Game Ramblings #165 – Star Ocean: The Divine Force

More Info from Square-Enix

  • Genre: JRPG
  • Platform: PS5
  • Also Available On: PS4, Windows, Xbox One, Xbox Series X|S

This is a very particular type of game in that I don’t think it’s necessarily a good game, but it was a generally fun game. It doesn’t really do anything all that well. It’s generally a pretty absurd experience. But despite that, it’s never really a huge issue to play, at least until the end. However, that’s tri-Ace in a nutshell over the past few decades, so I guess I can’t really say I was that surprised.

I say until the end up there because I never actually finished this game. Per my PS5 tiles, I finished at around 94%. What this ended up suffering from was really a case of “but wait, there’s more!” Not that it’s unusual for a JRPG, but this had too many false endings. I’m pretty sure I’ve killed the main baddy three times already and was lining up for another. However, I hit another surprise dungeon that involved my two least-favorite JRPG tropes – removing your party and making you re-fight bosses as unnecessarily tanky versions.

It’s one thing to do either of those, but both at once is obnoxious. After spending 30 or so hours getting a party setup I want with skills that I want, the last thing I want to do is have to figure out how to fight with a now weaker party or one with different mechanical pros and cons. What I really don’t want to do is then redo fights I’ve already done. Not harder mind you, just longer. Not more interesting, just more boring.

Of course, that gets us to where I don’t really think the game is good. One of the bosses in this section is a great example. It has a mechanic where it splits into four around a target, then attacks toward center. As the player, I can dodge out of it fairly easily, regardless of taking some damage. If you aren’t the target, you just….have to stand around waiting to avoid damage. The AI really loved just pulling a Leroy Jenkins here and getting themselves killed in super tanky refight variant. So what’s the easiest strategy? Let them die and be just me and a healer, because the healer will always stay back and I will always be targeted, and there’s nobody left to die. So in this case, bad AI with bad tendencies and lack of situational awareness just makes for a draining fight.

Outside of situations like this though, the game is fun despite the jank. Combat is extraordinarily fast in a way that even the Tales games don’t approach. Is it pretty button mashy? Sure is! Does that make it fun? Sure does! This is backed by some skill tree and skill strengthening that does enough to make sure you remember there’s a JRPG in here somewhere, while also giving you some flexibility in steering your party’s play style. Traversal is largely the same. You sprint like a fucking psychopath through an environment that is far larger than it needs to be, then you’re given the ability to fly like a super hero. Does it make any sense? Nope! Is it fun? Yup!

So, this game exists in a weird dichotomy. It’s not particularly good. It’s incredibly janky. It has a really bad ending sequence. But despite that all, it manages to be fun. I guess in that respect I can’t really recommend it but I don’t think it’s a bad thing that it exists. It may not be a home run, and certainly doesn’t have the life of better supported mainline Square-Enix series, but it at least gives me some hope that the series isn’t just abandoned, and within the quality bar the series usually sets it doesn’t even end up being that bad. It’s a strange one.

Shelved It #12 – Bravely Default II

More Info from Nintendo

  • Genre: JRPG
  • Platform: Switch
  • Also Available On: Windows

I hate when games waste the player’s time. JRPGs are notorious for it, but there’s ways to make the grind typical of the genre rewarding – either through good side content or fun combat. Bravely Default 2 never got to that point and was so actively trying to make the game not fun that I gave up at about the 8 hour mark. Even for a series known for grinding, this one was pretty egregious.

The core of BD2‘s combat is around saving and using turns in the future to defend through incoming damage then pop a bunch of attacks or heals at one time when things open up for you. In general, this works pretty great. During general trash fights, you find the weaknesses for the various enemies then do what you can to try and hammer through it in one turn. It’s a fun way to give some strategy to trash fights beyond just running in and hammering attack to win. Where this falls apart is in the way they structured boss fights.

One of the core defensive measures that the AI have is counters. For example, they may counter physical attacks giving them a chance to counterattack if you hit them with a weapon. The boss fights take this to a level that felt actively punishing. For example, the boss that had me shelving this game did the following:

  • Weakness to ground-based attacks, which are physical on the Vanguard class, but with a counter on physical attacks that deals AOE damage
  • Single-target physical counter on singing abilities, despite the fact that I had literally just earned the Bard class so from a natural player standpoint would therefore be exploring its use in my party
  • Counter on healing, despite the fact that the previous two counters basically required me to be doing AOE healing
  • AOE silence, which becomes super obnoxious when the counters have you tending towards just using magic

The strategy that ended up being the most practical was to just use stacked poison magic and get the boss to die to DOT damage. It’s slow and boring and your party is for the most part idle and tossing items, but you aren’t taking a ton of unnecessary damage.

It’s this kind of setup that just feels unnecessarily punishing to the player. The game spends the entire time encouraging exploration and use of weaknesses to kill enemies quick and effectively, then spends its time on bosses countering the weaknesses so you have to find some random bullshit mechanic to actually take out the boss. Your other choice when you hit these bosses if you simply have the wrong party setup is to instead backup and grind new classes to find the right combination. It’s a bit of a typical problem of wide-ranging class-focused JRPGs, but the design choices of BD2 exacerbate this. It’s especially negative when they are directly countering the things you just earned so you’re forever discouraged from really trying new toys. The entire process feels like it’s wasting your time leading up to these fights, because you could very well have just been focusing on the wrong thing without knowing that you’re screwing yourself over.

It feels like it should be a small thing to just get through the boss fights and move on, but it’s one of those things that will endlessly frustrate me in games like this. I want my JRPG boss fights to be challenging me to the limit of my abilities, but I want that to be because the fight is legitimately hard with however I choose to play. I don’t want to play guess the mechanic and then have to grind to come around to the fight. Once I hit that point where I’m annoyed by the big moments, I’m out. There’s plenty of other games for me to play that will respect the time I put in to them in a better fashion.

The original Bravely games had similarly punishing grind issues, so I guess I shouldn’t be too surprised. Those had both a ton of grinding, as well as unnecessarily long plots where they liked to tell you to redo the entire game half way through. What they generally didn’t have were such punishing mechanics attached to the core boss fights. Sure their bosses were hard, but stragies around exploiting the fight’s weakness mechanics weren’t generally just hard countered, and hard countered for multiple things. Bravely Default II just goes so overboard with the counters that the bosses stopped being fun, and extremely quickly. It left my in a place where I just didn’t want to continue playing the game. It’s one thing in a JRPG if the trash is on the boring side, but once the centerpiece fights become something that I don’t want to do, it’s time to shelve a game – even moreso when I’m only 8 hours in.

Game Ramblings #142 – Stranger of Paradise: Final Fantasy Origin Trial Version

More Info from Square-Enix

Ramblings thread on twitter

  • Genre: Action RPG
  • Platform: PS5

The unveiling of this game did not do it any favors. The dialogue was TERRIBLE and you could die from a drinking game based around how many times they say chaos. There’s definitely some problems with the game, but behind all that nonsense there is a nugget of a fun game that could come out of all of this.

In general I’m not a fan of Souls-style combat. The deliberate pace of timing your attacks just kind of drags for me. I’d much rather hack and slash and use recovery skills to keep the combat pace up. However, this one does a couple of things that work out in its favor. The first is a reactionary block that if timed well allows the player to gain MP rapidly while avoiding damage. The second is an MP dump that increases the player’s damage and allows for a larger amount of the enemy’s stun meter to be chipped away. In general this encourages me to stay in close quarters more often than in my typical Souls experience.

That said, this still doesn’t feel like it’s at a point where I’m happy with the balance of it. The player’s stun meter and the ability to block damage are run through the same sort of pseudo stamina meter, so using the block too much is a huge risk. Being stunned on the boss fight was a huge risk of being 100-0’d in the second phase of the boss. That risk turns it into a slog where you stay back, chip away damage when you can, and just stay out of the way. That’s the part where the Souls-style combat really loses me.

In a perfect world for me, the block meter isn’t part of the stamina meter. You either do it right and get the advantage of having executed the mechanic well or you do it wrong and naturally lose some of your stamina meter to normal damage mechanics. In this setup the player is further encouraged to execute the block properly and stay in combat, increasing the overall pace of the game and preventing the sort of large passive slogs that a lot of these kinds of fights can become.

I think ultimately this is going to end up in a situation where I just end up playing on easy, which isn’t necessarily what I want to get out of this. I’m pretty fine with the actual level of incoming damage and the need to execute the mechanics cleanly, but if going to easy means I can get through fights in a more efficient manner, I think I’d lean into that. I’d rather just be able to treat a few things as smaller gameplay modifiers though, which is a bit disappointing.

This demo also feels kind of let down by the art style. This game has a lot of greys, which also includes the enemies. This left me in a place where a lot of the trash fights were me kind of taking more damage than I felt was practical, mostly because I was visually losing the enemies and missing their tells. It was frustrating to not have clear silhouettes, as that’s often a huge part of the experience of action games for me.

On the other hand, the job system feels like a huge perk for the overall meta game. There’s only a few classes to play here, but I set myself up around the use of the swordsman and black mage classes, and the differences in their combat pace and ability use felt pretty interesting to me. The fact that they have full skill trees is also pretty huge, as there’s an inherent power curve beyond simply getting bigger stat numbers.

There’s definitely a nugget of potential here though. The game is far better than its writing and even with me not liking this style of combat, I was still enjoying myself. I don’t think they’re really going to fix what I see as the major problems here, but we’ve also only seen a tiny slice of this game in both the unveil trailer and demo. Maybe other parts of the game have a better visual style and less ridiculous use of the word chaos. Even if they don’t, I’m left pretty surprised that I want to see more out of this game.