Saturday, December 31, 2022
Blog Timeline 2022
Saturday, December 24, 2022
A look back at: Pokemon Red Fire
The name is dumb, but the premise is that this is just Fire Red but as a Kaizo hack. Though to be honest, Kaizo doesn't mix all that well with Pokemon in general, due to the fact you can just overlevel before any fight. Playing this casually, it wasn't honestly that difficult overall, and it seems to be made for the ones who use Nuzlocke challenges or otherwise. There's no walkthrough from me, due to several documents that help already been released. My team for the end was Medicham, Crobat, Marowak, Raichu, Ludicolo, and Charizard (my starter).
Red Fire has no new story. It's the same Fire Red, but made to be much more linear and much more tough, but to appease Nuzlockers, more Pokemon are available, even in cities to help out. The difficulty will scale up quite considerably in many places, after you beat a gym leader do expect trainers later on to have Pokemon of their levels or higher. And expect teams to not only expand to many members, but be very type diverse. By Celadon City, where you challenge Erika's gym, the opponents will NOT be using purely Grass type Pokemon there. And the Rocket Hideout, which you have to do AFTER the gym, the Rocket Grunts have teams of five. From then on, expect trainers to have teams of five to six, and ESPECIALLY six by the time of the seventh gym. The biggest level spike is after the last gym and before Victory Road, as the trainers there push up to the late 90s from just 70 or so. And the Elite Four and Champion all have Lv100 full teams.
Be glad there's some other things aside from using up to Gen-3 Pokemon in Kanto here. The PP of most moves is maxed out (there's actually no vitamins in this game either) and many moves' accuracies have been thrown up to 100%, which makes for more move usage. Marowak's signature moves became good as a result, and Hi Jump Kick is really useful against those weak to Fighting now. The same with Rock Slide and other such moves. There's now a Move Reminder in Celadon, which requires Big Mushrooms but those are hidden around. It's certainly a lot to take in but for very good reason. Every team's movesets have coverage of some kind, and apart from the TMs you need it just as much as well. I hate that we still need HMs to get around, like ONE instance of having to use Rock Smash to get anywhere south of Fuchsia.
Certain Pokemon in this game definitely deserve mention due to how powerful they can be. I had a Medicham on my team, and although I had to teach it Psychic it worked well using Hi Jump Kick and Rock Slide, plus having Pure Power is very important. Ludicolo is another useful Pokemon, gotten really early and has excellent typing. Most every Pokemon with arms can learn the elemental punches, the water types primarily getting Ice Punch. Opponents will have the coverage moves and other strategies like full Dragon Dance teams or Toxic/Protect to use. Some will have certain annoying Pokemon like Wobbuffet. Speaking of which, um, you can only get 300 Pokemon maximum, there's no breeding in this game, no Ditto, and although you can get a few evolved Pokemon like Tentacruel, you can never get their base forms. So clearly this was not meant for Pokedex completionists, but for those who really like battle challenges.
Thursday, December 22, 2022
A look back at: Chocobo's Dungeon 2
While I didn't really pay as much attention to the first Chocobo's dungeon, that is in part due to not being translated as well as this one. Here it's more of the same thing for those who are already familiar with the Mystery Dungeon games. And well, this and its predecessor incorporate Final Fantasy elements of course, all the creatures you know and love and the items too. I'd argue it's one of the cutest looking games ever, especially in its FMV sequences which are wonderful.
So again, randomized dungeons, wandering enemies, random traps and chests, losing all equipment if you die in a dungeon, and a partner that is used to help out whenever necessary. And of course the village is the hub, where you can do things on the side as needed. Music is very nice throughout, enemy ranks can get tough, but the items I think are the showstealers of this game. Refilling bottles in springs, finding out what they do upon consumption or kicking them. The same with cards and tags, all have varying effects. Spellbooks being the ONLY source of magic leads to a little bit of grinding in and around times, but these are easy to come by with bookshelves. Recycle boxes change items around for the price of two, stoves are great for refurbishing existing equipment, and it is quite annoying to have to lose your equipment in the middle of the game or if it breaks somehow. So the fun value is a total rollercoaster and that's all I can say about that. One minute you'd cruise through after doing some grinding of your own and the next the enemies show up to surround you with all sorts of problems. Oh, and there's technically a time limit, as Doom the reaper will come in to destroy if you take too long or if you're unlucky with chests or cards.
As cute as it is, plot-wise it can get sad since it revolves around Shiroma the white mage and her mysterious time-traveling or what not. It's quite interesting how a lowly enemy very early in the game ends up being a final boss since Mog the Moogle shoved him out of the way in the beginning, and having the dungeon being sentient is both dangerous and hilarious somehow. The FMVs are the real storytelling and I liked them even without the words (sorry Bahamut, I was bored with your speeches). Isn't it strange that a sequel game got a better translation? They could have renamed this one so that people don't get curious as to why the first one wasn't as well-translated.
Sunday, November 27, 2022
A look back at: Pokemon Luria
Betas really don't manage to get finished all the way, do they? There's definitely room for improvement in all of them, but at least from what players can experience, there's definitely glimmers of hope for some fun storytelling and/or gameplay. Pokemon Luria certainly has the hallmarks of this, it's got a new region, new characters, new storyline. The overall plot is still "get starter, battle gym leaders, battle enemy team on occasion", and that's more or less fine and dandy. There were some decent ideas here, the B/W repel system is here, the Pokemon Centers and Marts are merged, and the hidden grottos offer neat exploration. Plus there's 1% encounters in the caves, and one of them was a Bulbasaur too. By the way, you do get the Hoenn starters as your pick.
It would have been nice if we got to see what development the main characters have. We know Prof. Gillian travels, Tutai is your childhood friend and rival, Simon is some guy chasing Team 1.5.1., and the leader of said team is named Butler. But that's about it. If this beta were to be finished, we might have found out more of course, but we got what we got. I usually try not to play unfinished betas as much, but at least this one made you get to at least two gyms, so that's pretty fair. And yes, I'm still making these walkthroughs, just for informational purposes.
Wednesday, November 23, 2022
A look back at: Realms of Arkania: Star Trail
CRPGs are such silly games, aren't they? Tons of customization options for player characters, incredulously difficult gameplay with tons of micromanaging, this kind of stuff won't ever appeal to casual gamers. Which is why I find it so darn fun, honestly. Realms of Arkania has insofar been a rad series with the tactical combat, which I find more fun than the usual turn-based stuff that Might & Magic and Wizardry have been pulling me with. Battles will of course take a while, or not, depending on how strong you are and how chicken the enemies can be. The many niches of combat end up with quite a lot of RNG. The spell failed! The attack failed! Bear in mind I finished a Pokemon ROM hack recently and those games are of course rife with attacks and moves that fail, kinda like these ones. But as you might think, it's honestly all in good fun regardless and I still enjoy this stuff.
Though, frankly, there's really not a whole lot to talk about with regards to Star Trail. The changes are minor but are clearly better, so one who plays this first and goes back to Blade of Destiny will find the latter to be less than stellar (hah, a star pun). Personally though, I always play from the roots up. It's real nice that you can aim on a diagonal now. The music is really good. The dialogue in the game is quite interestingly voiced. The computer combat has nice imagery but is an incredibly risky way to skip some battles. And the overall plot does try to steer away from general cliches, but still has a few, like the shady briber who ends up being the evil sorceror summoning a dragon for the final boss. And well, you don't actually defeat that boss, you just have to survive. The alliance of races to stand up to another race was a nice main quest, but it was the main one and there was very few side stuff compared to the previous game. It all sets up for Shadows over Riva, whenever I get to playing that.
A look back at: Pokemon Dreams
Tuesday, October 25, 2022
A look back at: Koudelka
Hooray! I managed to get another RPG done for the year, against the odds that my day job and my other commitments would prevent me from doing another RPG. I had this one on the backburner for a long while, having finished up stuff for Doomwiki in short order and I never managed to touch this game until about the summer or so. In any case, a game with a titular protagonist in the Playstation era that certainly combines the turn-based RPG and horror genres quite well, and also manages to be the predecessor to the Shadow Hearts franchise.
So, this is a peculiar game no matter how I look at it. Four discs, but it's not necessarily a long game. I think the four discs are there cause of all the cutscenes and FMVs, which are quite a highlight for the game as a whole. Music is interesting but it only really shows up during battles, and the setting is an old manor where our three protagonists go into for different reasons and is crawling with nightmare fuel. The navigation may perplex people with what to do or where to go, kinda like a cinematic platformer or something, so a guide may be necessary. Especially with all the items on the floor and the key items necessary to beat the whole game.
But the main meat has to be the battles and this one is full of ups and downs. The interface is thankfully simple enough, grid-based movement and turns to use, you get various weapons that can hit at a range or with melee attacks, plus the magic spells are universal for all characters and do more damage based on range. Plus leveling magic. And leveling up stats with bonus points. Which is delightful in its own right. Grinding was a thing I decided to do, though it really isn't as necessary as I thought originally. Enemies don't really get names which makes identifying them impossible, and they have their own stats and abilities I'm sure. The two things I don't like about the battle system though are the overall pacing and weapons breaking. The latter is a major issue due to the fact that weapons, along with armor, accessories, and most items, are usually random drops from enemies after a battle. Every weapon that isn't the bare hands will break after some predetermined number of uses (I checked to make sure they weren't just random). This makes grinding up weapon levels a huge pain. There's some attributes to weapons too, which are possible to savescum because some attributes like Light are actually useless. However, it makes using weapons, particularly with Edward, the overall best physical attacker, difficult. And then you have the overall pacing of the battles. Spell animations are long, the loading times between world-and-battle are also long, and some enemy movements, attack animations, or even defeat animations are quite long. Even regular battles just take a long time to get through due to this. I don't expect them to be short but it's a valid complaint because it is longer than most other RPGs, and heaven help you if you don't have your plugins set up correctly.
The story is quite nice. Again, three strangers end up teaming up not because they want to but to survive for various reasons. Koudelka herself manages real well and James has his main goal of seeing Elaine again. Edward is kinda there but he fits an adventurer vibe alright. Seeing the crazed caretakers being psychopaths is cool, as is the creepy Charlotte, the somehow creepier Roger, and all sorts of stuff in between. There's even a gargoyle optional boss. Treasure is around and about, not all is great but free stuff. This definitely has the survivalist feel to it, plus it's got multiple endings to boot. That final boss is quite annoying with its magic, you have to reflect it back to her and I really hate her healing move.