I’m quite surprised that a free-to-play mobile game has managed to maintain my attention for over two weeks now: you may recall a short while back when I talked about Brave Frontier, and I’m still playing it today.
I think the reason it’s “working” for me is that I’m not attempting to make it the focus of my gaming life or anything, but it’s something enjoyable to do during brief moments of downtime — sitting on the bog, waiting for pasta water to boil, being unable to get to sleep, that sort of thing. It also helps that it’s a fairly solid game at its core, too; it’s not the deepest game in the world, but it has enough substance to keep it interesting in short bursts.
What I find curious about it is that it’s essentially Pokemon with all the fat trimmed off, and yet while Pokemon didn’t hold my attention at all across the three installments I’ve tried — Red, Gold and Y — Brave Frontier has managed to keep me interested, and I think it’s because of all the stuff that’s been trimmed out from the Pokemon formula.
Pokemon, to me, always feels like it’s not sure what it quite wants to be. It has the structure of a traditional RPG, but then the collectible, tradable and upgradeable aspect of a trading card game. It is arguably more widely renowned for its competitive metagame than anything significant it brings to the storytelling table, though it has managed to spawn a number of anime series and movies since it first burst onto the scene. The “JRPG” side of it and the “collectible monster battling” stuff always seem to be somewhat at odds with one another, and I think that’s what’s caused me to lose interest in them partway through every time I’ve tried.
Brave Frontier, meanwhile, focuses on the collectible battling side of things almost exclusively. There’s no exploration, no wandering around caves, just battles of various descriptions and, between those battles, upgrading your units to be more powerful, stronger and capable of taking on tougher opponents. It’s satisfying to build up a team that works together, whether you’ve been trying to go for a specific angle (all the same elemental type, for example, or perhaps a strongly defensive group that can survive against hard-hitting enemies) or whether you’ve been working with the hand you’ve been dealt, as I have been.
And the game presents you with interesting, meaningful choices to make every time you boot it up. I still dislike the use of “energy” bars in free-to-play games throttling your play sessions, but as I noted in my previous post about Brave Frontier, this game makes use of it as an interesting “risk/reward” mechanic by presenting you with the option to effectively “gamble” your potential play time against the possible rewards available.
You can spent small amounts of energy working your way through the “Quest” mode, which is a linear sequence of battles of gradually (very gradually) increasing difficulty tied together with a surprisingly not-that-bad, if cliche-tastic storyline. In doing so, you’ll acquire a selection of not-very-good units (that can be used as “fusion fodder” to upgrade various aspects of your actually-good units) along with the game’s currencies, and you’ll also get a decent amount of experience.
Conversely, the daily dungeons that pop up throughout the week each cost significantly more energy to participate in but offer their own unique special characteristics and greater, more predictable rewards — the Monday dungeon, for example, offers significantly greater amounts of experience points than usual, providing you with the ability to level up your “Summoner” character quite quickly, in turn increasing your energy stock and the amount of “Cost” points you’re allowed to spend on building your party; other dungeons throughout the week offer units that are required to “evolve” level-capped units to their next tier, large amounts of gold coins or various other rewards. Part of the thing that makes the game interesting is that you have to discover the value of each of these dungeons for yourself; it may not be immediately clear why you’d want to hunt down elemental idols, for example, but once you figure it out you’ll know that you need to check in on that particular day to get your hands on some.
There’s a certain amount of random-number generation (RNG) at work, of course, but as any MMO player will tell you, that’s sort of part of the fun in a perverse, masochistic sort of way: imagine how much more satisfying it is to acquire something you’ve been trying to hunt down for over a week rather than having it handed to you on a plate. It’s frustrating and annoying at times, sure — I’m currently in the aforementioned situation as I attempt to track down the last “Evolution unit” I need to upgrade my party member Selena into her next tier of power — but, as manipulative as it is, it keeps you coming back for another try.
Oh, and I’ve reached a stage now where my party is winning in the player-vs-player “Arena” significantly more than it loses now, which is satisfying to see. But then the game took me down a peg or two by throwing a boss at me that absolutely obliterated my entire party within a few turns. Time to get busy with the Fusion, I guess…
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