Game Ramblings #138 – Dragon Quest Heroes: Rocket Slime 3

  • Genre: Action RPG
  • Platform: 3DS

We’ve only been fortunate enough to get one of the entries in this Dragon Quest sub-series in the US. Luckily, an English patch has been created by a group called Fan Translators International, and it’s a quality one. I’ve been going through the process of backing up a lot of my older disc and cartridge games, and DS/3DS was up so I figured I’d take the opportunity to play through this one in English, and that was definitely the right choice.

The Rocket Slime games are kind of hard to describe, but the short version is that it switches between two main types of gameplay – an overworldish section where you collect items and monsters to build ammunition and crew and a battle-based segment where you engage in ship vs ship combat. The second one is definitely the thing that’s worth playing.

The overworld stuff is all well and good, but it basically exists to serve the purpose of grinding out ammunition for your ship. You use the same movement as ship battles in terms of flinging the player around and grabbing things, but there’s no real challenge here, even in the handful of boss battles. You go around, mop up everything, and send it off to your ship. Parts of it become pretty grindy as you get a bunch of parts to craft higher level stuff, but you get through it to make your ship stronger. If there’s anything to really point at as a major experience killer, it is that grind. Getting your ship together for the end game fight was really a hassle that I wasn’t expecting.

The ship battles just work so well. It’s a pretty basic loop, but has a really nice rhythm. You’re basically being given periodic dumps of ammo that you’ve collected throughout the world, picking it up, and chucking it into upper and lower shooting cannons. You’re doing this both offensively and defensively – hitting the enemies shots will knock them down, getting through to the enemy ship damages it. You can also fire yourself and your crew, allowing you to wreak havoc on the enemy ship, taking out their ammo feeds and really minimizing their ability to fight back. Once the enemy reaches 0 HP, you invade their ship and destroy their engine. That’s really all that there is mechanically.

That said, it works so damn well. On the ammo front, you get a feel for roughly how often you’ll get ammo and where on your ship it will show up, so you start picking out ship hulls that allow you to maximize your routing efficiency in picking up and chucking ammo. You start finding crew combos that work best with your play style. In particular, I had a combo where two crew split cannon duty and a third one chucked itself at the enemy ship to cause damage while I defended from enemies coming on board. It’s the kind of experience where even though a lot of the fights are generally the same, it doesn’t stop being fun.

The game we got as Rocket Slime on the DS was a really fun experience, featuring similar gameplay with tanks instead of pirate ships. Knowing that this game had been released in Japan and wasn’t being seen here – despite the popularity of the Dragon Quest main series – was a major bummer. I’d imported this one a while back, but kind of sat on it knowing that I was probably going to want to wait for a fan patch. Luckily some enterprising fan translators got that done, so I was able to play through it.

It’s tough for me to generally recommend importing JPN-only games, and in this case that still kind of stands. Playing this involved a number of things; importing the game in the first place, converting one of my 3DSs to custom firmware, going through the process of setting it up for custom game patches, getting this patch on there. It was a lot of stuff to play one game, but for me it was absolutely worth it. This is a hell of a fun game with a unique ship combat system that we could use more of, and I’m glad I stopped being lazy about getting this stood up to play.

Game Ramblings #136 – NieR Replicant ver 1.22474487139…

More Info from Square-Enix

  • Genre: ARPG
  • Platform: PS4
  • Also Available On: Xbox One, Steam

Playing remakes – and not just remasters – is always interesting. How do they modernize the game without ruining what people liked about the original? Do they choose to add or remove anything to change the game at all? Playing remakes when you didn’t really play the original is even more interesting. I bounced off NieR on the PS3 pretty hard, though I don’t remember why. However, I really enjoyed Automata so I figured it was worth a revisit. As it turns out, I definitely enjoyed Replicant a lot this go around, although it has some spots where it definitely shows its age.

In hindsight, this ones feels a lot like Automata, and that’s probably what makes it work out so well for me at this point. My Automata ramblings cover the basics, but to be sure the ARPG systems still work great here. The mix of melee and ranged combat, as well as your occasional bullet hell chaos works really well still. It’s generally clear whether a boss is more susceptible to what kind of attacks, and you plan accordingly to get your big damage dumps. It just works well.

However, the thing that struck me is how overwhelmingly fair it is. There just aren’t big fuck you moments. If you execute your offense well, you won’t have problems taking out enemies. If you execute your defense well, you won’t have problems avoiding damage. If you’re paying attention to enemy tells you’ll be ready to dodge things. The game just isn’t going to punish you if you’re paying attention.

Having talked to a few people about the original release, this seems like a big change. From what I understand, the original wasn’t necessarily unfair, but leaned into difficult tuning more than it should have. To me this feels like a conscious effort to align the game with both Automata, as well as a larger mass market. You can go to a harder difficulty if you want to, but the game doesn’t feel designed around punishing the player even on that harder difficulty. It just feels tuned to be right.

However, that was something they could absolutely control when remaking the game. What they couldn’t control was the overall metagame that was there, and that part is definitely showing its age. The first thing that stood out to me was how minimal gearing was in contrast to Automata. You have weapons that can be upgraded and some basic mods that can be applied to your gear (+damage, +defense, +magic, etc) but compared to the chip system it feels pretty slim. I just didn’t derive much gameplay out of it, because I basically picked a weapon that fit my style then applied the best mods and didn’t really think about it.

The general story flow also just didn’t age well. There’s a lot of mindless back and forth between the same areas just to finish story quests (run to coast town -> go back to your village -> go back to coast town -> go back to your village) and with so few unique areas, it wears out pretty quick. The lack of quick travel for most of the game also exacerbates the issue. You just spend a lot of time mindlessly running in comparison to the original.

This is pushed way to the forefront in the design of the game’s endings. Ending B is a replay of the second half of the game with a few unique story bits added. Ending C and D are replays of the second half of the game accessible only after you collect all weapons, which then adds a unique selection to the end boss. The new ending is the sole new addition, but frankly it wasn’t worth replaying the game so many times to get to it, so I just watched it on Youtube. Automata definitely learned a lot from this one in terms of making the chase towards multiple endings more fun and more unique. Replicant, even in modern form, is a bit of a drag.

That said, this game is worth playing even if you only get to the first ending. Even with its problems the combat is just that good. This and Automata have a combat flow that I’ve rarely felt nailed so well in other games. The closest that I could really compare it to would be something like Bayonetta in terms of mixing the grand scale and tight action. It’s just consistently fun and exciting to get to and fight through bosses, and each one leaves you wanting to push through the story problems just to get to that next adrenaline rush. For that alone, this gets the approval.

Game Ramblings #125 – Kingdom Hearts: Melody of Memory

More Info from Square-Enix

  • Genre: Rhythm
  • Platform: PS4
  • Also Available On: Xbox One, Switch

I sat down to play the game and immediately got smacked in the face with a sense of having played this game before. The systems that I was going through; the interface at the end of songs; the way things were unlocking. I’d done it before. Then it hit me – this is a Theathrhythm game. I absolutely love the three Theatrhythm games on the 3DS and I don’t know why I never recognized what this was before its release. Ya the name isn’t there and they moved to a rear-camera 3D view, but it’s the same developer, the same systems, and the same pattern. Most importantly, it’s just as good.

Starting this as a comparison against Theatrhythm is really the place to start. The obvious change is the switch in view from side-scroll 2D to rear-scroll 3D, and that brings some oddities. Something about that change took me a long time to really grok, and I think it came down to a couple of main things.

The first is that there’s no mark to really establish the beat on the board. Looking at games with a similar viewpoint like Guitar Hero, having that scrolling beat indicator really just helps to establish some sense of depth to get some basic timing in your mind’s eye. It also didn’t help that the enemies popping onto the board didn’t have consistent timing. Some would be stationary as you scroll towards them. Some would walk towards the screen. Some kind jumped and weaved. Because of that I also couldn’t really depend on depth perception as a tool for timing the song out.

However, I hit a point probably about a third of the way into the game where I became less focused on hitting a beat, and more focused on hitting a melody, and that drastically changed how I played the game. There’s a tendency in these songs to use a bit of a Nintendo trick. The first time they introduce a melody, it’s a bit on the easier side. You’ve got enough of it to be able to hit the notes while listening to what is playing. The second and third time’s it comes around, it’s all-in and you’re responding to the full melody that you now recognize. They do this on even the highest difficulty, so you have an inherit ramp up in the song as you go through a couple loops of it. It works really well to allow you to learn on the fly, then really come back on a second go through fully knowing the song and ready to hit that full combo.

The rest of the core systems will feel familiar to players of Theatrhythm FF. Instead of directional swipes, you’ve got joystick flicks. Instead of screen holds, you have button holds. Instead of lanes per-character, you have attack buttons per-character. Instead of slide input segments, you’ve got in-air notes to catch while drifting Sora around on screen. There’s some nice additions there in terms of allowing you to do multiple attacks at once by pressing multiple buttons, but it still all feels familiar to me as a player of the Theatrhythm games.

If there was one last thing that really caught me off guard, it’s that this game did a fantastic job actually telling the Kingdom Hearts story. Ya, I’m not lying. This game covers the story of the entire franchise so far through cutscenes and voiceovers, and it does it in about 10-15 hours of gameplay. You’ve got coverage of all the main games, the important plot points from the spinoffs, and it’s all told in a concise way. In a series that effectively prides itself on being completely baffling, I retained more in one rhythm game than I did playing the entire rest of the series last year.

Now, because this is Kingdom Hearts, they couldn’t get away with not doing some stupid plot twist, and the end of the game has some important lore that ties the end of KH3’s DLC to whatever comes next. While I do recommend playing this one, if rhythm games aren’t your thing you’ll definitely want to catch up on the new lore via Youtube. It’s definitely a very Kingdom Hearts thing to have put new story into a recap game, just because they can.

I mean, I guess this is an easy recommendation. This is both really entertaining on its own as a Kingdom Hearts recap title, and a fantastic rhythm game. It takes systems that worked really well on the 3DS, and transforms them just enough to flow really well on a TV and gamepad, once I stopped trying to treat it like Guitar Hero. It’s also a great way to go back and hear how fantastically good the soundtrack of this series has been over the past 20 years.

Plus the game has One Winged Angel. That’s worth at least a +1 on the review scores.