and isn’t that far from being a highly enjoyable game.  The things it does right, visually and gameplay-wise, it really hits high marks for.  Unfortunately, this is still an RPG, and the story failings immediately bring it down to the status of not worth finishing.  Given Acquire’s past experience with action games (Tenchu, Way of the Samurai, Akiba’s Trip), the change to a more formal RPG structure definitely seems to have tripped them up a bit, but if they take the right lessons from what went wrong here, they may be on to something with the genre change in the future.

Game Ramblings #37 – Mass Effect: Andromeda

More Info from EA

  • Genre: ARPG/Third Person Shooter
  • Platform: PS4
  • Also Available On: PC (Origin), Xbox One

I’ll be the first to admit that I thought the original Mass Effect trilogy was not as good as most people thought it was.  While I definitely enjoyed the games, they always struck me as being solid, but not overwhelmingly good ARPGs.  Their combat was always the high point for me, but I never considered it up there with the quality of a typical Bioware title, let alone even being their best sci-fi series.  With that being said, you can expect that I came into this with a lot lower expectations than a lot of the general internet public, and I suspect my impressions of Andromeda will also follow that.

It’s somewhat appropriate that this is the first Mass Effect that the newer Montreal team is working on, as in a lot of ways, this game follows a similar pattern to the original Mass Effect.  It’s very distinctly a start to something bigger that will be established in future titles.  The story starts to establish a lot of starting threads, but only hints at the larger problems that future games will definitely establish.  The gameplay has also leaned back toward the original, with a lot more emphasis on exploration of open environments while travelling around in a vehicle, rather than the more structured linear levels that the later games started to head towards.  At the same time, it shows a lot of rough edges like the original that I can only assume will be worked out as the team gets their feet under them on titles of such large scope.  So, in the end is the game actually good?

The core combat is definitely a high point here.  The core of the combat is still there from the original trilogy, with the core third-person shooter elements backed up by the use of biotic and tech-based powers.  Like the originals, the skills are earned and powered up via skill points given when leveling up.  Where I think things start to depart is that the Montreal team has leaned even heavier into the action elements that the first game sometimes had a tendency to avoid.

There’s no longer options at all to pause and aim mid-combat, so there is significantly less time spent in menus queuing up skills.  These are now loaded into profiles that can be hot-swapped, allowing you to setup a number of preset configurations based on what style of loadout you need.  It also felt like there was a much larger emphasis on dodge and cover mechanics, with enemies flanking me within encounters, leading me to jump between cover on the fly as I was picking off enemy targets.

Especially important is that the guns feel fantastic.   The weapons I used felt like they were appropriately powerful, with steady but manageable amounts of recoil, stat-modifiable accuracy, and obvious power.  I largely did a soldier main-class build, so most of my upgrades were in supporting weapon damage and my own defense stats, so my main emphasis wasn’t on heavy use of skills, but in finding weapons that I was able to quickly and efficiently remove targets from the encounters.  While I ended up finding a handful of favorite weapon types that I was most comfortable with, each weapon category had a large variety of individual types.  For example, assault rifles had anything from high rate of fire pray and spray weapons, to small magazine burst fire, to single-shot pseudo rifles.  This variety extended through the other types as well, so I’d imagine it would be hard to not find some weapons you like, whether you want to use sniper rifles to pick off enemies from a distance, or shotguns to get up close for big damage.  Also worth noting is that you can hybridize a lot of weapons through mods, adding anything from scopes to stabilizers to bring aspects of your favorites to other weapons.

Where things really started to lose their shine was when I was out of combat.  While the core lore surrounding the Andromeda galaxy was interesting, the individual character interactions ranged from simply being decent to being downright bad.  The voice acting in general was all over the place, with a lot of the larger moments accentuated by lifeless voiceovers.  It’s also worth noting that the larger internet complaints about the facial animations are pretty accurate.  I’m not going to fault the team that much for going with a more procedural-based animation system given the scope of the game, but it’s pretty clear the system could have used some more time cooking.  It also didn’t help them that Frostbite games in general have never handled facial animation that well (seriously, take a look at Mirror’s Edge Catalyst), and you can really see the weakness of the engine in trying to handle heavily story-based content.

The lack of polish also extends to the UI.  There’s a number of places where the UI flow just did not work well at all.  Crafting was generally a chore, having to first learn recipes, then back out to a different screen to craft them.  Comparing items within the inventory was a crap shoot at best.  The scanning of worlds within the galaxy map was an extremely slow process, despite the inclusion of a cutscene skip button within the last patch.  This is on top of the fact that pretty much any of the game’s soft locks that I ran into happened because the UI would get into a bad state and block input into other areas.  I’ve heard from more than one developer that this is not an uncommon problem with Frostbite, so again this goes back to an unfortunate situation where the engine seems to not really be ready for this kind of large scale single-player experience.

In the end my opinion of Andromeda is really not much different than my opinion of the original trilogy.  Without a doubt this game has some rough edges, and definitely should have had another 3-6 months to clean some things up.  That said, I absolutely enjoyed the experience, and got 50 hours out of it before hitting the end of the game.  If there’s anything that I think is unfortunate about the situation, it’s that the team was probably stuck between a rock and a hard place here.  EA very likely mandated release in March to beat the end of their fiscal year.  They also definitely mandated the use of Frostbite 3 over UE3 or UE4, so there was a complete loss of knowledge of the toolset used to make the original trilogy.

Hopefully by the time Andromeda 2 comes out, development will be a bit cleaner, but at least for now we’re starting off in a place where things can grow into something great.  If nothing else, they can lean on the combat systems they’ve built and go from there.

Game Ramblings #35 – The Legend of Zelda: Breath of the Wild

More Information from Nintendo

  • Genre: Action/Adventure
  • Platform: Switch
  • Also Available On: Wii U

I kind of expected this one to not live up to the hype, especially given the reviews it was getting up to release.  However, for me it definitely nailed it.  Even given the quality of past Zelda games, this is a tremendously special game.

As far as open world games go, there’s a certain set of expectations involved with what you’re going to see as a player.  Most of them have some form of collecathon of things all around the world, a relatively loose structure in how you get between different quests, and more recently, some way to reveal portions of the map to the player as they explore.  Breath of the Wild certainly sticks to some of these conventions, but in doing so they’ve also shaped the conventions in a way that make the game still feel distinctly Zelda.

Nintendo went all the way with the story being entirely open world.  Once you finish the tutorial you’re given a couple quests as is typical of the genre.  What isn’t typical is that one of them is literally to go kill Ganon.  From this point forward, you can either explore and do things that will expand your repertoire, or you can literally go finish the game.  More than any other open world game I’ve played, this very quickly establishes the expectation here.  You can do whatever you want, whenever you want, and finish the game whenever you feel like it’s time to do so.  Everything else that is typical of Zelda games falls into this setup.  What also isn’t typical is that the tutorial gives you all of the items and skills you will earn within the game, upgrades not withstanding.

Despite some of the lead in news, dungeons are there, but you have to earn your way to them, and they can be done in any order.  The dungeons themselves focus more on puzzles than combat, and tend to be somewhat shorter than past games.  However, what they lack in length, they make up for in quality.  The core theme here is puzzles tied to environment manipulation.  Upon completion of the core puzzle, there is of course a boss fight, this time acting as proof of mastery of the skills earned at the start of the game.  While not being a necessity anymore, the quality of the dungeons absolutely made them worth completing, if for no other reason than the story elements they provide showing the past of the world.

It’s also worth nothing that despite the reduction in dungeon count and size, the world itself provides more than enough to cover this missing element.  Within the world you can find over 100 individual shrines to complete, as well as towers that provide the map viewing coverage typical of open world games.  While these things do provide the way to fast travel, these are also the main puzzle element present in Breath of the Wild.  Each tower tended to focus one on specific skill in manipulating the environment to get to the point where you could climb and complete the tower.  On the other hand, each shrine effectively acts as a fantastic mini dungeon, with a huge variety in what is available.  These ran the gamut of what was available in the game.  Some of the shrines were just simple combat rooms.  Some shrines had a focus on individual skills like manipulation of air for gliding, or the use of fire-based weapons to burn a path to the end.  Still some of them were there purely for amusement, like one physics-based minigolf shrine.  While completing the shrines did ultimately give rewards that resulted in heart and stamina upgrades, they also provided a nice way to break up the game as I traveled around the world of Hyrule.

Despite all the changes from the usual Zelda formula, the one that was most striking to me is how they changed the use of music in the game.  Outside of towns, there is hardly any music, apart from some sporadic piano melodies.  Even within towns, the music was typically fairly subdued, and the bulk of what could be called the soundtrack was composed of ambient noise from the abundant wildlife throughout the environment.  When the music does kick in though, they definitely aren’t shy about bringing in some hints of the past whether it’s night or day.  Overall while it’s not as in your face as is typical, this soundtrack is another memorable one in the books for this series.

What became quickly apparent playing this game was just how polished it was, and it’s always in the little details.  There’s a ton of wildlife around, and it’s not just there for show.  It can be hunted, and the supplies you earn from doing so can be cooked into food to heal Link in battle.  Because you CAN climb anywhere, you end up climbing just for the sake of it.  Because shrines are then typically glowing orange against the background, climbing anywhere typically gives you new goals on the horizon to go for, further providing you with new things to do.  Large scale bow aiming with the analog stick is there, but subtle motion controls provide an extremely fast and precise way to accurately aim in small amounts for things far in the distance.  Camps of enemies can be cleared in straightforward combat, but it’s also just as practical to roll a rock down a hill onto the group, send fire arrows into explosive barrels, or lead enemies into traps by chucking bombs into their midst.  Those are all little separate things, but I hope it’s making my point here.  The amount of polish in place is of a level that only a few other companies ever attempt to approach. This is on a level typical of companies like Naughty Dog or Rockstar, and I’d dare to say it surpasses them.

All that said, weapons that can break are still a terrible idea.  It’s not that weapons are hard to find in BotW, but when you’re trying to fight a boss and you run out of weapons from lack of preparation, it can be extremely frustrating.  This did push me to collecting Korok seeds to upgrade my inventory, and by the end of the game was a non-issue, but boy were early large scale fights super obnoxious when weapons started running out.

I’m the type of person that will pretty much buy hardware on launch without fail.  Regardless of how many games are coming out, there’s going to be something in there I want to play.  What is rare is that I recommend other people to buy hardware just for one game.  Breath of the Wild is one of those.  If you have neither a Wii U or a Switch, you should get one just for this game.  Go grab a system for yourself or go grab one from a friend.  Just find a way to go play this.