Game Ramblings #229 – The Adventures of Elliot: The Millenium Tales

More Info from Square Enix

  • Genre: Action RPG
  • Platform: PS5
  • Also Available On: Windows, Xbox Series, Switch 2

My takeaway after playing this is that 2D Zelda can learn a lot about combat. This game doesn’t reach the same highs in dungeon design or puzzle design, but the combat is leagues above what 2D Zelda has done. That alone makes this worthy of consideration.

While it’s easy to pull in other action RPGs like Ys into the talks here, the Zelda games are much more obviously the target here. The dungeon layouts and combat pace are much more in line with Zelda games where everything is on a neat grid, attacks are singular instead of fighting-combo based, and particularly boss battles are focused on single screen experiences. In my head that puts it much more in line with games like Link’s Awakening than Ys.

Where Zelda always felt like it concentrated on tools and puzzles with combat largely being secondary, this feels the polar opposite. This is a game that concentrates on weapons the entire time. Some things that would traditionally be generally tools in Zelda like the bomb also appear here – and certainly have their traditional use to blow holes in walls – but are also generally weapon-forward as well. The more practical difference is that there is more than just a sword. This is a game that lives by giving you a bunch of weapons and letting you loose. There is a sword and it’s important to the story, but there’s also weapons like a spear or a sickle. The game provides the player with a bunch of options and then you just go and find which ones you like the best.

The weapons are backed by two things that are really important as distinct differences. The first is weapon charges. Zelda has its sword spin, but there’s more here. Each weapon has a core charge up ability to mirror Zelda. This then gets modified by each weapon upgrade to add additional stages of charge. Each charge ends up giving more power to the attacks or more range to a dash tied to the charge or something along those lines. This then extends to more modifications through the use of what the game calls Magicite, which are essentially modifiers added to weapons. Some are straight attack boosts, but others do more exotic things. The particular weapon I latched onto was the spear, which I then modified with Boar Rush that provided immunity while hitting a special attack, Three-Headed Dragon that split my attack into three providing more lateral range, and Magic Spear that provided an extra attack when I was at near full health. It’s this kind of flexibility that really brings a lot of life to what is often an overlooked part of gearing in Zelda.

It then extends to fights that are generally just better than 2D Zelda. The one thing I would say is obviously different here is that the bosses are much quicker to move and attack. It brings a sense of danger that really frankly isn’t present in a typical Zelda game. What it also does is bring pace. A lot of the boss fights were frankly quick to defeat, but not because they were easy. It was because I often had one of two choices – lay back and avoid attacks to play it safe or take incredibly stupid and risky chances to lay in full-charge special attacks and try to burst the boss down before it could kill me. I generally took the second choice, it was often a bad idea, it was incredibly fun.

The flipside of this is that the focus on combat has reduced the complexity of the rest of the game. Some of that is admittedly good. Everything is quick and efficient to run through, and like the pace of combat being fast, the pace of traversal is fast. However, that does also mean that dungeons are generally pretty compact and don’t really have puzzles to solve. You kind of just follow the one path, which will generally loop back toward the entrance to open a shortcut and give you a key to move forward. The game does get some legs out of re-use of locations through the time travel mechanic, but besides the core city the changes tend to be pretty minimal from time period to time period. It’s effective as a story telling device, but not much beyond that.

Where they did get some points back on this was the time travel mechanic. The core conceit of the game is that you are travelling between different time periods of the same area over a millennium in the past. The major changes all occur within the core city of the game and its transition from a small village to a magic city to a destroyed city to a rebuilt kingdom. However, there’s little changes throughout the world as you play through each time period. It all ends up being familiar enough to quickly traverse through but introduces enough new elements to still feel like you’re discovering things. At times this can just be a weapon upgrade that is in a branch of a cave that is unlocked for a specific time period, but in others it ends up being a completely new way to traverse the world. It fairly smartly takes advantage of expanding the use of a smaller set of content while avoiding feeling stale. Again, that’s not unlike Zelda with Ocarina of Time or the Oracles games.

What I would ultimately land on is that this is every bit a great competitor to existing 2D action RPG franchises, and particularly focused toward Zelda. I don’t know that I think it surpasses things like the Link’s Awakening remake, but I also don’t think that one is necessarily a better game. What they provide are two very different takes on the genre with different focuses, and which one is deemed better is something I would expect to come down to preference of pace. What it is is a great example of a gameplay style that is not seen often enough and one that can certainly hold its own in the industry today.

Game Ramblings #223 – Dragon Quest VII: Reimagined

More Info from Square Enix

  • Genre: JRPG
  • Platform: PS5
  • Also Available On: Switch, Switch 2, Xbox Series, Windows

This is an easy ramblings for me to write. In a lot of ways it boils down to one question – do you like traditional JRPGs? If the answer is yes, then frankly you’ve probably already played this game. However, for as good as the original and 3DS releases of this game were, the game is just unnecessarily long. That’s something that is incredibly common for Dragon Quest games in general, though it’s been getting better in recent years. That is really what my mind was focused on coming out of this.

I had put off starting this one for a while because I didn’t really want to tackle an 80 hour JRPG. I just don’t really have that kind of time to play games anymore. I’d heard some people recommend it and noting that it was shorter. I then noticed that its How Long to Beat page was seeing 40-50 hours as a more common time to complete. That kind of time investment is a bit more doable. That drop in length by about half comes about in a few ways. However, it’s not unfair to say that it’s simply because the game just loads quicker. Getting into fights is quicker. Getting into zones is quicker. Getting through the time portals is quicker. It just compresses the experience through lack of loading.

However, the more beneficial part was how much quicker leveling can be, and that’s entirely up to the player. One of the things that recent Dragon Quest titles have been doing is giving players more control over difficulty. It started with things like an “easy” difficulty that ramped up player damage, ramped down damage taken, and ramped up XP gained. It then added a lot more over world automatic battles when you as the player have gotten strong enough. DQ7R is the most granular control that they’ve given, and it’s much to the game’s benefit.

The way that I chose to play this title was with the following settings:

  • Damage: Normal for given and received
  • XP Gained: Increased
  • Gold Gained: Increased
  • Job Points: Increased

What this essentially is is a settings group that is the game at intended difficulty, but with significantly less grinding. I was essentially choosing to just have less combat for the sake of making the experience faster while preserving difficulty. This gets combined with the fact that battles are no longer random in recent titles, so you can choose to simply skip combat entirely if you’re at an appropriate power level.

This simply makes the game faster and it’s much better as a result. The pattern I like in JRPGs is to figure out the enemy setups, fight them a few times, then move on. I don’t need to fight things dozens of times to get my value. At that point it’s just boring. In a case like this where XP gained is high, I can simply fight things to get my entertainment, then move on.

There’s additional little gameplay things that are added like save/heal points that appear frequently right before bosses to act as safety and time savers for the player. There’s a weird side effect that comes out of this – I use MP-based skills far more often. Because I don’t need to fight as much, I can dump my resources for the sake of fun. Because I know I’ll heal before a boss I’m not preserving my resources for the boss. If I’ve used everything and don’t want to spend items, I can simply avoid fighting. The combination of these things further enhances the speed of playing the game because I can simply be aggressive on offense, which is something that a lot of older JRPGs didn’t really allow.

I’ve said similar things about recent JRPGs that have pushed into streamlining the experience for the player. A recent example includes Trails in the Sky 1st Chapter. I just don’t buy arguments about JRPGs needing length to be of value. To me empty grinding is just fluff and I’d rather have a shorter experience. The DQ1-3 HD2D remakes and now this DQ7 remake show that Square is taking the idea of a cleaner experience seriously for the players. This is everything about the story and metagame that made the original great, now combined with modern sensibilities around not wasting the player’s time. It’s a far better game for it.

Shelved It #135.1 – Fantasian: Neo Dimension

More Info from Square-Enix
Original Ramblings

  • Genre: JRPG
  • Platform: PS5
  • Also Available On: iOS, Xbox Series, Windows, Switch

My previous ramblings about part 1 are still 100% my feelings for the way the first half of this game went. Combat is generally incredibly fun, bosses are solid but can sometimes be a bit one-note, and the visuals work well. I never did get around to part 2 on iOS for whatever reason, but I’d seen some ramblings about it not being as good. I’d seen some ramblings about it having balance issues. I’d seen some ramblings about the open world changes not really working out well. And boy are those still the case.

The point at which you transition into part 2 of this game is incredibly obvious because you are just bombarded with new mechanics. The unfortunate thing for the game is that even though this is the effective director’s cut of the game, they couldn’t really fix these mechanics to be present in the whole game because they are so story related.

The first major one of these is the change from a linear game to an open world game. The end of part 1 has you having seen at least most of the major locations in the game, so structurally this makes sense. You’re revisiting old locations for new reasons – finding new items, searching out new people, etc. A lot of the progression through this section feels pretty arbitrary in terms of discovery, but that would be fine in isolation. It just doesn’t work out for the gameplay. Besides going to locations that you’ve already seen and ransacked, you get into awkward mixes of enemies that are at lower levels and enemies that now feel out of place from being high level. It ends up exacerbating what is already some weird balance to really slow down the pace of leveling in a negative fashion.

You are also granted access to the growth map system. This is essentially a skill tree tied to a story-important item for each character. The problem is sort of three-fold here. It feels like it was put in place to address power curve problems past level 30, rather than simply adjusting the power curve of core leveling to be better. It also comes in per-character, so you end up in places where some characters just feel underpowered relative to the rest of the party, relegating them to very specific uses. Finally, the system just doesn’t really give you any points to start with so it’s all based on growth from level 35 on, basically leaving you at an introduction point with no gains. Another mechanic that comes in around this time is gear upgrading. Again, it’s a system that feels like it was added to assist in the power curve above level 30 but because the items tied to the system only come in with the later game enemies and treasures you kind of can’t take advantage of it without grinding. This again continues to exacerbate balance issues.

So the thing that keeps coming up here is balance, and that’s tied to one simple change. Once your characters are past level 35, they gain less XP against “weaker” enemies. Again, in isolation this is not a huge deal and a ton of games do things along these lines. The problem as it were is that the levels of enemies in this section of the game just do not correspond to their power. At the point I shelved this, I was around level 40 going up against bosses that were around level 38 and they were doing AoE attacks that were doing 90+% of my health pool to the entire party in one attack. This just ends in a train of healing that is incredibly boring at best and generally just a slow slog to demise at worst. Assuming you then beat the boss, it’s “low level” so you get almost no XP from it. It’s all effort, no reward, and because of this very same system the walk to the boss also earns almost no XP because the trash are similarly low level, so even the fun Dimengeon mass fights don’t feel worth the effort. It ends up making the gameplay incredibly awkward in that you go to higher level areas to grind, then warp back to low level areas to progress the story even though you are “too strong”. It just does not work out.

Ultimately I suppose that is my problem. I wouldn’t mind a bit of grinding if I felt like I was being rewarded with progress, but part two gets you to a place where you’re just beating your head against the wall for small rewards to get past things that by level are “weak” compared to you, despite them obliterating the party. I just don’t have the time or patience for that anymore. There’s a gem of a game here if a few small changes are made – don’t reduce XP for weak enemies, increase the levels of bosses to make them “correct”, make gear upgrade items more common, grant a bunch of SP when gaining access to the growth map – but this just could not stick the landing. Given the potential shown in the original release of part 1 it’s really just kind of a bummer.