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….

Game Ramblings #131 – Bowser’s Fury

More Info from Nintendo

  • Genre: Platformer
  • Platform: Switch

I’ll make this simple – Super Mario 3D World is still fun and still worth playing. If you buy the cart just for that game, you’ll be happy. However, Bowser’s Fury is easily the more interesting part of the package. It’s an entire experiment in what Mario could be as an open world game. Some of it works well, some of it doesn’t, but it’s an interesting look into what the future of the series could potentially be.

It took me a while to really put my finger on what this game felt like, but it hit me that this feels like playing Super Mario Galaxy, minus the gravity manipulation. As you run around the world, you hit cat gates that act as the entries to individual objective areas. Each of these areas acts similar to a galaxy in that you go through it multiple times to get shines, and each shine has its own little modifications to the environment of the section. Where the magic comes in is that there’s no load times. You finish a shine and can go wherever you want. The next time you come back to the area, a new shine is available and the modifications to the environment in the area are already active.

From a general game rhythm perspective, it ends up being a sped up version of Galaxy. It’s such a small functional change, but not having to drop out of the world speeds up the game so much. You finish a shine and just keep going. There’s no transition back to an overworld or hub. There’s no waiting on loads and title screens. You just run and go. It helps that some shines are also available for partial credit as you run around doing others. For example, each area has a cat badge collection shine that can be finished at any time, including in the middle of working on other shines. It all feeds back into keeping the player moving as much as possible, rather than having to hop back and forth.

This kind of feeds back into what I talked about in the Ys IX ramblings, but this ends up being a game that just keeps you moving, and it’s what I’m most excited about in a potential open world Mario game. Super Mario Odyssey did a great job of packing the individual worlds with a ton of stuff. While those worlds were big and fun, they were also distinctly separate. Taking the scale and scope of things to do and packing it into a future open world (maybe an entire open Mushroom Kingdom?) is something that I never really thought was possible. After playing Bowser’s Fury, I think there’s a nugget of possibility there.

On the other hand, the Bowser part of this experience is just kind of average. As a mechanic tied into the story it serves its purpose but it just isn’t that fun. Bowser pops up periodically to basically just fuck shit up. He throws a bunch of crap around that basically serves to annoy you and then you either fight him as giant Mario or he goes away after a short period of time. There’s also a number of shines that require Bowser’s fury attacks to break some blocks and give access to shines. It just ends up feeling like an unnecessary distraction from the exploration. In general I’d expect this to not exist in a larger open world Mario game, so I’m not overly worried about its existence, but I could deal without the player friction it causes.

However, the boss fight portion of it is fun. Fighting as giant Mario vs Godzilla Bowser is really cool. Mechanically, it’s not that far off of normal Mario fights, but suddenly being as big as an entire level section is fun. Picking up a giant rock spear and chucking it at Bowser is fun. Trying to whack him out of a side spin with your cat attacks is fun. Like most Mario boss fights it isn’t complex, but it’s extremely satisfying.

This is distinctly an experiment. It’s absolutely a pack-in for the port of Super Mario 3D World, but it’s a fascinating way for Nintendo to experiment. They can sell the main game on its own, but still get a lot of player feedback in a way that doesn’t allow for failure. If people don’t like the experiment, no harm, they still have the main game. However, if people do like the experiment? You gave them a great bonus experience and got a ton of good feedback.

Given how well this one turned out, I wouldn’t be that surprised if the next Mario is open world. This one felt instantly recognizable, but new at the same time. Having a very Galaxy-style environment setup without load times is fresh and interesting in a way that surprised me. I could live without the Bowser mechanics, but give me a game with the rest of this experiment and I suspect I’ll be a happy camper.

Game Ramblings #130 – Ys IX: Monstrum Nox

More Info from NIS America

  • Genre: Action RPG
  • Platform: PS4
  • Also Available On: PC, Switch summer 2021 as of this post

The last time I visited the Ys series, I found an action RPG with a lot to like. Fast fluid combat was really the leading winner, but the rest of the game did its job well enough to keep me engaged. Ys IX is much the same. There’s some new wrinkles as to how the game’s world unfolds, but the combat is still as fast and fun as ever.

After my shelving of Assassin’s Creed Valhalla, I really needed something fast. Ys IX is definitely fast. If there’s any description I could give to someone that doesn’t know the series, it’s that it feels like the Sonic of RPGs. Movement is fast, combat is fast, things die fast, reactions happen fast. This game grabs you by the arm, drags you along, and doesn’t let up until you’re done. It was exactly what I needed.

Combat is largely the same as in past games, but it works so well. Your core moves are some direct melee attacks and AoE skills bound to face buttons. You’ve got parry and dodge on your shoulders. Timing either of those to an enemy attack gives you benefits (crit, regen, etc) that make it absolutely worth getting it right. For the most part that’s about it. Some enemies have weaknesses to specific weapons, but you can get by without really taking advantage of that.

It sounds pretty simple at face value, and to some extent it is. However, it’s largely necessary. Because of the speed of the action, that’s about as much as you can really balance at one time. You don’t really have the luxury of down time to plan out your moves or try to do anything complex. You’re watching for enemy tells so you can hit your defensive moves then hitting as many attacks as you can between that. On the attack side you’re going back and forth between skills that use resources and basic attacks that generate resources. That back and forth becomes your main combat rhythm, and timing your skill dumps with the enemy being stunned is the min/max setup that I really went after.

The rest of the game is pretty standard fare. Like Ys VII, the story isn’t the best ever but gets the job done. What ends up really being the thing to push you forward are all of the little gearing systems around. You can get through the game with just the base equipment, but there’s also a ton of potential in using the gear vendors to upgrade or craft new things. That leads you into wanting to open new areas for new crafting items, which leads you into exploring the map, which leads you into getting a bunch of cool loot. It’s a really tight loop, but there’s enough there to really push you to hit everything, rather than skipping content.

The gating of all of that is probably the most interesting mechanic. The world of Ys IX is basically gated behind barriers that can only be unlocked by battling monsters in-town or doing side quests. Getting to certain thresholds open up portals to the Grimwald Nox. Fights within this aren’t just your normal party – it’s every single character you have available, backed by additional support characters that you unlock along the way. These fights are absolute hilarious chaos, which is fun on its own. However, the fact that you can use characters unlocked via side quests gives you an additional reason to push for completion in a way that’s not grindy, but instead still a lot of fun.

Ys IX is a lot like the Tales of series for me. They aren’t the best games ever. They definitely have some rough edges. However, they are always fun. It’s the type of game that I know I can fall into if I’m looking to get past a game that bored me, and this was absolutely the case here. This was another entry with exciting, fast combat backed by enough of a story and good world systems to push me to easy completion, and with a much higher percentage of content finished than I typically would try to get through. It also got me past a wall of some amount of boredom that I got stuck in playing Sackboy and Valhalla. In that way it was the perfect refresher for me, but still one that I think I’d recommend at face value.