Shelved It #11 – Scarlet Nexus

More Info from Bandai Namco

  • Genre: Action RPG
  • Platfrom: PS5
  • Also Available On: PS4, PC, Xbox One, Xbox Series X|S

This game sits firmly within the good but not great quality band. It does some things well; overall world building, base combat. It does some things poorly; longevity and balance curve, storytelling choices. Where it ends up fitting is that while I was having fun when I was playing the game, it ended up missing that thing that really grabbed me to keep playing the game, or even choose it over others. With Skyward Sword coming in yesterday and Diablo III on Switch back to filling a lot of smaller time gaps, it lost the battle.

Combat is where the game really continued to draw me in, but it’s also where the game ultimately caused me to back away, so we’ll start there.

The game is an action RPG that combines pretty basic controls (a couple of attacks and dodge) with a more complex backing system of powers. The powers are where the real interest lies. This runs the range from gravity manipulation to time manipulation to electric attack buffs. The gravity manipulation is also the player’s core ability, and it’s tied to a meter charged via attacks. What this ends up doing is causing a satisfying rhythm to form in combat. Do a few attacks up close, dodge out to range, then lay in with the telekenesis attacks.

Where this really gets fun is that you’re effectively borrowing and combining powers from your party members to activate and use to your advantage. Enemy goes into hiding when you get close? Combine time manipulation to slow them down with electric to stun them. Need to knock a flying monster out of the air? Use the duplication power combined with the player’s own gravity manipulation to huck some projectiles their way. The combinations are a lot of fun to learn.

However, that learning stopped far too early. By about the 10 hour mark, I was no longer seeing new enemies. Sure, their levels would be higher, and sure they may have some new wrinkles in terms of debuffs or actions, but the approach was the same. This was also met with an unfortunately common tactic of just adding more. More enemies, more debuffs, more ranged attacks being thrown your way. Rather than being rhythmic, the combat became chaotic. It was no longer challenging because of learning and using the right things, but challenging because the window to attack became so small. I’d run around dodging things until my powers came up (particularly the time manipulation and invisibility), get in a few attacks, then go back to dodging. It was slow and trudging, which is the opposite of the first 10 hours, which are fast and exciting.

Typically speaking that wouldn’t have been enough to run me away from the game, but the story side of things was similarly unbalanced in terms of how I liked it.

The world building side of all of this was something I really liked. The tl;dr is that this is a future Earth where some apocalypse event caused by an atmospheric belt has caused demonic monsters to invade and attack humanity. Humanity has managed to get to a point where people are basically part of two classes – those with powers and those without, and those with powers are effectively conscripted into the military to defend the remains of humanity, while those without are shunned. At its core, this is a fun potential setting, and in a lot of ways the first arc of the game is really enjoyable. I was able to sink into the setting while enjoying the way that the events around was presented.

However, again around the 10 hour mark things started to sour. At this point, the split character choice at the beginning of the game reared its ugly side. This point of the game put me in a place where the two main character’s stories diverged heavily. What this ended up resulting in as far as the first play through goes is that I was seeing one side of the game, then when the two stories intersected there was a big knowledge gap and a lot of “how the hell did you guys get here?”. Since seeing the other side of the story involves starting from scratch, it left a lot of confusion. It’s not that I inherently like games that hop you between two characters a lot, but it solves this issue particularly well, and it becomes pretty obvious why hopping characters in a split story is a better option. Ultimately I think the anime that’s currently running will do a much better job of keeping my attention since it will avoid this issue.

I guess the unfortunate thing is I’m left wanting to like this game more than I did. It has enough going positively for it that it doesn’t feel that far away from being a truly good game. The things that I find wrong with it aren’t egregious problems, but are polish issues that never happened. What it ended up being was a game that couldn’t keep my attention in long enough stints to allow me to finish it before something higher priority came out, and with so much coming out every month it’s hard for me to give it a boost above so many other things.

What I will say is that I would probably recommend catching the anime. It may not be the most original, but there’s an interesting core world here, and presented in a fashion that does a better job of making a coherent story path, I think there’s a lot to enjoy – just not quite in a game form.

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.

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.