1138: Song Magic

Been playing some more Ar Tonelico 2 this evening, and I’m liking it a great deal. Like its predecessor, it has a very pleasing system of “feature creep” whereby it starts out feeling rather straightforward but gradually, over the course of the early stages of the game, introduces more and more new and interesting mechanics until you have something that is very, very distinctive.

In the original Ar Tonelico, we were introduced to the basic combat system; then the way it worked when you have the magic-using Reyvateil characters in your party; the Dive system, in which you could explore the inner recesses of the heroine’s mental “cosmosphere” worlds; the “bedtime conversations” system whereby the protagonist and the heroines could get to know each other a bit better (and subsequently unlock deeper levels in the cosmosphere); the “Grathmeld” crafting system, whereby you could take all the junk you’d acquired from the hundreds of NYO?!s you’d killed and turn them into various items, then enjoy some amusing scenes as the heroines try and convince you to let them name the item something ridiculous; and the “Install” system, whereby you’re able to insert crystals into the heroines (and yes, they relish the opportunity for innuendo inherent in this process) to power up their various abilities and customise the effect of their spells.

In Ar Tonelico 2, meanwhile, we’re first of all introduced to a new and rather odd combat system in which the two sides in the combat alternate attacking and defending for a set period of time — when attacking, you have to press buttons corresponding to the party member you’d like to attack and combine it with a directional button to do a specific move; when defending, you have to time button presses carefully to protect the back-line Reyvateil “mages” from attack, if they’re present. The way the Reyvateils work is then introduced — a weird meter in the corner of the screen reflects what they want the front line to do, and fulfilling their demands provides bonuses, helping them to cast more effective spells more quickly. Then, once again, we have the Dive system, which works largely as it did before, albeit with a lot more multiple-choice bits where you have to say the right thing to proceed. Then we have the “I.P.D.” system, whereby part of the plot dictates that you have to subdue and capture Reyvateils that are infected with I.P.D., which hasn’t been explained yet. Then we have a slightly different crafting system, whereby certain items can only be crafted in certain places (you can only make food in a restaurant kitchen, for example), and the same recipe has different outcomes depending on which heroine you get to help.

Then things get a little odd. “Dualstalling” replaces the “Install” system from the previous game, and is the only way of levelling up Reyvateils, who no longer gain experience normally. Instead, at regular opportunities, you have to let them take a bath in water infused with crystals you’ve collected or purchased. During the bath (which looks rather large and luxurious, I must say), they wander around a bit, and if they pass over one of the crystals they dropped in, they gain a temporary special effect until the next time they bathe. And if you drop in toys (bath toys, you pervert) and scented oils, different effects might emerge. Oh, and if both heroines are bathing together, they’ll often chat about things, too, which helps improve their “sync” value, which in turn helps them fight more effectively together in combat.

Then we have the “Dive Therapy” system, which I was introduced to in tonight’s session. Now the subdued I.P.D.-infected Reyvateils have a purpose — they can be “cured” by one of the characters, who is a Dive therapist. Indulging in Dive Therapy involves talking to the Reyvateil and attempting to manipulate her mood to its ideal level on a meter at the top of the screen. Administering various treatments can affect the rate at which this meter changes with each response you give to their statements. Some responses increase the meter, others drop it, and each infected Reyvateil has a “sweet spot” where the meter needs to be in order to be cured.

That’s not all you can do with them, though. The cured Reyvateils then bugger off and scatter themselves around the world to form a fan club for one of the heroines, and their affection for her increases as they see her doing cool stuff. When their affection maxes out, they will help out — exactly how, I’m not sure yet, but we’ll see.

Oh, and also through the “Girl Power” system you can “equip” rescued Reyvateils to help the protagonist out in various ways. They then level up and improve their abilities and… waah, my head hurts.

All these weird and wonderful mechanics may sound overwhelming, but they’re introduced at just the right rate. You’re shown a new concept, then given a period of time in which to explore it in practical terms. Then another one comes along, and you can explore that. And so it continues. The nice thing is that only a few of these mechanics are “spoiled” in the game’s manual, meaning the existence of things like the Dive Therapy system and various other bits and pieces are a nice surprise when you come across them for the first time. (Unless you’ve read this post first, of course.)

On the one hand, it’s nice to be ready for all the game’s mechanics and be able to refer back to a manual when you need to. But on the other, it’s quite interesting (and oddly liberating) to play a game that trusts you to experiment a bit and figure out what on Earth (Metafalss?) is going on. Take the Dualstalling system, for example — while the help menu in the game explains roughly how it works, it’s only by fiddling around with various arrangements of bathtime goodies that you’ll figure out the most effective means of letting your mage-ladies wash their stinky bits and level up.

Basically, Ar Tonelico 2’s more esoteric features are something you’ll either be on board with or not. As you’ve probably gathered, I love them — and besides, are they really any more weird than summoning giant chariot-riding penis demons by fusing cards together, or sucking the magic out of monsters to somehow attach to your own strength? No. No they’re not. So shush.

1137: Animal Magic

I could sit and watch animals for hours, and have done on numerous occasions in the past. It can be pretty much any animal, too, so long as it’s not a scary one like a big hairy spider or a snake that could kill you or a shark with frickin’ lasers on its head. The majority of my animal-watching over the years has been taken up by the observation of cats (both live when I was younger — including one memorable occasion when I was hanging out with my friend Woody, we both got absolutely munted and found my family’s cat inexplicably hilarious — and more recently on the Internet courtesy of Maru) but I also often find myself oddly enraptured by a friend’s tortoise any time I go to visit and have an idle moment (seeing him munching nonchalantly on lettuce is oddly hilarious — the tortoise, not my friend, obviously). Most recently, though, I find myself spending an altogether healthy, reasonable and perfectly normal amount of time staring at our pet rats Lara and Lucy and have absolutely never got up in the middle of the night if I can’t sleep purely to go and see them.

It’s been oddly fascinating to watch their behaviour change over time, because both of them have absolutely developed their own personalities. Lara always used to be the dominant one over her original cagemate Willow (who sadly died a few months after we got her) but was always a lot more confident and friendly — Willow, meanwhile, was shy and nervous, and prone to biting if she felt threatened, which was quite often. She got out of the cage on one occasion and it was an absolute nightmare to get her back in, as she was too terrified to realise that we just wanted to help her get back home. (We did, eventually.)

After Willow died, Lara very obviously became very sad. She was much less energetic than she used to be, and spent a lot of time just sitting in her “saucer section” house that hung from the roof of the cage staring out rather pathetically. It was heartbreaking to see, so it wasn’t long before we decided to get her a new playmate. We introduced the two of them to each other on “neutral ground” (the bathtub, where they couldn’t escape and skitter off), they had a good sniff around each other and a bit of a poo, then both cooperated when we put them in their little carry box and subsequently back into the cage.

Lucy, who is a fair bit younger than Lara and consequently much smaller, seemed to have a difficult time adjusting to her new home initially, as Lara spent a lot of time fussing around her and seemingly frightening her. On one terrifying occasion, we found Lucy lying on her back completely motionless and were worried that she had suddenly died. Fortunately, we discovered a couple of minutes later that it was just a “submission” thing — it was her way of accepting Lara as the queen of the cage. She spent a few days cowering in the corner and not wanting to come out, and gradually built up her confidence. On one evening we put her in her carry box but in the cage so that Lara could get used to her scent without harassing her, and Lara got in an absolute panic, frantically scrabbling around and trying to get into the box because she thought she’d lost her new playmate. They were both fine the next day.

Fast forward to today, a number of months later — I forget how many exactly — and the two have settled into a healthy dynamic. Lara, as the older one, is for the most part a little more “careful” about what she does — though not always — while Lucy is clearly the “annoying younger sister”, regularly sniffing around Lara and occasionally… well, all right, fairly regularly giving her a playful nip in an attempt to kick off a play-fight which she’ll inevitably lose in a flurry of rolling around and screeching. (Rats can be very loud if they want to be, surprisingly — though it’s mainly Lucy who makes all the noise, as Lara doesn’t seem to squeak much at all.)

Lucy has also become the adventurous one — if we open up the cage, she’s always the first one to come out, start exploring and want some fuss from us. Lara will come out and demand some attention, too, and will also go off and explore, but it’s always Lucy who comes out first. She won’t stand still. Lara, meanwhile, who is bigger, older and a bit more “world-weary” now — at least, those are the personality traits I attribute to her — is much more receptive to standing still and being petted, and will even sometimes come crawling up me to sit on my shoulder if I sit in a climb-friendly position.

Lara hurt her leg the other day — she was limping around and obviously didn’t like putting weight on it, but didn’t seem to be in too much pain. She certainly wasn’t complaining, anyway, but it was clear that she wasn’t quite as mobile as usual. (It transpires that rats are fairly prone to sprains — given the regularity with which they fall off things in an extremely amusing manner, I’m surprised this is the first time either of them have done it.) She spent a lot of time just resting, occasionally coming out for water or food, but for the most part just snuggling down in a comfy, warm spot and letting herself heal naturally. (Rats heal super-quickly.) Rather than being her usual irritating little sister self, Lucy seemed to know that something was wrong with her “adoptive sister” and left Lara alone for the most part, occasionally popping in to snuggle up and keep warm with her or help her groom herself. The two were obviously communicating somehow, and it was really heartwarming to see. After a couple of days of rest, Lara was back to her old self, and the pair were back to their usual dynamic.

When I think of all that time I spent alone and depressed back in 2010, I find myself wishing that I’d discovered how joyful it is to have your own pets sooner, as it would have probably saved a large degree of my sanity around that period — if not my money, of which I didn’t really have any at the time. I mean, I always knew that having a cat around was awesome from my childhood, when our family pets Penny and Kitty were fixtures in the household, but somehow the thought of owning my own pets had never really crossed my mind. Largely because most rental properties specifically state that you’re not supposed to have pets in them, of course, but seriously, the amount of damage a tiny rat can do is significantly different from the chaos a small dog can wreak!

Anyway. Yeah. Pets are awesome. 9/10. Get one.